some major updates to targeting and avoiding but still not done yet

This commit is contained in:
jenzur 2020-09-27 03:16:52 +02:00
parent 3b7bf8d3f0
commit bdc8fb6eb6
2 changed files with 119 additions and 258 deletions

View File

@ -13,7 +13,6 @@ import time
looptestPath = '/home/gameservers/.steam/steam/steamapps/common/Counter-Strike Source/cstrike/cfg/looptest.cfg'
chatmsg = ""
ladder_counter = 0
def colored(r, g, b, text):
return "\033[38;2;{};{};{}m{} \033[38;2;255;255;255m".format(r, g, b, text)
@ -60,43 +59,24 @@ def bot_process_surf(input_line):
def bot_process_movement(input_line):
dist_target = input_line[input_line.index("dist_target:") + len("dist_target:"):input_line.index("targethuman:")]
targethuman = input_line[input_line.index("targethuman:") + len("targethuman:"):input_line.index("bot_on_type:")]
bot_on_type = input_line[input_line.index("bot_on_type:") + len("bot_on_type:"):input_line.index("enemy_distance:")]
targethuman = input_line[input_line.index("targethuman:") + len("targethuman:"):input_line.index("enemy_distance:")]
enemy_distance = input_line[input_line.index("enemy_distance:") + len("enemy_distance:"):input_line.index("targeteam:")]
targeteam = input_line[input_line.index("targeteam:") + len("targeteam:"):input_line.index("target_enemy:")]
target_enemy = input_line[input_line.index("target_enemy:") + len("target_enemy:"):input_line.index("z_axis:")]
z_axis = input_line[input_line.index("z_axis:") + len("z_axis:"):]
target_enemy = input_line[input_line.index("target_enemy:") + len("target_enemy:"):]
dist_target = float(dist_target)
z_axis = float(z_axis)
enemy_distance = float(enemy_distance)
bot_on_type = int(bot_on_type)
targeteam = int(targeteam)
min_distance_target_human = 12800.0
strInput = "wait 2; -use; wait 5; -jump; wait 5; -duck; wait 5; +attack; wait 5; cl_minmodels 1; wait 2; +use; +forward; wait 2; "
min_distance_target_human = 1280.0
strInput = "-attack; wait 2; -use; wait 5; +attack; wait 5; cl_minmodels 1; wait 2; +use; +forward; wait 2; "
if dist_target > min_distance_target_human:
print('dist_target: ', dist_target)
#print('dist_target: ', dist_target)
strInput += "use weapon_elite; wait 3; "
elif targeteam == 3:
strInput += "use weapon_p90; wait 3; "
elif targeteam == 2:
strInput += "use weapon_knife; wait 5; "
global ladder_counter
if bot_on_type == 0 and ladder_counter < 100:
print('bot_on_type ladder, ladder_counter: ', ladder_counter)
strInput += "setang -90 0 0; wait 5; -back; wait 3; -moveleft; wait 3; -moveright; wait 5; -jump; wait 3; -duck; wait 3; "
ladder_counter += 1
else:
ladder_counter = 0
min_enemy_distance = 100.0
if bot_on_type == 3:
for _ in range(5):
strInput += "+jump; wait 5;"
if enemy_distance > 0:
pass
#print('date: ', datetime.datetime.now().time(), ' target_enemy: ', target_enemy, ' enemy distance: ', enemy_distance)
else:
pass
#print('date: ', datetime.datetime.now().time(), ' target human: ', targethuman, ' dist_target: ', dist_target,)
print('date: ', datetime.datetime.now().time(), ' target_enemy: ', target_enemy, ' enemy distance: ', enemy_distance, ' target human: ', targethuman,
' dist_target: ', dist_target)
strInput = strinput_append(strInput, 2)
#print('strInput final:', strInput)
writeCfgInput(strInput)
@ -129,10 +109,27 @@ def bot_connect_ze():
strdev = "connect 151.80.230.149:27019/test132;"
str1 = "connect 151.80.230.149:27015;"
writeCfgInput(str1)
time.sleep(0.4)
time.sleep(0.2)
writeCfgInput('')
print('not yet connected')
def pairwise(it):
it = iter(it)
while True:
try:
yield next(it), next(it)
except StopIteration:
# no more elements in the iterator
return
def spam_jump_crouch_input():
str_input = ''
for _ in range(10):
str_input += '+jump; wait 5; +duck; '
for _ in range(10):
str_input += '-jump; wait 5; -duck; '
return str_input
if __name__ == '__main__':
atexit.register(exit_handler)
local_ip = "127.0.0.1"
@ -144,7 +141,7 @@ if __name__ == '__main__':
sock_external = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
sock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
sock.bind(("", local_port))
messager_name_index = []
messager_name = ""
print('reached deadlock')
try:
while True:
@ -158,7 +155,6 @@ if __name__ == '__main__':
if ip not in [local_ip, udp_external_ip]:
continue
if ip == udp_external_ip:
messager_name = messager_name_index.pop(0)
if messager_name in data:
messager_name = ""
response_msg = f"""say {messager_name} {data}"""
@ -184,30 +180,38 @@ if __name__ == '__main__':
databyte_send_message = messager_name + data.split("72DqZ84")[1]
sock_external.sendto(databyte_send_message.encode(), (udp_external_ip, local_port))
print('databyte_send_message: ', databyte_send_message)
messager_name_index.append(messager_name)
elif data.startswith("dist_target:"):
bot_process_movement(data)
elif data.startswith("surfing:"):
bot_process_surf(data)
elif data.startswith("smallest_dot_product"):
dot_product = data[data.index("smallest_dot_product:") + len("smallest_dot_product:"):data.index("smallest_distance:")]
distance = data[data.index("smallest_distance:") + len("smallest_distance:"):]
distance = data[data.index("smallest_distance:") + len("smallest_distance:"):data.index("end_origin_hud:")]
end_origin_hud = data[data.index("end_origin_hud:") + len("end_origin_hud:"):]
colored_text = colored(255, 0, 0, ('smallest_dot_product: ' + dot_product + ' smallest_distance: ', distance))
dot_product = float(dot_product)
distance = float(distance)
strInput = ""
smallest_distance_caps = [70.0, 85.0, 150.0, 200.0]
dot_product_jump_cap = 0.0
print(colored_text)
if smallest_distance_caps[0] < distance < smallest_distance_caps[1] or smallest_distance_caps[2] < distance < smallest_distance_caps[3]:
strInput += "+jump; wait 50; +duck; wait 50; -duck; -jump;"
elif dot_product < dot_product_jump_cap:
print('dot product:', dot_product)
#strInput += "+jump; wait 50; +duck; wait 50; -jump; -duck;"
corner_assumptions = []
smallest_distance_caps = [16.0, 70.0]
dot_product_jump_cap = 150.0
#print('date: ', datetime.datetime.now().time(), ' ', colored_text)
#print('end_origin_hud: ', end_origin_hud)
#print('dot product:', dot_product)
#print('distance: ', distance)
for a, b in pairwise(smallest_distance_caps):
if a < distance < b:
print('distance: ', distance)
strInput += spam_jump_crouch_input()
if 0 < dot_product < dot_product_jump_cap:
pass
#strInput += spam_jump_crouch_input()
for a, b in pairwise(corner_assumptions):
if a < distance < b:
strInput += "+moveleft; wait 250; -moveleft; +moveright; wait 250; -moveright;"
writeCfgInput(strInput)
time.sleep(0.1)
writeCfgInput("")
except KeyboardInterrupt:
pass
finally:

View File

@ -21,9 +21,6 @@ bool surf_cooldown = false;
bool connected_cooldown = false;
float client_old_coords[MAXPLAYERS + 1][3];
float targethuman_teleported[3];
float g_vCurrent[3];
float g_vLast[3];
bool client_stuck_g[MAXPLAYERS + 1];
//admins & vips
bool admins[MAXPLAYERS + 1];
@ -129,7 +126,7 @@ public Action reset_target_tp(Handle timer, any data)
public bool distance_check()
{
float dist_target = get_power_distance(present, targethuman_teleported);
float min_required_distance = 500000.0;
float min_required_distance = 50000.0;
if (dist_target > min_required_distance)
return false;
return true;
@ -166,20 +163,8 @@ public void Event_RoundStart(Handle event, const char[] name, bool dontBroadcast
public void OnMapStart()
{
//0.2 too spammmy, 1.5 too slow
CreateTimer(0.70, recursive_pressing, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
CreateTimer(1.0, clients_coordinates, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
CreateTimer(10.0, bot_check_connect, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
}
public Action clients_coordinates(Handle timer, any data)
{
if (IsValidClient(present) && IsPlayerAlive(present))
{
for (int i = 1; i <= MaxClients; i++)
if (IsValidClient(i) && IsPlayerAlive(i) && i != present && !client_stuck_g[i])
GetEntPropVector(i, Prop_Send, "m_vecOrigin", client_old_coords[i]);
}
return Plugin_Continue;
CreateTimer(0.60, recursive_pressing, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
CreateTimer(15.0, bot_check_connect, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
}
public void send_socket_msg(char[] query_msg, int len)
@ -219,16 +204,6 @@ public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float
float Vel[3];
float velocity_addition_z_axis = 300.0;
GetEntPropVector(client, Prop_Data, "m_vecVelocity", Vel);
if (IsValidClient(targethuman))
{
//TODO maybe?
/*
{
Vel[0] -= velocity_addition_z_axis / 10;
Vel[1] -= velocity_addition_z_axis / 10;
}
*/
}
Vel[2] += velocity_addition_z_axis;
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, Vel);
}
@ -243,12 +218,13 @@ public Action recursive_pressing(Handle timer, any data)
{
if (GetClientTeam(present) == 1 || GetClientTeam(present) == 0)
{
//TODO still stuck in spectate, fuck
ChangeClientTeam(present, 2);
return Plugin_Continue;
}
if (IsPlayerAlive(present))
{
if (GetEntityMoveType(present) == MOVETYPE_LADDER)
return Plugin_Continue;
int targeteam = 0;
if (GetClientTeam(present) != 3)
{
@ -261,16 +237,8 @@ public Action recursive_pressing(Handle timer, any data)
targeteam = 3;
}
bool find_closest_match = true;
//check ladder = 0, downhill = 3, teleporter = 4
int bot_on_type = -1;
if (GetEntityMoveType(present) == MOVETYPE_LADDER)
bot_on_type = 0;
else
bot_on_type = check_bot_downhill();
if (targethuman_teleported[0] != 0.0)
{
bot_on_type = 4;
float ClientPos[3];
float Result[3];
GetClientEyePosition(present, ClientPos);
@ -279,127 +247,95 @@ public Action recursive_pressing(Handle timer, any data)
TeleportEntity(present, NULL_VECTOR, Result, NULL_VECTOR);
if (!distance_check())
reset_target_human_tp_coord();
return Plugin_Continue;
}
if (IsValidClient(targethuman) && GetClientTeam(targethuman) == targeteam && IsPlayerAlive(targethuman) && bot_on_type != 0 && bot_on_type != 4)
if (IsValidClient(targethuman) && GetClientTeam(targethuman) == targeteam && IsPlayerAlive(targethuman))
{
face_call(targethuman);
find_closest_match = is_client_stuck_or_afk(targethuman);
if (!find_closest_match || admins[targethuman] || vips[targethuman])
if (!find_closest_match)
{
face_call(targethuman);
find_closest_match = IsAbleToSee(present, targethuman) ? false : true;
}
}
if (find_closest_match && bot_on_type != 0 && bot_on_type != 4)
{
targethuman = 0;
targethuman = GetClosestClient_option1(present, targeteam);
}
if (find_closest_match)
targethuman = GetClosestClient_option1(targeteam);
float enemy_distance = -1.0;
int target_enemy = find_closest_enemy(present, targeteam);
bool chasing_enemy = false;
float dist_target = -1.0;
float z_axis = 0.0;
if (bot_on_type != 0 && bot_on_type != 4)
float pos[3];
if (IsValidClient(targethuman))
{
float pos[3];
if (IsValidClient(targethuman))
{
GetEntPropVector(targethuman, Prop_Send, "m_vecOrigin", pos);
dist_target = get_power_distance(present, pos);
}
if (IsValidClient(target_enemy))
{
GetEntPropVector(target_enemy, Prop_Send, "m_vecOrigin", pos);
enemy_distance = get_power_distance(present, pos);
//human aiming for zombie
if (targeteam == 3)
{
float min_distance_target_human = 12800.0;
float min_enemy_distance = min_distance_target_human * 15;
if (0 < dist_target <= min_distance_target_human && enemy_distance > min_enemy_distance)
{
chasing_enemy = true;
face_call(target_enemy);
}
else if (!IsValidClient(targethuman))
{
chasing_enemy = true;
face_call(target_enemy);
}
else
{
target_enemy = 0;
enemy_distance = -1.0;
}
}
//zombie aiming for human
float present_bot_coords[3];
GetClientAbsOrigin(present, present_bot_coords);
z_axis = FloatAbs(Pow(present_bot_coords[2] - pos[2], 2.0));
float z_axis_cap = 20.0;
if ((targeteam == 2 && 0 < enemy_distance && z_axis < z_axis_cap) || dist_target == -1.0)
{
chasing_enemy = true;
face_call(target_enemy);
}
}
if (IsValidClient(targethuman) && !chasing_enemy)
face_call(targethuman);
wall_circle();
GetEntPropVector(targethuman, Prop_Send, "m_vecOrigin", pos);
dist_target = get_power_distance(present, pos);
}
if (IsValidClient(target_enemy))
{
GetEntPropVector(target_enemy, Prop_Send, "m_vecOrigin", pos);
enemy_distance = get_power_distance(present, pos);
}
float enemey_cap = 900.0;
if ((0 < enemy_distance < enemey_cap && targeteam == 2) || dist_target < 0 < enemy_distance)
face_call(target_enemy);
else if (0 < dist_target)
face_call(targethuman);
trace_hulling_bot();
char message[generic_length * 7];
if (IsValidClient(targethuman))
Format(message, sizeof(message), "dist_target: %f targethuman: %N bot_on_type: %i enemy_distance: %f targeteam: %i", dist_target, targethuman, bot_on_type, enemy_distance, targeteam);
Format(message, sizeof(message), "dist_target: %f targethuman: %N enemy_distance: %f targeteam: %i", dist_target, targethuman, enemy_distance, targeteam);
else
Format(message, sizeof(message), "dist_target: %f targethuman: none bot_on_type: %i enemy_distance: %f targeteam: %i", dist_target, bot_on_type, enemy_distance, targeteam);
Format(message, sizeof(message), "dist_target: %f targethuman: none enemy_distance: %f targeteam: %i", dist_target, enemy_distance, targeteam);
if (IsValidClient(target_enemy))
Format(message, sizeof(message), "%s target_enemy: %N z_axis: %f", message, target_enemy, z_axis);
Format(message, sizeof(message), "%s target_enemy: %N", message, target_enemy);
else
Format(message, sizeof(message), "%s target_enemy: none z_axis: %f", message, z_axis);
Format(message, sizeof(message), "%s target_enemy: none", message);
send_socket_msg(message, strlen(message));
}
}
return Plugin_Continue;
}
public void wall_circle()
public void trace_hulling_bot()
{
float smallest_dot_product = -1.0;
float smallest_distance = -1.0;
//Circle:
for (int iterator = 0; iterator < 3; iterator++)
float feet_origin[3];
float eye_angles[3];
GetClientAbsOrigin(present, feet_origin);
GetClientEyeAngles(present, eye_angles); //RayType_Infinite || RayType_EndPoint (Less performance intensive)
TR_TraceRayFilter(feet_origin, eye_angles, MASK_SOLID, RayType_Infinite, TraceRayDontHitSelf, present);
if (TR_DidHit())
{
float angle_start = -360.0; //should be -180.0 ofc
float angle_end = 360.0;
for (float AngleRotate = angle_start; AngleRotate <= angle_end; AngleRotate += 10.0)
float EndOrigin[3];
TR_GetEndPosition(EndOrigin, INVALID_HANDLE);
float mins[3], maxs[3];
int BOUNDINGBOX_INFLATION_OFFSET = 3;
GetClientMins(present, mins);
GetClientMaxs(present, maxs);
//increasing boxes sizes
for (int i = 0; i < sizeof(mins); i++)
{
float StartOrigin[3];
float Angles[3];
GetClientEyeAngles(present, Angles);
Angles[iterator] = AngleRotate;
GetClientEyePosition(present, StartOrigin);
//TR_TraceRayFilter(StartOrigin, Angles, MASK_SOLID, RayType_Infinite, TraceRayDontHitSelf, present);
TR_TraceRayFilter(StartOrigin, Angles, MASK_SHOT, RayType_EndPoint, TraceRayDontHitSelf, present);
if (TR_DidHit())
{
float EndOrigin[3];
TR_GetEndPosition(EndOrigin, INVALID_HANDLE);
float dot_product = GetVectorDotProduct(StartOrigin, EndOrigin);
dot_product = dot_product / 1000;
float distance = GetVectorDistance(StartOrigin, EndOrigin);
if (distance < smallest_distance || smallest_distance == -1.0)
smallest_distance = distance;
if (dot_product < smallest_dot_product || smallest_dot_product == -1.0)
smallest_dot_product = dot_product;
}
mins[i] -= BOUNDINGBOX_INFLATION_OFFSET;
maxs[i] += BOUNDINGBOX_INFLATION_OFFSET;
}
TR_TraceHullFilter(EndOrigin, EndOrigin, mins, maxs, MASK_SOLID, TraceRayDontHitSelf, present);
if (TR_DidHit())
{
float end_origin_hud[3];
float forward_origin[3];
float plane[3];
TR_GetEndPosition(end_origin_hud, INVALID_HANDLE);
//TODO GetVectorDotProduct failing
GetAngleVectors(end_origin_hud, forward_origin, NULL_VECTOR, NULL_VECTOR);
SubtractVectors(feet_origin, eye_angles, plane);
NormalizeVector(plane, plane);
float smallest_dot_product = GetVectorDotProduct(plane, forward_origin);
float smallest_distance = GetVectorDistance(feet_origin, end_origin_hud);
char message[generic_length * 5];
Format(message, sizeof(message), "smallest_dot_product: %f smallest_distance: %f end_origin_hud: %f %f %f", smallest_dot_product,
smallest_distance, end_origin_hud[0], end_origin_hud[1], end_origin_hud[2]);
send_socket_msg(message, strlen(message));
}
}
if (!(GetEntityMoveType(present) & MOVETYPE_LADDER))
{
char message[generic_length * 7];
Format(message, sizeof(message), "smallest_dot_product: %f smallest_distance: %f", smallest_dot_product, smallest_distance);
send_socket_msg(message, strlen(message));
}
}
@ -420,14 +356,13 @@ public void check_bot_surfing()
TR_TraceHullFilter(vPos, vEndPos, vMins, vMaxs, MASK_PLAYERSOLID_BRUSHONLY, TraceRayDontHitSelf, present);
if (TR_DidHit())
{
//< 0.7 = surf ramp, 0.6 experimental //TODO
//< 0.7 = surf ramp
float surf_ramp = 0.6;
char keyinput[generic_length * 3];
float vPlane[3];
TR_GetPlaneNormal(INVALID_HANDLE, vPlane);
if (0.0 < vPlane[2] < surf_ramp)
{
//TODO this is very experimental
vPlane[0] *= 100;
vPlane[1] *= 100;
vPlane[2] *= 100;
@ -450,67 +385,6 @@ public Action surf_cooldown_timer(Handle timer, any data)
return Plugin_Continue;
}
public int check_bot_downhill()
{
//TODO experimental
if (GetEntityFlags(present) & FL_ONGROUND)
{
g_vLast[0] = g_vCurrent[0];
g_vLast[1] = g_vCurrent[1];
g_vLast[2] = g_vCurrent[2];
g_vCurrent[0] = GetEntPropFloat(present, Prop_Send, "m_vecVelocity[0]");
g_vCurrent[1] = GetEntPropFloat(present, Prop_Send, "m_vecVelocity[1]");
g_vCurrent[2] = GetEntPropFloat(present, Prop_Send, "m_vecVelocity[2]");
float vPos[3];
float vMins[3];
float vMaxs[3];
GetEntPropVector(present, Prop_Data, "m_vecOrigin", vPos);
GetEntPropVector(present, Prop_Send, "m_vecMins", vMins);
GetEntPropVector(present, Prop_Send, "m_vecMaxs", vMaxs);
float vEndPos[3];
vEndPos[0] = vPos[0];
vEndPos[1] = vPos[1];
vEndPos[2] = vPos[2] - FindConVar("sv_maxvelocity").FloatValue;
TR_TraceHullFilter(vPos, vEndPos, vMins, vMaxs, MASK_PLAYERSOLID_BRUSHONLY, TraceRayDontHitSelf, present);
if (TR_DidHit())
{
//1.0 = flat ground
float vPlane[3];
float vLast[3];
float flat_ground = 1.0;
TR_GetPlaneNormal(INVALID_HANDLE, vPlane);
if (0 < vPlane[2] < flat_ground)
{
vLast[0] = g_vLast[0];
vLast[1] = g_vLast[1];
vLast[2] = g_vLast[2];
vLast[2]-= (FindConVar("sv_gravity").FloatValue * GetTickInterval() * 0.5);
float fBackOff = GetVectorDotProduct(vLast, vPlane);
float change;
float vVel[3];
for (int i; i < 2; i++)
{
change = vPlane[i] * fBackOff;
vVel[i] = vLast[i] - change;
}
float fAdjust = GetVectorDotProduct(vVel, vPlane);
if (fAdjust < 0.0)
{
for(int i; i < 2; i++)
{
vVel[i] -= (vPlane[i] * fAdjust);
}
}
vVel[2] = 0.0;
vLast[2] = 0.0;
if (GetVectorLength(vVel) > GetVectorLength(vLast))
return 3;
}
}
}
return -1;
}
public bool TraceRayDontHitSelf(int entity, int mask, any data)
{
return entity != data && !(0 < entity <= MaxClients);
@ -545,11 +419,11 @@ stock bool IsValidClient(int client)
}
stock bool is_client_stuck_or_afk(int client)
{
float min_distance_cap = 2.0;
{
float min_distance_cap = 5.0;
float client_own_distance = get_power_distance(client, client_old_coords[client]);
client_stuck_g[client] = client_own_distance < min_distance_cap;
return client_stuck_g[client];
GetEntPropVector(client, Prop_Send, "m_vecOrigin", client_old_coords[client]);
return client_own_distance < min_distance_cap;
}
public int find_closest_enemy(int entity, int targeteam)
@ -576,7 +450,7 @@ public int find_closest_enemy(int entity, int targeteam)
return nearest;
}
public int GetClosestClient_option1(int entity, int targeteam)
public int GetClosestClient_option1(int targeteam)
{
bool adminpresent = false;
bool vippresent = false;
@ -593,7 +467,7 @@ public int GetClosestClient_option1(int entity, int targeteam)
}
for (int i = 1; i <= MaxClients; i++)
if (IsValidClient(i) && IsPlayerAlive(i) && GetClientTeam(i) == targeteam && i != present)
if (IsValidClient(i) && IsPlayerAlive(i) && GetClientTeam(i) == targeteam && i != present && i != targethuman)
{
if (!IsAbleToSee(present, i))
continue;
@ -620,17 +494,7 @@ public int GetClosestClient_option1(int entity, int targeteam)
}
float pos[3];
GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos);
float dist_target = get_power_distance(entity, pos);
//focuses on group of priority to determine while still ignoring non vip/admins
if (admins[i] || vips[i])
{
for (int j = 0; j <= targets; j++)
{
float pos_priority[3];
GetEntPropVector(priority_targets[j], Prop_Send, "m_vecOrigin", pos_priority);
dist_target += get_power_distance(i, pos_priority);
}
}
float dist_target = get_power_distance(present, pos);
if (nearestdistance < 0 || dist_target < nearestdistance)
{
nearest = i;
@ -644,12 +508,7 @@ public float get_power_distance(int target_player, float [3]pos)
{
float vec[3];
GetClientAbsOrigin(target_player, vec);
//float x_axis = Pow(vec[0] - pos[0], 2.0);
//float y_axis = Pow(vec[1] - pos[1], 2.0);
//float z_axis = FloatAbs(Pow(vec[2] - pos[2], 1.4));
//TODO
return GetVectorDistance(vec, pos, true);
//return SquareRoot(x_axis * x_axis + y_axis * y_axis + z_axis * z_axis);
return GetVectorDistance(vec, pos);
}
public void OnClientPostAdminCheck(int client)
@ -677,7 +536,6 @@ public void OnClientPostAdminCheck(int client)
client_old_coords[client][0] = 0.0;
client_old_coords[client][1] = 0.0;
client_old_coords[client][2] = 0.0;
client_stuck_g[client] = false;
}
public OnSocketError(Handle socket, const int errorType, const int errorNum, any args)
@ -710,7 +568,6 @@ public void OnClientDisconnect(int client)
client_old_coords[client][0] = 0.0;
client_old_coords[client][1] = 0.0;
client_old_coords[client][2] = 0.0;
client_stuck_g[client] = false;
}
public void bot_send_connected_msg()