minor changes for later refactoring
This commit is contained in:
parent
efaba98b0e
commit
ea757c3c32
@ -22,7 +22,6 @@ int buttons_old[MAXPLAYERS + 1];
|
||||
int flags_old[MAXPLAYERS + 1];
|
||||
int ports[7] = {48470, 48471, 48472, 48473, 48474, 48479, 48480}; //last three indexes are ports its sending udp from in plugin
|
||||
int server_ports[2] = {27015, 27035}; //server ports: ze, ze2
|
||||
int bot_avoid_edge[MAXPLAYERS + 1];
|
||||
float client_old_coords[MAXPLAYERS + 1][3];
|
||||
float targetfriend_prev_coords[MAXPLAYERS + 1][3];
|
||||
bool chat_cooldown = false;
|
||||
@ -85,7 +84,6 @@ public void Event_RoundStart(Handle event, const char[] name, bool dontBroadcast
|
||||
{
|
||||
if (is_bot_player(i))
|
||||
{
|
||||
bot_avoid_edge[i] = -1;
|
||||
target_friend[i] = -1;
|
||||
target_enemy[i] = -1;
|
||||
human_too_close[i] = false;
|
||||
@ -310,6 +308,7 @@ public Action bot_check_connect(Handle timer, any data)
|
||||
return Plugin_Continue;
|
||||
}
|
||||
|
||||
/*
|
||||
public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float vel[3], const float angles[3], int weapon, int subtype,
|
||||
int cmdnum, int tickcount, int seed, const int mouse[2])
|
||||
{
|
||||
@ -367,6 +366,7 @@ public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float
|
||||
flags_old[client] = flags;
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
//this was for turning around to prevent falling off edges
|
||||
void ApplyBoost(int client, float amount){
|
||||
@ -387,13 +387,17 @@ public bool is_bot_player(int client)
|
||||
public Action recursive_pressing(Handle timer, any data)
|
||||
{
|
||||
bool found_valid_ct = false;
|
||||
bool found_enemy = false;
|
||||
for (int client = 1; client <= MaxClients; client++)
|
||||
{
|
||||
if (!IsValidClient(client)) continue;
|
||||
if (GetClientTeam(client) == 2 && IsPlayerAlive(client))
|
||||
{
|
||||
found_enemy = true;
|
||||
}
|
||||
if (!is_bot_player(client) && GetClientTeam(client) > 1)
|
||||
{
|
||||
found_valid_ct = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (int client = 1; client <= MaxClients; client++)
|
||||
@ -412,13 +416,6 @@ public Action recursive_pressing(Handle timer, any data)
|
||||
ChangeClientTeam(client, 2);
|
||||
continue;
|
||||
}
|
||||
if (bot_avoid_edge[client] >= 3)
|
||||
bot_avoid_edge[client] = -1;
|
||||
if (bot_avoid_edge[client] > -1)
|
||||
{
|
||||
bot_avoid_edge[client]++;
|
||||
continue;
|
||||
}
|
||||
if (IsPlayerAlive(client))
|
||||
{
|
||||
int targeteam = 0;
|
||||
@ -518,13 +515,14 @@ public Action recursive_pressing(Handle timer, any data)
|
||||
state = 0;
|
||||
}
|
||||
//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
|
||||
else if (targeteam == 3 && dist_target > max_range_dist)
|
||||
//we also check if zm already spawned, if not then stay close to friend
|
||||
else if ((targeteam == 3 && dist_target > max_range_dist) || !found_enemy)
|
||||
{
|
||||
human_too_close[client] = false;
|
||||
face_call(target_friend[client], client);
|
||||
state = 1;
|
||||
}
|
||||
//if bot is ct and close enough to friend then just do nothing in case of there being no enemy to shoot at
|
||||
//if bot is ct and close enough to friend then just do nothing in case of there being no enemy to shoot at.
|
||||
else if (targeteam == 3)
|
||||
{
|
||||
human_too_close[client] = true;
|
||||
@ -908,7 +906,6 @@ public void OnClientPostAdminCheck(int client)
|
||||
targetfriend_prev_coords[client][2] = 0.0;
|
||||
human_too_close[client] = false;
|
||||
bot_follow_tp[client] = false;
|
||||
bot_avoid_edge[client] = -1;
|
||||
char auth[64];
|
||||
GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
|
||||
if (is_autism_bot1(client))
|
||||
@ -960,7 +957,6 @@ stock void connect_socket()
|
||||
|
||||
public void OnClientDisconnect(int client)
|
||||
{
|
||||
bot_avoid_edge[client] = -1;
|
||||
client_old_coords[client][0] = 0.0;
|
||||
client_old_coords[client][1] = 0.0;
|
||||
client_old_coords[client][2] = 0.0;
|
||||
|
Loading…
Reference in New Issue
Block a user