me gusta
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74652f9d18
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@ -274,7 +274,7 @@ public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float
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public Action recursive_pressing(Handle timer, any data)
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{
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if (IsValidClient(present) && IsPlayerAlive(present))
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if (IsValidClient(present))
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{
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if (GetClientTeam(present) == 1)
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{
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@ -282,113 +282,116 @@ public Action recursive_pressing(Handle timer, any data)
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bot_send_connected_msg();
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return Plugin_Continue;
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}
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char message[generic_length * 7];
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float present_bot_coords[3];
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GetClientAbsOrigin(present, present_bot_coords);
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int targeteam = 0;
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if (GetClientTeam(present) != 3)
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if (IsPlayerAlive(present))
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{
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//2 = autismo is zm and should follow closest moving zm
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targeteam = 2;
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}
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else
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{
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//3 = autismo is human and should follow closest moving ct
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targeteam = 3;
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}
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bool find_closest_match = true;
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//check ladder = 0, water = 1, in air(surfing) = 2, downhill = 3, teleporter = 4
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int bot_on_type = -1;
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if (GetEntityMoveType(present) == MOVETYPE_LADDER)
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bot_on_type = 0;
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int ilevel = GetEntProp(present, Prop_Data, "m_nWaterLevel");
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if (ilevel >= 2)
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bot_on_type = 1;
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if (bot_surf_plane)
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bot_on_type = 2;
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if (bot_on_type == -1)
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bot_on_type = check_bot_downhill();
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if (targethuman_teleported[0] != 0.0)
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{
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bot_on_type = 4;
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float ClientPos[3];
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float Result[3];
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GetClientEyePosition(present, ClientPos);
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MakeVectorFromPoints(ClientPos, targethuman_teleported, Result);
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GetVectorAngles(Result, Result);
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TeleportEntity(present, NULL_VECTOR, Result, NULL_VECTOR);
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if (!distance_check())
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reset_target_human_tp_coord();
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}
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if (IsValidClient(targethuman) && GetClientTeam(targethuman) == targeteam && IsPlayerAlive(targethuman) && bot_on_type != 0 && bot_on_type != 2
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&& bot_on_type != 4)
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{
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face_call(targethuman);
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find_closest_match = is_client_stuck_or_afk(targethuman);
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if (!find_closest_match || admins[targethuman] || vips[targethuman])
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char message[generic_length * 7];
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float present_bot_coords[3];
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GetClientAbsOrigin(present, present_bot_coords);
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int targeteam = 0;
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if (GetClientTeam(present) != 3)
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{
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face_call(targethuman);
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find_closest_match = IsAbleToSee(present, targethuman) ? false : true;
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//2 = autismo is zm and should follow closest moving zm
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targeteam = 2;
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}
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}
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if (find_closest_match && bot_on_type != 0 && bot_on_type != 2 && bot_on_type != 4)
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{
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targethuman = 0;
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targethuman = GetClosestClient_option1(present, targeteam);
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}
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float enemy_distance = -1.0;
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int target_enemy = find_closest_enemy(present, targeteam);
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bool chasing_enemy = false;
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float dist_target = -1.0;
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int crouch_or_jump = 0;
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if (bot_on_type != 0 && bot_on_type != 2 && bot_on_type != 4)
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{
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float pos[3];
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if (IsValidClient(targethuman))
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{
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GetEntPropVector(targethuman, Prop_Send, "m_vecOrigin", pos);
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dist_target = get_power_distance(present, pos);
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}
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if (IsValidClient(target_enemy))
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{
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float min_enemy_distance = 100.0;
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GetEntPropVector(target_enemy, Prop_Send, "m_vecOrigin", pos);
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enemy_distance = get_power_distance(present, pos);
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//human aiming for zombie
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if (targeteam == 3)
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{
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float min_distance_target_human = 0.1;
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if (0 < dist_target <= min_distance_target_human && enemy_distance > min_enemy_distance)
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{
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chasing_enemy = true;
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face_call(target_enemy);
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}
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else if (!IsValidClient(targethuman))
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{
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chasing_enemy = true;
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face_call(target_enemy);
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}
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}
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//zombie aiming for human
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if (targeteam == 2 && 0 < enemy_distance)
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{
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chasing_enemy = true;
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face_call(target_enemy);
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}
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}
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if (IsValidClient(targethuman) && !chasing_enemy)
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face_call(targethuman);
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//0: nothing, 2: crouch, 3: jump
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crouch_or_jump = wall_circle();
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}
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if (bot_on_type != 2)
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{
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if (IsValidClient(targethuman))
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Format(message, sizeof(message), "dist_target: %f targethuman: %N bot_on_type: %i enemy_distance: %f crouch_or_jump: %i targeteam: %i", dist_target, targethuman, bot_on_type, enemy_distance, crouch_or_jump, targeteam);
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else
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Format(message, sizeof(message), "dist_target: %f targethuman: none bot_on_type: %i enemy_distance: %f crouch_or_jump: %i targeteam: %i", dist_target, bot_on_type, enemy_distance, crouch_or_jump, targeteam);
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send_socket_msg(message, strlen(message));
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{
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//3 = autismo is human and should follow closest moving ct
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targeteam = 3;
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}
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bool find_closest_match = true;
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//check ladder = 0, water = 1, in air(surfing) = 2, downhill = 3, teleporter = 4
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int bot_on_type = -1;
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if (GetEntityMoveType(present) == MOVETYPE_LADDER)
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bot_on_type = 0;
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int ilevel = GetEntProp(present, Prop_Data, "m_nWaterLevel");
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if (ilevel >= 2)
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bot_on_type = 1;
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if (bot_surf_plane)
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bot_on_type = 2;
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if (bot_on_type == -1)
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bot_on_type = check_bot_downhill();
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if (targethuman_teleported[0] != 0.0)
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{
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bot_on_type = 4;
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float ClientPos[3];
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float Result[3];
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GetClientEyePosition(present, ClientPos);
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MakeVectorFromPoints(ClientPos, targethuman_teleported, Result);
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GetVectorAngles(Result, Result);
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TeleportEntity(present, NULL_VECTOR, Result, NULL_VECTOR);
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if (!distance_check())
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reset_target_human_tp_coord();
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}
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if (IsValidClient(targethuman) && GetClientTeam(targethuman) == targeteam && IsPlayerAlive(targethuman) && bot_on_type != 0 && bot_on_type != 2
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&& bot_on_type != 4)
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{
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face_call(targethuman);
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find_closest_match = is_client_stuck_or_afk(targethuman);
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if (!find_closest_match || admins[targethuman] || vips[targethuman])
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{
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face_call(targethuman);
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find_closest_match = IsAbleToSee(present, targethuman) ? false : true;
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}
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}
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if (find_closest_match && bot_on_type != 0 && bot_on_type != 2 && bot_on_type != 4)
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{
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targethuman = 0;
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targethuman = GetClosestClient_option1(present, targeteam);
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}
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float enemy_distance = -1.0;
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int target_enemy = find_closest_enemy(present, targeteam);
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bool chasing_enemy = false;
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float dist_target = -1.0;
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int crouch_or_jump = 0;
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if (bot_on_type != 0 && bot_on_type != 2 && bot_on_type != 4)
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{
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float pos[3];
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if (IsValidClient(targethuman))
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{
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GetEntPropVector(targethuman, Prop_Send, "m_vecOrigin", pos);
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dist_target = get_power_distance(present, pos);
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}
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if (IsValidClient(target_enemy))
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{
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float min_enemy_distance = 100.0;
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GetEntPropVector(target_enemy, Prop_Send, "m_vecOrigin", pos);
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enemy_distance = get_power_distance(present, pos);
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//human aiming for zombie
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if (targeteam == 3)
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{
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float min_distance_target_human = 0.1;
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if (0 < dist_target <= min_distance_target_human && enemy_distance > min_enemy_distance)
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{
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chasing_enemy = true;
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face_call(target_enemy);
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}
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else if (!IsValidClient(targethuman))
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{
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chasing_enemy = true;
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face_call(target_enemy);
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}
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}
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//zombie aiming for human
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if (targeteam == 2 && 0 < enemy_distance)
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{
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chasing_enemy = true;
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face_call(target_enemy);
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}
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}
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if (IsValidClient(targethuman) && !chasing_enemy)
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face_call(targethuman);
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//0: nothing, 2: crouch, 3: jump
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crouch_or_jump = wall_circle();
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}
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if (bot_on_type != 2)
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{
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if (IsValidClient(targethuman))
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Format(message, sizeof(message), "dist_target: %f targethuman: %N bot_on_type: %i enemy_distance: %f crouch_or_jump: %i targeteam: %i", dist_target, targethuman, bot_on_type, enemy_distance, crouch_or_jump, targeteam);
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else
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Format(message, sizeof(message), "dist_target: %f targethuman: none bot_on_type: %i enemy_distance: %f crouch_or_jump: %i targeteam: %i", dist_target, bot_on_type, enemy_distance, crouch_or_jump, targeteam);
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send_socket_msg(message, strlen(message));
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}
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}
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}
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return Plugin_Continue;
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