minor changes for later refactoring
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@ -22,7 +22,6 @@ int buttons_old[MAXPLAYERS + 1];
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int flags_old[MAXPLAYERS + 1];
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int flags_old[MAXPLAYERS + 1];
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int ports[7] = {48470, 48471, 48472, 48473, 48474, 48479, 48480}; //last three indexes are ports its sending udp from in plugin
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int ports[7] = {48470, 48471, 48472, 48473, 48474, 48479, 48480}; //last three indexes are ports its sending udp from in plugin
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int server_ports[2] = {27015, 27035}; //server ports: ze, ze2
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int server_ports[2] = {27015, 27035}; //server ports: ze, ze2
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int bot_avoid_edge[MAXPLAYERS + 1];
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float client_old_coords[MAXPLAYERS + 1][3];
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float client_old_coords[MAXPLAYERS + 1][3];
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float targetfriend_prev_coords[MAXPLAYERS + 1][3];
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float targetfriend_prev_coords[MAXPLAYERS + 1][3];
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bool chat_cooldown = false;
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bool chat_cooldown = false;
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@ -85,7 +84,6 @@ public void Event_RoundStart(Handle event, const char[] name, bool dontBroadcast
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{
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{
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if (is_bot_player(i))
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if (is_bot_player(i))
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{
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{
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bot_avoid_edge[i] = -1;
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target_friend[i] = -1;
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target_friend[i] = -1;
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target_enemy[i] = -1;
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target_enemy[i] = -1;
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human_too_close[i] = false;
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human_too_close[i] = false;
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@ -310,6 +308,7 @@ public Action bot_check_connect(Handle timer, any data)
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return Plugin_Continue;
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return Plugin_Continue;
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}
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}
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/*
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public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float vel[3], const float angles[3], int weapon, int subtype,
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public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float vel[3], const float angles[3], int weapon, int subtype,
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int cmdnum, int tickcount, int seed, const int mouse[2])
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int cmdnum, int tickcount, int seed, const int mouse[2])
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{
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{
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@ -367,6 +366,7 @@ public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float
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flags_old[client] = flags;
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flags_old[client] = flags;
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}
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}
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}
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}
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*/
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//this was for turning around to prevent falling off edges
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//this was for turning around to prevent falling off edges
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void ApplyBoost(int client, float amount){
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void ApplyBoost(int client, float amount){
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@ -387,13 +387,17 @@ public bool is_bot_player(int client)
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public Action recursive_pressing(Handle timer, any data)
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public Action recursive_pressing(Handle timer, any data)
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{
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{
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bool found_valid_ct = false;
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bool found_valid_ct = false;
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bool found_enemy = false;
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for (int client = 1; client <= MaxClients; client++)
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for (int client = 1; client <= MaxClients; client++)
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{
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{
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if (!IsValidClient(client)) continue;
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if (!IsValidClient(client)) continue;
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if (GetClientTeam(client) == 2 && IsPlayerAlive(client))
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{
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found_enemy = true;
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}
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if (!is_bot_player(client) && GetClientTeam(client) > 1)
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if (!is_bot_player(client) && GetClientTeam(client) > 1)
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{
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{
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found_valid_ct = true;
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found_valid_ct = true;
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break;
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}
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}
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}
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}
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for (int client = 1; client <= MaxClients; client++)
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for (int client = 1; client <= MaxClients; client++)
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@ -412,13 +416,6 @@ public Action recursive_pressing(Handle timer, any data)
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ChangeClientTeam(client, 2);
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ChangeClientTeam(client, 2);
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continue;
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continue;
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}
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}
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if (bot_avoid_edge[client] >= 3)
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bot_avoid_edge[client] = -1;
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if (bot_avoid_edge[client] > -1)
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{
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bot_avoid_edge[client]++;
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continue;
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}
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if (IsPlayerAlive(client))
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if (IsPlayerAlive(client))
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{
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{
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int targeteam = 0;
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int targeteam = 0;
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@ -518,13 +515,14 @@ public Action recursive_pressing(Handle timer, any data)
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state = 0;
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state = 0;
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}
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}
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//if bot is ct: if bot is not close enough to friend follow him, //dist_target being larger than max_range_dist means a friend was found to follow
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//if bot is ct: if bot is not close enough to friend follow him, //dist_target being larger than max_range_dist means a friend was found to follow
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else if (targeteam == 3 && dist_target > max_range_dist)
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//we also check if zm already spawned, if not then stay close to friend
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else if ((targeteam == 3 && dist_target > max_range_dist) || !found_enemy)
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{
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{
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human_too_close[client] = false;
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human_too_close[client] = false;
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face_call(target_friend[client], client);
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face_call(target_friend[client], client);
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state = 1;
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state = 1;
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}
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}
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//if bot is ct and close enough to friend then just do nothing in case of there being no enemy to shoot at
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//if bot is ct and close enough to friend then just do nothing in case of there being no enemy to shoot at.
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else if (targeteam == 3)
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else if (targeteam == 3)
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{
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{
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human_too_close[client] = true;
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human_too_close[client] = true;
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@ -908,7 +906,6 @@ public void OnClientPostAdminCheck(int client)
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targetfriend_prev_coords[client][2] = 0.0;
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targetfriend_prev_coords[client][2] = 0.0;
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human_too_close[client] = false;
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human_too_close[client] = false;
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bot_follow_tp[client] = false;
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bot_follow_tp[client] = false;
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bot_avoid_edge[client] = -1;
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char auth[64];
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char auth[64];
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GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
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GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
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if (is_autism_bot1(client))
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if (is_autism_bot1(client))
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@ -960,7 +957,6 @@ stock void connect_socket()
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public void OnClientDisconnect(int client)
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public void OnClientDisconnect(int client)
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{
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{
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bot_avoid_edge[client] = -1;
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client_old_coords[client][0] = 0.0;
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client_old_coords[client][0] = 0.0;
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client_old_coords[client][1] = 0.0;
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client_old_coords[client][1] = 0.0;
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client_old_coords[client][2] = 0.0;
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client_old_coords[client][2] = 0.0;
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