more general changes to targeting
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4fdd1670a1
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21b8c8c933
@ -75,8 +75,8 @@ def bot_process_movement(input_line):
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strInput += "use weapon_p90; wait 3; "
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strInput += "use weapon_p90; wait 3; "
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elif targeteam == 2:
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elif targeteam == 2:
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strInput += "use weapon_knife; wait 5; "
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strInput += "use weapon_knife; wait 5; "
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#print('date: ', datetime.datetime.now().time(), ' target_enemy: ', target_enemy, ' enemy distance: ', enemy_distance, ' target human: ', targethuman,
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print('date: ', datetime.datetime.now().time(), ' target_enemy: ', target_enemy, ' enemy distance: ', enemy_distance, ' target human: ', targethuman,
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# ' dist_target: ', dist_target)
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' dist_target: ', dist_target)
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strInput = strinput_append(strInput, 2)
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strInput = strinput_append(strInput, 2)
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#print('strInput final:', strInput)
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#print('strInput final:', strInput)
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writeCfgInput(strInput)
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writeCfgInput(strInput)
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@ -183,9 +183,9 @@ if __name__ == '__main__':
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if hull_info == "jump":
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if hull_info == "jump":
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strInput += "+jump; wait 5; -jump; +duck; wait 50; -duck; wait 5; "
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strInput += "+jump; wait 5; -jump; +duck; wait 50; -duck; wait 5; "
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elif hull_info == "crouch":
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elif hull_info == "crouch":
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strInput += "+duck; wait 250; -duck; wait 5; "
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strInput += "+duck; wait 50; -duck; wait 5; "
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writeCfgInput(strInput)
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writeCfgInput(strInput)
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print(colored_text)
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#print(colored_text)
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time.sleep(0.1)
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time.sleep(0.1)
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writeCfgInput("")
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writeCfgInput("")
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except KeyboardInterrupt:
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except KeyboardInterrupt:
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@ -15,6 +15,7 @@
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//#pragma newdecls required
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//#pragma newdecls required
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int present = 0;
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int present = 0;
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int targethuman = 0;
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int targethuman = 0;
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int target_enemy = 0;
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int buttons_old;
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int buttons_old;
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int flags_old;
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int flags_old;
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bool surf_cooldown = false;
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bool surf_cooldown = false;
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@ -56,6 +57,7 @@ public void OnPluginStart()
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chat_cooldown = false;
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chat_cooldown = false;
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reset_target_human_tp_coord();
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reset_target_human_tp_coord();
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targethuman = 0;
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targethuman = 0;
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target_enemy = 0;
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}
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}
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public void reset_target_human_tp_coord()
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public void reset_target_human_tp_coord()
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@ -171,6 +173,7 @@ public Action bot_chat_cooldown(Handle timer, any data)
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public void Event_RoundStart(Handle event, const char[] name, bool dontBroadcast)
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public void Event_RoundStart(Handle event, const char[] name, bool dontBroadcast)
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{
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{
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targethuman = 0;
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targethuman = 0;
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target_enemy = 0;
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reset_target_human_tp_coord();
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reset_target_human_tp_coord();
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}
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}
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@ -178,7 +181,7 @@ public void OnMapStart()
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{
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{
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//0.2 too spammmy, 1.5 too slow
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//0.2 too spammmy, 1.5 too slow
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chat_cooldown = false;
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chat_cooldown = false;
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CreateTimer(0.60, recursive_pressing, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
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CreateTimer(0.30, recursive_pressing, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
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CreateTimer(15.0, bot_check_connect, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
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CreateTimer(15.0, bot_check_connect, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
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}
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}
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@ -265,7 +268,7 @@ public Action recursive_pressing(Handle timer, any data)
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}
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}
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targethuman = GetClosestClient_option1(targeteam == 2 ? 2 : 3);
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targethuman = GetClosestClient_option1(targeteam == 2 ? 2 : 3);
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float enemy_distance = -1.0;
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float enemy_distance = -1.0;
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int target_enemy = GetClosestClient_option1(targeteam == 2 ? 3 : 2);
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target_enemy = GetClosestClient_option1(targeteam == 2 ? 3 : 2);
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float dist_target = -1.0;
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float dist_target = -1.0;
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float pos[3];
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float pos[3];
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if (IsValidClient(targethuman))
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if (IsValidClient(targethuman))
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@ -424,7 +427,7 @@ public void face_call(int client)
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public void faceclient(int target_human)
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public void faceclient(int target_human)
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{
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{
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if (IsValidClient(present) && IsValidClient(target_human) && GetEntityMoveType(present) != MOVETYPE_LADDER)
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if (IsValidClient(present) && IsValidClient(target_human))
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{
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{
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float TargetPos[3];
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float TargetPos[3];
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float ClientPos[3];
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float ClientPos[3];
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@ -466,7 +469,7 @@ public int GetClosestClient_option1(int targeteam)
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float pos[3];
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float pos[3];
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GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos);
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GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos);
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float dist_target = get_power_distance(present, pos);
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float dist_target = get_power_distance(present, pos);
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if (admins[i] || vips[i])
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if (admins[i] || vips[i] || i == targethuman || i == target_enemy)
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dist_target /= 5;
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dist_target /= 5;
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if (nearestdistance < 0 || dist_target < nearestdistance)
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if (nearestdistance < 0 || dist_target < nearestdistance)
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{
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{
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