update so not knifing when zm.
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e57a47eb34
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@ -42,7 +42,11 @@ def bot_process_movement(input_line):
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dist_target = float(dist_target)
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enemy_distance = float(enemy_distance)
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targeteam = int(targeteam)
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strInput = "-attack; wait 2; -use; wait 5; +attack; wait 5; cl_minmodels 1; wait 2; +use; wait 5; "
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#request by bane that bots should simply not infect people shrug
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if targeteam == 2:
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strInput = "-attack; wait 2; -use; wait 5; wait 5; cl_minmodels 1; wait 2; +use; wait 5; "
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else:
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strInput = "-attack; wait 2; -use; wait 5; +attack; wait 5; cl_minmodels 1; wait 2; +use; wait 5; "
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#python has no switches and such
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if state in [5, 7]:
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strInput += "-forward; wait 2; use weapon_knife; wait 5;"
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@ -129,12 +129,14 @@ public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3
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if (!IsValidClient(client) || !IsPlayerAlive(client) || !is_bot_player[client]) return Plugin_Continue;
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if ((GetEntityMoveType(client) & MOVETYPE_LADDER))
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{
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has_to_jump_bots[client] = 0;
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GetEntPropVector(client, Prop_Send, "m_vecOrigin", coords_run_cmd[client]);
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return Plugin_Continue;
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}
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if (GetEntProp(client, Prop_Data, "m_nWaterLevel") != 0)
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{
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has_to_jump_bots[client] = 0;
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return Plugin_Continue;
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}
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//make sure fell of an edge instead of actually jumping
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@ -152,13 +154,10 @@ public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3
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buttons |= IN_JUMP; //jump
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has_to_jump_bots[client] = 2;
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}
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else if (GetEntityFlags(client) & FL_ONGROUND)
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if (GetEntityFlags(client) & FL_ONGROUND)
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{
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GetEntPropVector(client, Prop_Send, "m_vecOrigin", coords_run_cmd[client]);
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if (has_to_jump_bots[client] == 2)
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{
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has_to_jump_bots[client] = 0;
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}
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has_to_jump_bots[client] = 0;
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}
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return Plugin_Continue;
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}
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