1324 lines
		
	
	
		
			46 KiB
		
	
	
	
		
			SourcePawn
		
	
	
		
			Executable File
		
	
	
	
	
			
		
		
	
	
			1324 lines
		
	
	
		
			46 KiB
		
	
	
	
		
			SourcePawn
		
	
	
		
			Executable File
		
	
	
	
	
#pragma semicolon 1
 | 
						|
#pragma newdecls required
 | 
						|
#define DEBUG
 | 
						|
 | 
						|
#define PLUGIN_AUTHOR "jenz"
 | 
						|
#define PLUGIN_VERSION "1.8"
 | 
						|
#define generic_length 256
 | 
						|
 | 
						|
#include <sourcemod>
 | 
						|
#include <sdktools>
 | 
						|
#include <sdkhooks>
 | 
						|
#include <outputinfo>
 | 
						|
#include <cstrike>
 | 
						|
#include <dhooks>
 | 
						|
#include <socket>
 | 
						|
#include <UNLOZE.secret>
 | 
						|
 | 
						|
int target_friend_afk_counter[MAXPLAYERS][MAXPLAYERS + 1];
 | 
						|
int target_friend[MAXPLAYERS + 1];
 | 
						|
int target_enemy[MAXPLAYERS + 1];
 | 
						|
bool human_too_close[MAXPLAYERS + 1];
 | 
						|
bool bot_follow_tp[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
 | 
						|
float client_old_coords[MAXPLAYERS + 1][3];
 | 
						|
float targetfriend_prev_coords[MAXPLAYERS + 1][3];
 | 
						|
int has_to_jump_bots[MAXPLAYERS + 1];
 | 
						|
float coords_run_cmd[MAXPLAYERS + 1][3];
 | 
						|
bool chat_cooldown = false;
 | 
						|
 | 
						|
//socket for bot input
 | 
						|
Handle global_socket;
 | 
						|
 | 
						|
//timer handle
 | 
						|
Handle g_hTimer_pressing = null;
 | 
						|
Handle g_hTimer_bot_connect = null;
 | 
						|
 | 
						|
//cmdrun handle for gamedata txt
 | 
						|
Handle g_hGetRunCmdPre;
 | 
						|
 | 
						|
//is botplayer
 | 
						|
bool is_bot_player[MAXPLAYERS + 1];
 | 
						|
int specific_bot_player[MAXPLAYERS + 1];
 | 
						|
 | 
						|
public Plugin myinfo = 
 | 
						|
{
 | 
						|
	name = "coordinates for the bot",
 | 
						|
	author = PLUGIN_AUTHOR,
 | 
						|
	description = "hello ",
 | 
						|
	version = PLUGIN_VERSION,
 | 
						|
	url = ""
 | 
						|
};
 | 
						|
 | 
						|
public void OnPluginStart()
 | 
						|
{
 | 
						|
    for (int i = 1; i <= MaxClients; i++)
 | 
						|
        if (IsValidClient(i))
 | 
						|
        {
 | 
						|
            target_friend[i] = 0;
 | 
						|
            target_enemy[i] = 0;
 | 
						|
            OnClientPostAdminCheck(i);
 | 
						|
        }
 | 
						|
 | 
						|
    Handle hGameConf;
 | 
						|
    if ((hGameConf = LoadGameConfigFile("OnPlayerRunCmdPre.games")) == INVALID_HANDLE)
 | 
						|
    {
 | 
						|
        SetFailState("Couldnt load \"OnPlayerRunCmd.games\" game config!");
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    //CBasePlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
 | 
						|
    int iGetRunCmdPre;
 | 
						|
    if ((iGetRunCmdPre = GameConfGetOffset(hGameConf, "GetRunCmdPre")) == -1)
 | 
						|
    {
 | 
						|
        delete hGameConf;
 | 
						|
        SetFailState("GameConfGetOffset(hGameConf, \"GetRunCmdPre\") failed!");
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    if ((g_hGetRunCmdPre = DHookCreate(iGetRunCmdPre, HookType_Entity, ReturnType_Int, ThisPointer_CBaseEntity, OnGetRunCmdPre)) == INVALID_HANDLE)
 | 
						|
    {
 | 
						|
        delete hGameConf;
 | 
						|
        SetFailState("DHookCreate(iGetRunCmdPre, HookType_Entity, ReturnType_Int, ThisPointer_CBaseEntity, OnGetRunCmdPre) failed!");
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    for (int i = 1; i <= MaxClients; i++)
 | 
						|
    {
 | 
						|
        if (IsValidClient(i) && is_bot_player[i])
 | 
						|
        {
 | 
						|
            if (g_hGetRunCmdPre != INVALID_HANDLE)
 | 
						|
                DHookEntity(g_hGetRunCmdPre, false, i);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    //talking
 | 
						|
    RegConsoleCmd("sm_autism", cmd_talk, "talking to the bot through java application");
 | 
						|
    RegConsoleCmd("sm_botrtv", cmd_botrtv, "making bots rtv");
 | 
						|
    HookEvent("round_start", Event_RoundStart, EventHookMode_PostNoCopy);
 | 
						|
    HookEvent("round_end", Event_RoundEnd, EventHookMode_PostNoCopy);
 | 
						|
 | 
						|
    //UDP connection
 | 
						|
    connect_socket();
 | 
						|
    chat_cooldown = false;
 | 
						|
    
 | 
						|
    g_hTimer_bot_connect = CreateTimer(30.0, bot_check_connect, _, TIMER_REPEAT);
 | 
						|
    g_hTimer_pressing = CreateTimer(0.30, recursive_pressing, _, TIMER_REPEAT);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
public MRESReturn OnGetRunCmdPre(int entity, Handle hReturn)
 | 
						|
{
 | 
						|
    if (!IsValidEntity(entity))
 | 
						|
        return MRES_Ignored;
 | 
						|
 | 
						|
    //check here if fell off edge, if did change some boolean around tell it to OnPlayerRunCmd when still on ground there
 | 
						|
    if (IsValidClient(entity) && IsPlayerAlive(entity) && !(GetEntityFlags(entity) & FL_ONGROUND) && !has_to_jump_bots[entity]
 | 
						|
        && is_bot_player[entity])
 | 
						|
    {
 | 
						|
        has_to_jump_bots[entity] = 1;
 | 
						|
    }
 | 
						|
 | 
						|
    return MRES_Ignored;
 | 
						|
}
 | 
						|
 | 
						|
public void get_new_angles(int client, int target, float angles[3])
 | 
						|
{
 | 
						|
    if (IsValidClient(target))
 | 
						|
    {
 | 
						|
        float TargetPos[3];
 | 
						|
        float ClientPos[3];
 | 
						|
        float Result[3];
 | 
						|
        GetClientEyePosition(target, TargetPos);
 | 
						|
        GetClientEyePosition(client, ClientPos);
 | 
						|
        MakeVectorFromPoints(ClientPos, TargetPos, Result);
 | 
						|
        GetVectorAngles(Result, Result);
 | 
						|
        angles[0] = Result[0];
 | 
						|
        angles[1] = Result[1];
 | 
						|
        angles[2] = Result[2];
 | 
						|
   }
 | 
						|
}
 | 
						|
 | 
						|
public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon, int& subtype, int& cmdnum, int& tickcount, int& seed, int mouse[2]) 
 | 
						|
{
 | 
						|
    //we use info we just got from OnPlayerRunCmdPre to determine if to jump
 | 
						|
    if (!IsValidClient(client) || !IsPlayerAlive(client) || !is_bot_player[client]) return Plugin_Continue;
 | 
						|
 | 
						|
    //2023 october: the new place to set angles for the client instead of using face_call, through this is teleporting avoided which can trigger trigger_multiples
 | 
						|
    if (!bot_follow_tp[client])
 | 
						|
    {
 | 
						|
        int targeteam = 0;
 | 
						|
        if (GetClientTeam(client) != 3)
 | 
						|
        {
 | 
						|
            //2 = autismo is zm and should follow enemies sometimes
 | 
						|
            targeteam = 2;
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            //3 = autismo is human and should follow closest moving ct
 | 
						|
            targeteam = 3;
 | 
						|
        }
 | 
						|
 | 
						|
        bool found_enemy = false;
 | 
						|
        for (int clienti = 1; clienti <= MaxClients; clienti++)
 | 
						|
        {
 | 
						|
            if (!IsValidClient(clienti)) continue;
 | 
						|
            if (GetClientTeam(clienti) == 2 && IsPlayerAlive(clienti))
 | 
						|
            {
 | 
						|
                found_enemy = true;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        float pos[3];
 | 
						|
        float dist_target = -1.0;
 | 
						|
        if (IsValidClient(target_friend[client]))
 | 
						|
        {
 | 
						|
            GetEntPropVector(target_friend[client], Prop_Send, "m_vecOrigin", pos);
 | 
						|
            dist_target = get_power_distance(client, pos);
 | 
						|
        }
 | 
						|
 | 
						|
        float max_range_dist = 65.0;
 | 
						|
        //here we put into consideration if the human is leaving or standing around. If the bots already catched up to the human they can have a larger distance between the player and themselves so they dont constantly follow him. If the player is leaving the bots needs to follow him much closer.
 | 
						|
        if (targeteam == 3 && human_too_close[client])
 | 
						|
        {
 | 
						|
            max_range_dist = 200.0;
 | 
						|
        }
 | 
						|
 | 
						|
        float enemy_distance = -1.0;
 | 
						|
        if (IsValidClient(target_enemy[client]))
 | 
						|
        {
 | 
						|
            GetEntPropVector(target_enemy[client], Prop_Send, "m_vecOrigin", pos);
 | 
						|
            enemy_distance = get_power_distance(client, pos);
 | 
						|
        }
 | 
						|
 | 
						|
 | 
						|
        if (GetEntityMoveType(client) == MOVETYPE_LADDER || (IsValidClient(target_friend[client]) && GetEntityMoveType(target_friend[client]) == MOVETYPE_LADDER))
 | 
						|
        {
 | 
						|
            if (IsValidClient(target_friend[client]))
 | 
						|
            {
 | 
						|
                get_new_angles(client, target_friend[client], angles);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        //if bot is ct: is close enough to friend, can stop following friend and focus on shooting zombies
 | 
						|
        else if (targeteam == 3 && 0 < dist_target < max_range_dist && IsValidClient(target_enemy[client]))
 | 
						|
        {
 | 
						|
            get_new_angles(client, target_enemy[client], angles);
 | 
						|
        }
 | 
						|
        //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
 | 
						|
        //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)
 | 
						|
        {
 | 
						|
            get_new_angles(client, target_friend[client], angles);
 | 
						|
        }
 | 
						|
        //if bot is zm follow enemy sometimes
 | 
						|
        else if (targeteam == 2 && 0 < enemy_distance < max_range_dist * 5 && IsValidClient(target_enemy[client]))
 | 
						|
        {
 | 
						|
            get_new_angles(client, target_enemy[client], angles);
 | 
						|
        }
 | 
						|
        //if bot is zm just follow the closest friend zm, but not constantly when too close because people start bitching then
 | 
						|
        else if (targeteam == 2 && dist_target > max_range_dist / 2)
 | 
						|
        {
 | 
						|
            get_new_angles(client, target_friend[client], angles);
 | 
						|
        }
 | 
						|
        //if bot is zm and no close enemies and no friends far away enough to follow then check if friend is close, if its the case then do nothing
 | 
						|
        else if (targeteam == 2 && 0 < dist_target < max_range_dist / 2)
 | 
						|
        {
 | 
						|
            get_new_angles(client, target_friend[client], angles);
 | 
						|
        }
 | 
						|
        //if bot is zm and there are no friends close or far away but there is also no enemy close check if there is an enemy far away
 | 
						|
        else if (targeteam == 2 && IsValidClient(target_enemy[client]))
 | 
						|
        {
 | 
						|
            get_new_angles(client, target_enemy[client], angles);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    if ((GetEntityMoveType(client) & MOVETYPE_LADDER)) 
 | 
						|
    {
 | 
						|
        has_to_jump_bots[client] = 2;
 | 
						|
        GetEntPropVector(client, Prop_Send, "m_vecOrigin", coords_run_cmd[client]);
 | 
						|
        return Plugin_Continue;
 | 
						|
    }
 | 
						|
    if (GetEntProp(client, Prop_Data, "m_nWaterLevel") != 0)
 | 
						|
    {
 | 
						|
        has_to_jump_bots[client] = 2;
 | 
						|
        return Plugin_Continue;
 | 
						|
    }
 | 
						|
 | 
						|
    //make sure fell of an edge instead of actually jumping
 | 
						|
    if (buttons & IN_JUMP && has_to_jump_bots[client] == 1)
 | 
						|
    {
 | 
						|
        has_to_jump_bots[client] = 2;
 | 
						|
        return Plugin_Continue;
 | 
						|
    }
 | 
						|
 | 
						|
    //!bot_follow_tp[client] ensures that bot is not busy with running into a teleporter
 | 
						|
    if (has_to_jump_bots[client] == 1 && !bot_follow_tp[client])
 | 
						|
    {
 | 
						|
        //this check accomedates checking for if the bot actually was teleported by the map because then he should not teleport back again to coords_run_cmd
 | 
						|
        //the famous voodoo incidents that people have seen.
 | 
						|
        float distance_bot_current_position_last_position = get_power_distance(client, coords_run_cmd[client]);
 | 
						|
 | 
						|
        if (distance_bot_current_position_last_position > 500.0)
 | 
						|
        {
 | 
						|
            has_to_jump_bots[client] = 2;
 | 
						|
            return Plugin_Continue;
 | 
						|
        }
 | 
						|
 | 
						|
        //teleport back on ground so can jump
 | 
						|
        TeleportEntity(client, coords_run_cmd[client], NULL_VECTOR, NULL_VECTOR);
 | 
						|
        buttons |= IN_JUMP; //jump
 | 
						|
        has_to_jump_bots[client] = 2;
 | 
						|
    }
 | 
						|
    if (GetEntityFlags(client) & FL_ONGROUND)
 | 
						|
    {
 | 
						|
        GetEntPropVector(client, Prop_Send, "m_vecOrigin", coords_run_cmd[client]);
 | 
						|
        has_to_jump_bots[client] = 0;
 | 
						|
    }
 | 
						|
    return Plugin_Continue;
 | 
						|
}
 | 
						|
 | 
						|
public void OnPluginEnd()
 | 
						|
{
 | 
						|
    if (g_hTimer_pressing != null)
 | 
						|
    {
 | 
						|
        delete g_hTimer_pressing;
 | 
						|
    }
 | 
						|
    if (g_hTimer_bot_connect != null)
 | 
						|
    {
 | 
						|
        delete g_hTimer_bot_connect;
 | 
						|
    }
 | 
						|
}
 | 
						|
public void Event_RoundEnd(Handle event, const char[] name, bool dontBroadcast)
 | 
						|
{
 | 
						|
    for (int i = 1; i <= MaxClients; i++)
 | 
						|
    {
 | 
						|
        if (IsValidClient(i))
 | 
						|
        {
 | 
						|
            if (is_bot_player[i])
 | 
						|
            {
 | 
						|
                has_to_jump_bots[i] = 3;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
public void Event_RoundStart(Handle event, const char[] name, bool dontBroadcast)
 | 
						|
{
 | 
						|
    for (int i = 1; i <= MaxClients; i++)
 | 
						|
    {
 | 
						|
        if (IsValidClient(i))
 | 
						|
        {
 | 
						|
            if (is_bot_player[i])
 | 
						|
            {
 | 
						|
                target_friend[i] = -1;
 | 
						|
                target_enemy[i] = -1;
 | 
						|
                human_too_close[i] = false;
 | 
						|
                bot_follow_tp[i] = false;
 | 
						|
                targetfriend_prev_coords[i][0] = 0.0;
 | 
						|
                targetfriend_prev_coords[i][1] = 0.0;
 | 
						|
                targetfriend_prev_coords[i][2] = 0.0;
 | 
						|
                GetEntPropVector(i, Prop_Send, "m_vecOrigin", coords_run_cmd[i]);
 | 
						|
                has_to_jump_bots[i] = 0;
 | 
						|
                for (int j = 1; j <= MaxClients; j++)
 | 
						|
                {
 | 
						|
                    if (IsValidClient(j) && j != i)
 | 
						|
                    {
 | 
						|
                        target_friend_afk_counter[i][j] = 0;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
public void cmd_talk_help(int port, int client, char[] info)
 | 
						|
{
 | 
						|
	char msg[generic_length * 5];
 | 
						|
	chat_cooldown = true;
 | 
						|
	char magic_code[16];
 | 
						|
	Format(magic_code, sizeof(magic_code), autism_bot_code); //included with unloze.secrets simply.
 | 
						|
	Format(msg, sizeof(msg), "clientmessage:%N %s %s", client, magic_code, info);
 | 
						|
	send_socket_msg(msg, strlen(msg), port);
 | 
						|
	CreateTimer(2.0, bot_chat_cooldown);
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
public void is_autism_bot1(int client)
 | 
						|
{
 | 
						|
    char auth[50];
 | 
						|
    GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
 | 
						|
    if (StrEqual("[U:1:120378081]", auth, false) || StrEqual("STEAM_0:1:60189040", auth, false))
 | 
						|
    {
 | 
						|
        is_bot_player[client] = true;
 | 
						|
        specific_bot_player[client] = 1;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
public void is_autism_bot2(int client)
 | 
						|
{
 | 
						|
    char auth[50];
 | 
						|
    GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
 | 
						|
    if (StrEqual("[U:1:1036189204]", auth, false) || StrEqual("STEAM_0:0:518094602", auth, false))
 | 
						|
    {
 | 
						|
        is_bot_player[client] = true;
 | 
						|
        specific_bot_player[client] = 2;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
public void is_autism_bot3(int client)
 | 
						|
{
 | 
						|
    char auth[50];
 | 
						|
    GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
 | 
						|
    if (StrEqual("[U:1:408797742]", auth, false) || StrEqual("STEAM_0:0:204398871", auth, false))
 | 
						|
    {
 | 
						|
        is_bot_player[client] = true;
 | 
						|
        specific_bot_player[client] = 3;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
public void is_autism_bot4(int client)
 | 
						|
{
 | 
						|
    char auth[50];
 | 
						|
    GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
 | 
						|
    if (StrEqual("[U:1:1221121532]", auth, false) || StrEqual("STEAM_0:0:610560766", auth, false))
 | 
						|
    {
 | 
						|
        is_bot_player[client] = true;
 | 
						|
        specific_bot_player[client] = 4;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
public Action cmd_botrtv(int client, int args)
 | 
						|
{
 | 
						|
    if ((CheckCommandAccess(client, "sm_kick", ADMFLAG_KICK)) || (CheckCommandAccess(client, "sm_reserved", ADMFLAG_RESERVATION)))
 | 
						|
    {
 | 
						|
		for (int i = 1; i <= MaxClients; i++)
 | 
						|
		{
 | 
						|
			if (IsValidClient(i) && !IsFakeClient(i))
 | 
						|
			{
 | 
						|
				char msg[generic_length];
 | 
						|
				Format(msg, sizeof(msg), "rtv");
 | 
						|
				if (specific_bot_player[i] == 1)
 | 
						|
				{
 | 
						|
					send_socket_msg(msg, strlen(msg), ports[0]);
 | 
						|
				}
 | 
						|
				else if (specific_bot_player[i] == 2)
 | 
						|
				{
 | 
						|
					send_socket_msg(msg, strlen(msg), ports[1]);
 | 
						|
				}
 | 
						|
				else if (specific_bot_player[i] == 3)
 | 
						|
				{
 | 
						|
					send_socket_msg(msg, strlen(msg), ports[2]);
 | 
						|
				}
 | 
						|
				else if(specific_bot_player[i] == 4)
 | 
						|
				{
 | 
						|
					send_socket_msg(msg, strlen(msg), ports[3]);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
    }
 | 
						|
    return Plugin_Handled;
 | 
						|
}
 | 
						|
 | 
						|
public Action cmd_talk(int client, int args)
 | 
						|
{
 | 
						|
    char info[generic_length];
 | 
						|
    GetCmdArgString(info, sizeof(info));
 | 
						|
 | 
						|
    if (strlen(info) == 0)
 | 
						|
    {
 | 
						|
        PrintToChat(client, "Add a message to the command if autism bot is ingame and running on discord");
 | 
						|
        return Plugin_Handled;
 | 
						|
    }
 | 
						|
    if (is_bot_player[client])
 | 
						|
    {
 | 
						|
        return Plugin_Handled;
 | 
						|
    }
 | 
						|
    if (chat_cooldown)
 | 
						|
    {
 | 
						|
        PrintToChat(client, "spamming bot too much, applying cooldown");
 | 
						|
        return Plugin_Handled;
 | 
						|
    }
 | 
						|
    bool bot_found = false;
 | 
						|
    for (int i = 1; i <= MaxClients; i++)
 | 
						|
    {
 | 
						|
        if (IsValidClient(i) && !IsFakeClient(i))
 | 
						|
        {
 | 
						|
            if (specific_bot_player[i] == 1)
 | 
						|
            {
 | 
						|
                cmd_talk_help(ports[0], client, info);
 | 
						|
                bot_found = true;
 | 
						|
            }
 | 
						|
            if (specific_bot_player[i] == 2)
 | 
						|
            {
 | 
						|
                cmd_talk_help(ports[1], client, info);
 | 
						|
                bot_found = true;
 | 
						|
            }
 | 
						|
            if (specific_bot_player[i] == 3)
 | 
						|
            {
 | 
						|
                cmd_talk_help(ports[2], client, info);
 | 
						|
                bot_found = true;
 | 
						|
            }
 | 
						|
            if (specific_bot_player[i] == 4)
 | 
						|
            {
 | 
						|
                cmd_talk_help(ports[3], client, info);
 | 
						|
                bot_found = true;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
    if (!bot_found)
 | 
						|
        PrintToChat(client, "bot not connected to server");
 | 
						|
    return Plugin_Handled;
 | 
						|
}
 | 
						|
 | 
						|
public Action bot_chat_cooldown(Handle timer, any data)
 | 
						|
{
 | 
						|
	chat_cooldown = false;
 | 
						|
	return Plugin_Continue;
 | 
						|
}
 | 
						|
 | 
						|
public void OnMapStart()
 | 
						|
{
 | 
						|
	chat_cooldown = false;
 | 
						|
}
 | 
						|
 | 
						|
public void send_socket_msg(char[] query_msg, int len, int port)
 | 
						|
{
 | 
						|
	//LogMessage("query_msg: %s port: %i", query_msg, port);
 | 
						|
	if (global_socket != INVALID_HANDLE && SocketIsConnected(global_socket))
 | 
						|
		SocketSendTo(global_socket, query_msg, len, "127.0.0.1", port); //udp
 | 
						|
}
 | 
						|
 | 
						|
public Action bot_check_connect(Handle timer, any data)
 | 
						|
{
 | 
						|
    //this is designed for being ran from several css servers
 | 
						|
    int client_count = GetClientCount(false);
 | 
						|
    char msg[generic_length];
 | 
						|
    int i_port = GetConVarInt(FindConVar("hostport"));
 | 
						|
    bool bot1_connected = false;
 | 
						|
    bool bot2_connected = false;
 | 
						|
    bool bot3_connected = false;
 | 
						|
    bool bot4_connected = false;
 | 
						|
    for (int i = 1; i <= MaxClients; i++)
 | 
						|
        if (IsValidClient(i) && !IsFakeClient(i))
 | 
						|
        {
 | 
						|
            if (specific_bot_player[i] == 1)
 | 
						|
                bot1_connected = true;
 | 
						|
            if (specific_bot_player[i] == 2)
 | 
						|
                bot2_connected = true;
 | 
						|
            if (specific_bot_player[i] == 3)
 | 
						|
                bot3_connected = true;
 | 
						|
            if (specific_bot_player[i] == 4)
 | 
						|
                bot4_connected = true;
 | 
						|
        }
 | 
						|
 | 
						|
    if (i_port == server_ports[0])
 | 
						|
    {
 | 
						|
        int max_allowed_players = 55;
 | 
						|
        char current_map[128];
 | 
						|
        GetCurrentMap(current_map, sizeof(current_map));
 | 
						|
        if (client_count > max_allowed_players || StrEqual(current_map, "ze_paranoid_rezurrection_v11_9", false))
 | 
						|
        {
 | 
						|
            Format(msg, sizeof(msg), "connect to ze2");
 | 
						|
            send_socket_msg(msg, strlen(msg), ports[0]);
 | 
						|
            send_socket_msg(msg, strlen(msg), ports[1]);
 | 
						|
            send_socket_msg(msg, strlen(msg), ports[2]);
 | 
						|
            send_socket_msg(msg, strlen(msg), ports[3]);
 | 
						|
        }
 | 
						|
        else if (client_count < max_allowed_players)
 | 
						|
        {
 | 
						|
            Format(msg, sizeof(msg), "connect to ze");
 | 
						|
            if (!bot1_connected)
 | 
						|
                send_socket_msg(msg, strlen(msg), ports[0]);
 | 
						|
            if (!bot2_connected)
 | 
						|
                send_socket_msg(msg, strlen(msg), ports[1]);
 | 
						|
            if (!bot3_connected)
 | 
						|
                send_socket_msg(msg, strlen(msg), ports[2]);
 | 
						|
            if (!bot4_connected)
 | 
						|
                send_socket_msg(msg, strlen(msg), ports[3]);
 | 
						|
        }
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
        //in case the bot is not connected to ze2 anymore make sure that is_bot_connected_to_ze2 is set to false again
 | 
						|
        Format(msg, sizeof(msg), "not connected to ze2");
 | 
						|
        if (!bot1_connected)
 | 
						|
            send_socket_msg(msg, strlen(msg), ports[0]);
 | 
						|
        if (!bot2_connected)
 | 
						|
            send_socket_msg(msg, strlen(msg), ports[1]);
 | 
						|
        if (!bot3_connected)
 | 
						|
            send_socket_msg(msg, strlen(msg), ports[2]);
 | 
						|
        if (!bot4_connected)
 | 
						|
            send_socket_msg(msg, strlen(msg), ports[3]);
 | 
						|
    }
 | 
						|
    return Plugin_Continue;
 | 
						|
}
 | 
						|
 | 
						|
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;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    for (int client = 1; client <= MaxClients; client++)
 | 
						|
    {
 | 
						|
        if (!IsValidClient(client)) continue;
 | 
						|
        if (!found_valid_ct && is_bot_player[client])
 | 
						|
        {
 | 
						|
            if (GetClientTeam(client) != 0)
 | 
						|
                ChangeClientTeam(client, 0);
 | 
						|
            continue;
 | 
						|
        }
 | 
						|
        if (is_bot_player[client])
 | 
						|
        {
 | 
						|
            if (GetClientTeam(client) == 1 || GetClientTeam(client) == 0)
 | 
						|
            {
 | 
						|
                ChangeClientTeam(client, 2);
 | 
						|
                continue;
 | 
						|
            }
 | 
						|
            if (IsPlayerAlive(client))
 | 
						|
            {
 | 
						|
                int targeteam = 0;
 | 
						|
                if (GetClientTeam(client) != 3)
 | 
						|
                {
 | 
						|
                    //2 = autismo is zm and should follow enemies sometimes
 | 
						|
                    targeteam = 2;
 | 
						|
                }
 | 
						|
                else
 | 
						|
                {
 | 
						|
                    //3 = autismo is human and should follow closest moving ct
 | 
						|
                    targeteam = 3;
 | 
						|
                }
 | 
						|
                int previous_friend = target_friend[client];
 | 
						|
                target_enemy[client] = GetClosestClient_option1(false, client, 0);
 | 
						|
                float enemy_distance = -1.0;
 | 
						|
                float pos[3];
 | 
						|
                if (IsValidClient(target_enemy[client]))
 | 
						|
                {
 | 
						|
                    GetEntPropVector(target_enemy[client], Prop_Send, "m_vecOrigin", pos);
 | 
						|
                    enemy_distance = get_power_distance(client, pos);
 | 
						|
                }
 | 
						|
 | 
						|
                target_friend[client] = GetClosestClient_option1(true, client, target_enemy[client]);
 | 
						|
                float dist_target = -1.0;
 | 
						|
                if (IsValidClient(target_friend[client]))
 | 
						|
                {
 | 
						|
                    GetEntPropVector(target_friend[client], Prop_Send, "m_vecOrigin", pos);
 | 
						|
                    dist_target = get_power_distance(client, pos);
 | 
						|
                }
 | 
						|
 | 
						|
                float max_range_dist = 65.0;
 | 
						|
                //here we put into consideration if the human is leaving or standing around. If the bots already catched up to the human they can have a larger distance between the player and themselves so they dont constantly follow him. If the player is leaving the bots needs to follow him much closer.
 | 
						|
                if (targeteam == 3 && human_too_close[client])
 | 
						|
                {
 | 
						|
                    max_range_dist = 200.0;
 | 
						|
                }
 | 
						|
 | 
						|
                
 | 
						|
                int state = -1;
 | 
						|
                //Our previous friend is still an alive human, if we cant see him anymore he went around a corner or teleported
 | 
						|
                if (targetfriend_prev_coords[client][0] != 0.0 && IsValidClient(previous_friend) && GetClientTeam(previous_friend) == GetClientTeam(client)
 | 
						|
                    && IsPlayerAlive(previous_friend) && previous_friend != target_friend[client])
 | 
						|
                {
 | 
						|
                    float ClientPos[3];
 | 
						|
                    float friend_prev[3];
 | 
						|
                    GetClientEyePosition(client, ClientPos);
 | 
						|
                    //if the bot cant see him anymore he around corner or teleported most likley.
 | 
						|
                    //therefore a small distance check should also be needed to assure that the bots take the
 | 
						|
                    //teleporter
 | 
						|
                    float distance_prev_friend_prior = get_power_distance(previous_friend, targetfriend_prev_coords[client]);
 | 
						|
                    GetEntPropVector(previous_friend, Prop_Send, "m_vecOrigin", friend_prev);
 | 
						|
                    if (!IsPointVisible(ClientPos, friend_prev) && distance_prev_friend_prior > 500.0)
 | 
						|
                    {
 | 
						|
                        bot_follow_tp[client] = true;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
                if (IsValidClient(target_friend[client]) && !bot_follow_tp[client])
 | 
						|
                {
 | 
						|
                    GetEntPropVector(target_friend[client], Prop_Send, "m_vecOrigin", targetfriend_prev_coords[client]);
 | 
						|
                }
 | 
						|
                if (bot_follow_tp[client])
 | 
						|
                {
 | 
						|
                    float ClientPos[3];
 | 
						|
                    float Result[3];
 | 
						|
                    GetClientEyePosition(client, ClientPos);
 | 
						|
                    MakeVectorFromPoints(ClientPos, targetfriend_prev_coords[client], Result);
 | 
						|
                    GetVectorAngles(Result, Result);
 | 
						|
                    float distance_between_bot_and_tp = get_power_distance(client, targetfriend_prev_coords[client]);
 | 
						|
                    //when we are close enough to teleport just run forward without facing the tp
 | 
						|
                    if (distance_between_bot_and_tp > 250.0)
 | 
						|
                    {
 | 
						|
                        TeleportEntity(client, NULL_VECTOR, Result, NULL_VECTOR);
 | 
						|
                    }
 | 
						|
                    if (!IsPointVisible(ClientPos, targetfriend_prev_coords[client]))
 | 
						|
                    {
 | 
						|
                        targetfriend_prev_coords[client][0] = 0.0;
 | 
						|
                        targetfriend_prev_coords[client][1] = 0.0;
 | 
						|
                        targetfriend_prev_coords[client][2] = 0.0;
 | 
						|
                        bot_follow_tp[client] = false;
 | 
						|
                    }
 | 
						|
                    state = 8; //if its walking into a TP or up/down a ladder it matters to use +forward;
 | 
						|
                }
 | 
						|
                //if the bot or its target is on the ladder just use forward to reach the ladder
 | 
						|
                else if (GetEntityMoveType(client) == MOVETYPE_LADDER || (IsValidClient(target_friend[client]) && GetEntityMoveType(target_friend[client]) == MOVETYPE_LADDER))
 | 
						|
                {
 | 
						|
                    state = 8;
 | 
						|
                }
 | 
						|
                //if bot is ct: is close enough to friend, can stop following friend and focus on shooting zombies
 | 
						|
                else if (targeteam == 3 && 0 < dist_target < max_range_dist && IsValidClient(target_enemy[client]))
 | 
						|
                {
 | 
						|
                    human_too_close[client] = true;
 | 
						|
                    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
 | 
						|
                //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;
 | 
						|
                    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. 
 | 
						|
                else if (targeteam == 3)
 | 
						|
                {
 | 
						|
                    human_too_close[client] = true;
 | 
						|
                    state = 2;
 | 
						|
                }
 | 
						|
                //if bot is zm follow enemy sometimes
 | 
						|
                else if (targeteam == 2 && 0 < enemy_distance < max_range_dist * 5 && IsValidClient(target_enemy[client]))
 | 
						|
                {
 | 
						|
                    state = 3;
 | 
						|
                }
 | 
						|
                //if bot is zm just follow the closest friend zm, but not constantly when too close because people start bitching then
 | 
						|
                else if (targeteam == 2 && dist_target > max_range_dist / 2)
 | 
						|
                {
 | 
						|
                    state = 4;
 | 
						|
                }
 | 
						|
                //if bot is zm and no close enemies and no friends far away enough to follow then check if friend is close, if its the case then do nothing
 | 
						|
                else if (targeteam == 2 && 0 < dist_target < max_range_dist / 2)
 | 
						|
                {
 | 
						|
                    state = 5;
 | 
						|
                }
 | 
						|
                //if bot is zm and there are no friends close or far away but there is also no enemy close check if there is an enemy far away
 | 
						|
                else if (targeteam == 2 && IsValidClient(target_enemy[client]))
 | 
						|
                {
 | 
						|
                    state = 6;
 | 
						|
                }
 | 
						|
                //else nothing to do as zm
 | 
						|
                else if (targeteam == 2)
 | 
						|
                {
 | 
						|
                    state = 7;
 | 
						|
                }
 | 
						|
                if (GetEntProp(client, Prop_Data, "m_nWaterLevel") == 0 && GetEntityMoveType(client) != MOVETYPE_LADDER)
 | 
						|
                    trace_hulling_bot(client);
 | 
						|
                char message[generic_length * 7];
 | 
						|
                Format(message, sizeof(message), "dist_target: %f enemy_distance: %f targeteam: %i state: %i", dist_target, enemy_distance, targeteam, state);
 | 
						|
                if (specific_bot_player[client] == 1)
 | 
						|
                {
 | 
						|
                    send_socket_msg(message, strlen(message), ports[0]);
 | 
						|
                }
 | 
						|
                if (specific_bot_player[client] == 2)
 | 
						|
                {
 | 
						|
                    send_socket_msg(message, strlen(message), ports[1]);
 | 
						|
                }
 | 
						|
                if (specific_bot_player[client] == 3)
 | 
						|
                {
 | 
						|
                    send_socket_msg(message, strlen(message), ports[2]);
 | 
						|
                }
 | 
						|
                if (specific_bot_player[client] == 4)
 | 
						|
                {
 | 
						|
                    send_socket_msg(message, strlen(message), ports[3]);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
    found_valid_ct = false;
 | 
						|
    for (int client = 1; client <= MaxClients; client++)
 | 
						|
    {
 | 
						|
        if (!IsValidClient(client)) continue;
 | 
						|
        if (!is_bot_player[client] && GetClientTeam(client) == 3 && IsPlayerAlive(client))
 | 
						|
        {
 | 
						|
            found_valid_ct = true;
 | 
						|
            break;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    if (!found_valid_ct)
 | 
						|
    {
 | 
						|
        for (int client = 1; client <= MaxClients; client++)
 | 
						|
        {
 | 
						|
            if (!IsValidClient(client)) continue;
 | 
						|
            if (is_bot_player[client] && GetClientTeam(client) == 3)
 | 
						|
            {
 | 
						|
                ForcePlayerSuicide(client);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
    return Plugin_Continue;
 | 
						|
}
 | 
						|
 | 
						|
//https://developer.valvesoftware.com/wiki/Dimensions
 | 
						|
public void trace_hulling_bot(int client)
 | 
						|
{
 | 
						|
    char message[generic_length * 3];
 | 
						|
    float step_cap = 18.0;
 | 
						|
    float crouch_min = 48.0;
 | 
						|
    float stand_min = 63.0;
 | 
						|
    float feet_origin[3], mins[3], maxs[3], eye_position[3];
 | 
						|
    int BOUNDINGBOX_INFLATION_OFFSET = 3;
 | 
						|
    GetClientEyePosition(client, eye_position);
 | 
						|
    GetClientAbsOrigin(client, feet_origin);
 | 
						|
    GetClientMins(client, mins);
 | 
						|
    GetClientMaxs(client, maxs);
 | 
						|
    //increasing boxes sizes
 | 
						|
    for (int ij = 0; ij < sizeof(mins) - 1; ij++)
 | 
						|
    {
 | 
						|
        mins[ij] -= BOUNDINGBOX_INFLATION_OFFSET;
 | 
						|
        maxs[ij] += BOUNDINGBOX_INFLATION_OFFSET;
 | 
						|
    }
 | 
						|
    //acts as full body check
 | 
						|
    feet_origin[2] += BOUNDINGBOX_INFLATION_OFFSET;
 | 
						|
    TR_TraceHullFilter(feet_origin, feet_origin, mins, maxs, MASK_ALL, TraceRayDontHitSelf);
 | 
						|
    if (TR_DidHit())
 | 
						|
    {
 | 
						|
        //check 0.0 to 48.0 units starting from feet
 | 
						|
        feet_origin[2] -= BOUNDINGBOX_INFLATION_OFFSET;
 | 
						|
        mins[2] = 0.0;
 | 
						|
        maxs[2] = crouch_min;
 | 
						|
        TR_TraceHullFilter(feet_origin, feet_origin, mins, maxs, MASK_ALL, TraceRayDontHitSelf);
 | 
						|
        if (!(TR_DidHit()))
 | 
						|
        {
 | 
						|
            //can crouch
 | 
						|
            Format(message, sizeof(message), "hull info:crouch");
 | 
						|
            if (specific_bot_player[client] == 1)
 | 
						|
            {
 | 
						|
                send_socket_msg(message, strlen(message), ports[0]);
 | 
						|
            }
 | 
						|
            if (specific_bot_player[client] == 2)
 | 
						|
            {
 | 
						|
                send_socket_msg(message, strlen(message), ports[1]);
 | 
						|
            }
 | 
						|
            if (specific_bot_player[client] == 3)
 | 
						|
            {
 | 
						|
                send_socket_msg(message, strlen(message), ports[2]);
 | 
						|
            }
 | 
						|
            if (specific_bot_player[client] == 4)
 | 
						|
            {
 | 
						|
                send_socket_msg(message, strlen(message), ports[3]);
 | 
						|
            }
 | 
						|
            return;
 | 
						|
        }
 | 
						|
        //something blocks floor crouch
 | 
						|
        eye_position[2] += 5.0;
 | 
						|
        float new_mins[3], new_maxs[3], new_eyes[3];
 | 
						|
        new_mins[0] = mins[0];
 | 
						|
        new_mins[1] = mins[1];
 | 
						|
        new_mins[2] = crouch_min + 16.0;
 | 
						|
        new_maxs[0] = maxs[0];
 | 
						|
        new_maxs[1] = maxs[1];
 | 
						|
        new_maxs[2] = maxs[2] + 16.0;
 | 
						|
        new_eyes[0] = eye_position[0];
 | 
						|
        new_eyes[1] = eye_position[1];
 | 
						|
        new_eyes[2] = eye_position[2] - 64.0;
 | 
						|
        TR_TraceHullFilter(new_eyes, new_eyes, new_mins, new_maxs, MASK_ALL, TraceRayDontHitSelf);
 | 
						|
        if (!(TR_DidHit()))
 | 
						|
        {
 | 
						|
            //should not block jump level
 | 
						|
            Format(message, sizeof(message), "hull info:jump");
 | 
						|
            if (specific_bot_player[client] == 1)
 | 
						|
            {
 | 
						|
                send_socket_msg(message, strlen(message), ports[0]);
 | 
						|
            }
 | 
						|
            if (specific_bot_player[client] == 2)
 | 
						|
            {
 | 
						|
                send_socket_msg(message, strlen(message), ports[1]);
 | 
						|
            }
 | 
						|
            if (specific_bot_player[client] == 3)
 | 
						|
            {
 | 
						|
                send_socket_msg(message, strlen(message), ports[2]);
 | 
						|
            }
 | 
						|
            if (specific_bot_player[client] == 4)
 | 
						|
            {
 | 
						|
                send_socket_msg(message, strlen(message), ports[3]);
 | 
						|
            }
 | 
						|
            return;
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            //still potentially crouch hole in wall or one side jumpable
 | 
						|
            mins[2] = step_cap;
 | 
						|
            float iterator = step_cap;
 | 
						|
            while (iterator < stand_min)
 | 
						|
            {
 | 
						|
                maxs[2] = iterator;
 | 
						|
                iterator += step_cap;
 | 
						|
                for (int jj = 0; jj < 2; jj++)
 | 
						|
                    for (int ij = 0; ij < 2; ij++)
 | 
						|
                    {
 | 
						|
                        if (jj == 0)
 | 
						|
                            mins[ij] += BOUNDINGBOX_INFLATION_OFFSET;
 | 
						|
                        else
 | 
						|
                            maxs[ij] -= BOUNDINGBOX_INFLATION_OFFSET;
 | 
						|
 | 
						|
                        float eyes_down[3];
 | 
						|
                        eyes_down[0] = eye_position[0];
 | 
						|
                        eyes_down[1] = eye_position[1] + 10.0;
 | 
						|
                        eyes_down[2] = eye_position[2];
 | 
						|
 | 
						|
                        float eyes_forward[3];
 | 
						|
                        eyes_forward[0] = eye_position[0];
 | 
						|
                        eyes_forward[1] = eye_position[1] + 10.0;
 | 
						|
                        eyes_forward[2] = eye_position[2];
 | 
						|
 | 
						|
                        float maxs_new[3];
 | 
						|
                        maxs_new[0] = maxs[0] - 8.0;
 | 
						|
                        maxs_new[1] = maxs[1] - 8.0;
 | 
						|
                        maxs_new[2] = maxs[2];
 | 
						|
 | 
						|
                        TR_TraceHullFilter(eye_position, eye_position, mins, maxs_new, MASK_ALL, TraceRayDontHitSelf);
 | 
						|
                        if ((TR_DidHit()))
 | 
						|
                        {
 | 
						|
                            bool should_jump = true;
 | 
						|
                            TR_TraceHullFilter(eyes_down, eyes_forward, mins, maxs, MASK_ALL, TraceRayDontHitSelf);
 | 
						|
                            if (!(TR_DidHit()))
 | 
						|
                            {
 | 
						|
                                should_jump = false;
 | 
						|
                            }
 | 
						|
 | 
						|
                            eyes_down[0] = eye_position[0] + 10.0;
 | 
						|
                            eyes_forward[0] = eye_position[0] + 10.0;
 | 
						|
                            TR_TraceHullFilter(eyes_down, eyes_forward, mins, maxs, MASK_ALL, TraceRayDontHitSelf);
 | 
						|
                            if ((TR_DidHit()))
 | 
						|
                            {
 | 
						|
                                should_jump = false;
 | 
						|
                            }
 | 
						|
 | 
						|
                            if (should_jump)
 | 
						|
                            {
 | 
						|
                                Format(message, sizeof(message), "hull info:jump");
 | 
						|
                                if (specific_bot_player[client] == 1)
 | 
						|
                                {
 | 
						|
                                    send_socket_msg(message, strlen(message), ports[0]);
 | 
						|
                                }
 | 
						|
                                if (specific_bot_player[client] == 2)
 | 
						|
                                {
 | 
						|
                                    send_socket_msg(message, strlen(message), ports[1]);
 | 
						|
                                }
 | 
						|
                                if (specific_bot_player[client] == 3)
 | 
						|
                                {
 | 
						|
                                    send_socket_msg(message, strlen(message), ports[2]);
 | 
						|
                                }
 | 
						|
                                if (specific_bot_player[client] == 4)
 | 
						|
                                {
 | 
						|
                                    send_socket_msg(message, strlen(message), ports[3]);
 | 
						|
                                }
 | 
						|
                                return;
 | 
						|
                            }
 | 
						|
                        }
 | 
						|
 | 
						|
                        TR_TraceHullFilter(feet_origin, feet_origin, mins, maxs, MASK_ALL, TraceRayDontHitSelf);
 | 
						|
                        if (!(TR_DidHit()))
 | 
						|
                        {
 | 
						|
                            //hit wall on one side, no need to jump just run forward
 | 
						|
                            return;
 | 
						|
                        }
 | 
						|
                        if (jj == 0)
 | 
						|
                            mins[ij] -= BOUNDINGBOX_INFLATION_OFFSET;
 | 
						|
                        else
 | 
						|
                            maxs[ij] += BOUNDINGBOX_INFLATION_OFFSET;
 | 
						|
                    }
 | 
						|
            }
 | 
						|
            //currently detects when two walls meet and create a corner
 | 
						|
            float move_angles[3];
 | 
						|
            GetClientEyeAngles(client, move_angles);
 | 
						|
            move_angles[0] = 0.0;
 | 
						|
            move_angles[1] += 35.0;
 | 
						|
            move_angles[2] = 0.0;
 | 
						|
            TeleportEntity(client, NULL_VECTOR, move_angles, NULL_VECTOR);
 | 
						|
            return;
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
public bool TraceRayDontHitSelf(int entity, int mask, any data)
 | 
						|
{
 | 
						|
	return entity != data && !(0 < entity <= MaxClients);
 | 
						|
}
 | 
						|
 | 
						|
stock bool IsValidClient(int client)
 | 
						|
{
 | 
						|
	if (client > 0 && client <= MaxClients && IsClientConnected(client) && IsClientInGame(client))
 | 
						|
		return true;
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
stock bool is_client_stuck_or_afk(int client, int i)
 | 
						|
{
 | 
						|
    //triggers between 6-8 times per second
 | 
						|
    target_friend_afk_counter[client][i]++;
 | 
						|
    int human_idle_steps = 12;
 | 
						|
    if (target_friend_afk_counter[client][i] >= human_idle_steps)
 | 
						|
    {
 | 
						|
        float min_distance_cap = 1.0;
 | 
						|
        float i_own_distance = get_power_distance(i, client_old_coords[i]);
 | 
						|
        GetEntPropVector(i, Prop_Send, "m_vecOrigin", client_old_coords[i]);
 | 
						|
        bool not_moved = i_own_distance < min_distance_cap;
 | 
						|
        if (!not_moved)
 | 
						|
        {
 | 
						|
            target_friend_afk_counter[client][i] = 0;
 | 
						|
        }
 | 
						|
        return not_moved;
 | 
						|
    }
 | 
						|
    return false;
 | 
						|
}
 | 
						|
 | 
						|
public int GetClosestClient_option1(bool finding_friend, int client, int enemy)
 | 
						|
{
 | 
						|
    float nearestdistance = -1.0;
 | 
						|
    int nearest = -1;
 | 
						|
    for (int i = 1; i <= MaxClients; i++)
 | 
						|
    if (IsValidClient(i) && IsPlayerAlive(i) && i != client)
 | 
						|
    {
 | 
						|
        if (!IsAbleToSee(client, i) || is_client_stuck_or_afk(client, i))
 | 
						|
        {
 | 
						|
            continue; 
 | 
						|
        }
 | 
						|
        float pos[3];
 | 
						|
        GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos);
 | 
						|
        float dist_target = get_power_distance(client, pos);
 | 
						|
        if ((finding_friend && GetClientTeam(i) != GetClientTeam(client)) || (!finding_friend && GetClientTeam(i) == GetClientTeam(client)))
 | 
						|
        {
 | 
						|
            continue;
 | 
						|
        }
 | 
						|
 | 
						|
        if (GetClientTeam(client) == 3 && IsValidClient(enemy))
 | 
						|
        {
 | 
						|
            float enemy_pos[3];
 | 
						|
            GetEntPropVector(enemy, Prop_Send, "m_vecOrigin", enemy_pos);
 | 
						|
            float enemy_distance = get_power_distance(i, enemy_pos);
 | 
						|
            //this should later be an issue at parts where zombies are on all sides around one. having to run close by them.
 | 
						|
            if (enemy_distance <= 800.0)
 | 
						|
            {
 | 
						|
                dist_target = 8000000.0;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        if (is_bot_player[i])
 | 
						|
        {
 | 
						|
            //just making sure bots have lowest priority
 | 
						|
            dist_target = 9000000.0;
 | 
						|
        }
 | 
						|
        if (nearestdistance < 0 || dist_target < nearestdistance)
 | 
						|
        {
 | 
						|
            nearest = i;
 | 
						|
            nearestdistance = dist_target;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    return nearest;
 | 
						|
}
 | 
						|
 | 
						|
public float get_power_distance(int target_player, float pos[3])
 | 
						|
{
 | 
						|
	float vec[3];
 | 
						|
	GetClientAbsOrigin(target_player, vec);
 | 
						|
	return GetVectorDistance(vec, pos);
 | 
						|
}
 | 
						|
 | 
						|
public void OnClientPostAdminCheck(int client)
 | 
						|
{
 | 
						|
    is_bot_player[client] = false;
 | 
						|
    specific_bot_player[client] = 0;
 | 
						|
    is_autism_bot1(client);
 | 
						|
    is_autism_bot2(client);
 | 
						|
    is_autism_bot3(client);
 | 
						|
    is_autism_bot4(client);
 | 
						|
    for (int i = 1; i <= MaxClients; i++)
 | 
						|
    {
 | 
						|
        if (!IsValidClient(i)) continue;
 | 
						|
 | 
						|
        if (is_bot_player[i] && i != client)
 | 
						|
        {
 | 
						|
            target_friend_afk_counter[i][client] = 0;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    if (is_bot_player[client])
 | 
						|
    {
 | 
						|
        if (g_hGetRunCmdPre != INVALID_HANDLE)
 | 
						|
            DHookEntity(g_hGetRunCmdPre, false, client);
 | 
						|
    }
 | 
						|
    coords_run_cmd[client][0] = 0.0;
 | 
						|
    coords_run_cmd[client][1] = 0.0;
 | 
						|
    coords_run_cmd[client][2] = 0.0;
 | 
						|
    has_to_jump_bots[client] = 0;
 | 
						|
    //checks if ze or ze2
 | 
						|
    int i_port = GetConVarInt(FindConVar("hostport"));
 | 
						|
    char msg[generic_length];
 | 
						|
    if (i_port == server_ports[0])
 | 
						|
    {
 | 
						|
        Format(msg, sizeof(msg), "autismo connected to ze");
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
        Format(msg, sizeof(msg), "autismo connected to ze2");
 | 
						|
    }
 | 
						|
    targetfriend_prev_coords[client][0] = 0.0;
 | 
						|
    targetfriend_prev_coords[client][1] = 0.0;
 | 
						|
    targetfriend_prev_coords[client][2] = 0.0;
 | 
						|
    human_too_close[client] = false;
 | 
						|
    bot_follow_tp[client] = false;
 | 
						|
    char auth[64];
 | 
						|
    GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
 | 
						|
    if (specific_bot_player[client] == 1)
 | 
						|
    {
 | 
						|
        send_socket_msg(msg, strlen(msg), ports[0]);
 | 
						|
    }
 | 
						|
    if (specific_bot_player[client] == 2)
 | 
						|
    {
 | 
						|
        send_socket_msg(msg, strlen(msg), ports[1]);
 | 
						|
    }
 | 
						|
    if (specific_bot_player[client] == 3)
 | 
						|
    {
 | 
						|
        send_socket_msg(msg, strlen(msg), ports[2]);
 | 
						|
    }
 | 
						|
    if (specific_bot_player[client] == 4)
 | 
						|
    {
 | 
						|
        send_socket_msg(msg, strlen(msg), ports[3]);
 | 
						|
    }
 | 
						|
    client_old_coords[client][0] = 0.0;
 | 
						|
    client_old_coords[client][1] = 0.0;
 | 
						|
    client_old_coords[client][2] = 0.0;
 | 
						|
}
 | 
						|
 | 
						|
public void OnSocketError(Handle socket, const int errorType, const int errorNum, any args)
 | 
						|
{
 | 
						|
	CloseHandle(socket);
 | 
						|
	LogError("[MR] Socket error: %d (errno %d)", errorType, errorNum);
 | 
						|
	CreateTimer(10.0, TimerConnect, INVALID_HANDLE, TIMER_HNDL_CLOSE);
 | 
						|
}
 | 
						|
 | 
						|
stock void connect_socket()
 | 
						|
{
 | 
						|
    if (global_socket == INVALID_HANDLE || !SocketIsConnected(global_socket))
 | 
						|
    {
 | 
						|
        int i_port = GetConVarInt(FindConVar("hostport"));
 | 
						|
        int target_port = ports[4]; //default ze
 | 
						|
        if (i_port == server_ports[1])
 | 
						|
        {
 | 
						|
            //ze2
 | 
						|
            target_port = ports[5];
 | 
						|
        }
 | 
						|
        //socket otherwise declare in public OnConfigsExecuted(){}
 | 
						|
        global_socket = SocketCreate(SOCKET_UDP, OnSocketError);
 | 
						|
        SocketSetOption(global_socket, SocketReuseAddr, 1);
 | 
						|
        SocketBind(global_socket, "127.0.0.0", target_port);
 | 
						|
        SocketConnect(global_socket, OnSocketConnected, OnSocketReceive, OnSocketDisconnected, "127.0.0.1", target_port); //48474 on ze
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
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;
 | 
						|
    coords_run_cmd[client][0] = 0.0;
 | 
						|
    coords_run_cmd[client][1] = 0.0;
 | 
						|
    coords_run_cmd[client][2] = 0.0;
 | 
						|
    targetfriend_prev_coords[client][0] = 0.0;
 | 
						|
    targetfriend_prev_coords[client][1] = 0.0;
 | 
						|
    targetfriend_prev_coords[client][2] = 0.0;
 | 
						|
    human_too_close[client] = false;
 | 
						|
    bot_follow_tp[client] = false;
 | 
						|
    has_to_jump_bots[client] = 0;
 | 
						|
    for (int i = 1; i <= MaxClients; i++)
 | 
						|
    {
 | 
						|
        if (IsValidClient(i) && is_bot_player[i] && i != client)
 | 
						|
        {
 | 
						|
            target_friend_afk_counter[i][client] = 0;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    is_bot_player[client] = false;
 | 
						|
    specific_bot_player[client] = 0;
 | 
						|
}
 | 
						|
 | 
						|
//Socket callback
 | 
						|
public void OnSocketConnected(Handle socket, int arg)
 | 
						|
{
 | 
						|
	
 | 
						|
}
 | 
						|
 | 
						|
//manage message
 | 
						|
public void OnSocketReceive(Handle socket, char receiveData [3500], int dataSize, int hFile)
 | 
						|
{
 | 
						|
	
 | 
						|
}
 | 
						|
 | 
						|
public void OnSocketDisconnected(Handle socket, int arg)
 | 
						|
{
 | 
						|
    CreateTimer(10.0, TimerConnect, INVALID_HANDLE, TIMER_HNDL_CLOSE);
 | 
						|
}
 | 
						|
 | 
						|
public Action TimerConnect(Handle timer, any arg)
 | 
						|
{
 | 
						|
    connect_socket();
 | 
						|
    return Plugin_Handled;
 | 
						|
}
 | 
						|
 | 
						|
public bool IsAbleToSee(int entity, int client)
 | 
						|
{
 | 
						|
	float vecorigin[3]; 
 | 
						|
	float vecEyePos[3];
 | 
						|
	GetClientAbsOrigin(entity, vecorigin);
 | 
						|
	GetClientEyePosition(client, vecEyePos);
 | 
						|
	// Check if centre is visible.
 | 
						|
	if (IsPointVisible(vecEyePos, vecorigin))
 | 
						|
		return true;
 | 
						|
	float vecEyePos_ent[3]; 
 | 
						|
	float vecEyeAng[3];
 | 
						|
	GetClientEyeAngles(entity, vecEyeAng);
 | 
						|
	GetClientEyePosition(entity, vecEyePos_ent);
 | 
						|
	// Check if weapon tip is visible.
 | 
						|
	if (IsFwdVecVisible(vecEyePos, vecEyeAng, vecEyePos_ent))
 | 
						|
		return true;
 | 
						|
	float mins[3]; 
 | 
						|
	float maxs[3];
 | 
						|
	GetClientMins(client, mins);
 | 
						|
	GetClientMaxs(client, maxs);
 | 
						|
	// Check outer 4 corners of player.
 | 
						|
	if (IsRectangleVisible(vecEyePos, vecorigin, mins, maxs, 1.30)) //1.30
 | 
						|
		return true;
 | 
						|
	// Check inner 4 corners of player.
 | 
						|
	if (IsRectangleVisible(vecEyePos, vecorigin, mins, maxs, 0.65)) //0.65
 | 
						|
		return true;
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
public bool Filter_NoPlayers(int entity, int mask)
 | 
						|
{
 | 
						|
    return (entity > MaxClients && !(0 < GetEntPropEnt(entity, Prop_Data, "m_hOwnerEntity") <= MaxClients));
 | 
						|
}
 | 
						|
 | 
						|
public bool IsPointVisible(const float start[3], const float end[3])
 | 
						|
{
 | 
						|
    TR_TraceRayFilter(start, end, MASK_SOLID, RayType_EndPoint, Filter_NoPlayers);
 | 
						|
    return TR_GetFraction() == 1.0;
 | 
						|
}
 | 
						|
 | 
						|
public bool IsFwdVecVisible(const float start[3], const float angles[3], const float end[3])
 | 
						|
{
 | 
						|
	float fwd[3];
 | 
						|
	GetAngleVectors(angles, fwd, NULL_VECTOR, NULL_VECTOR);
 | 
						|
	ScaleVector(fwd, 50.0); //ScaleVector(fwd, 50.0);
 | 
						|
	AddVectors(end, fwd, fwd);
 | 
						|
	return IsPointVisible(start, fwd);
 | 
						|
}
 | 
						|
 | 
						|
public bool IsRectangleVisible(const float start[3], const float end[3], const float mins[3], const float maxs[3], float scale)
 | 
						|
{
 | 
						|
    float ZpozOffset = maxs[2];
 | 
						|
    float ZnegOffset = mins[2];
 | 
						|
    float WideOffset = ((maxs[0] - mins[0]) + (maxs[1] - mins[1])) / 4.0;
 | 
						|
    // This rectangle is just a point!
 | 
						|
    if (ZpozOffset == 0.0 && ZnegOffset == 0.0 && WideOffset == 0.0)
 | 
						|
        return IsPointVisible(start, end);
 | 
						|
    // Adjust to scale.
 | 
						|
    ZpozOffset *= scale;
 | 
						|
    ZnegOffset *= scale;
 | 
						|
    WideOffset *= scale;
 | 
						|
    // Prepare rotation matrix.
 | 
						|
    float angles[3]; 
 | 
						|
    float fwd[3];
 | 
						|
    float right[3];
 | 
						|
    SubtractVectors(start, end, fwd);
 | 
						|
    NormalizeVector(fwd, fwd);
 | 
						|
    GetVectorAngles(fwd, angles);
 | 
						|
    GetAngleVectors(angles, fwd, right, NULL_VECTOR);
 | 
						|
    float vRectangle[4][3];
 | 
						|
    float vTemp[3];
 | 
						|
    // If the player is on the same level as us, we can optimize by only rotating on the z-axis.
 | 
						|
    if (FloatAbs(fwd[2]) <= 0.7071)
 | 
						|
    {
 | 
						|
        ScaleVector(right, WideOffset);
 | 
						|
        
 | 
						|
        // Corner 1, 2
 | 
						|
        vTemp = end;
 | 
						|
        vTemp[2] += ZpozOffset;
 | 
						|
        AddVectors(vTemp, right, vRectangle[0]);
 | 
						|
        SubtractVectors(vTemp, right, vRectangle[1]);
 | 
						|
        
 | 
						|
        // Corner 3, 4
 | 
						|
        vTemp = end;
 | 
						|
        vTemp[2] += ZnegOffset;
 | 
						|
        AddVectors(vTemp, right, vRectangle[2]);
 | 
						|
        SubtractVectors(vTemp, right, vRectangle[3]);
 | 
						|
        
 | 
						|
    }
 | 
						|
    else if (fwd[2] > 0.0) // Player is below us.
 | 
						|
    {
 | 
						|
        fwd[2] = 0.0;
 | 
						|
        NormalizeVector(fwd, fwd);
 | 
						|
        ScaleVector(fwd, scale);
 | 
						|
        ScaleVector(fwd, WideOffset);
 | 
						|
        ScaleVector(right, WideOffset);
 | 
						|
        // Corner 1
 | 
						|
        vTemp = end;
 | 
						|
        vTemp[2] += ZpozOffset;
 | 
						|
        AddVectors(vTemp, right, vTemp);
 | 
						|
        SubtractVectors(vTemp, fwd, vRectangle[0]);
 | 
						|
        // Corner 2
 | 
						|
        vTemp = end;
 | 
						|
        vTemp[2] += ZpozOffset;
 | 
						|
        SubtractVectors(vTemp, right, vTemp);
 | 
						|
        SubtractVectors(vTemp, fwd, vRectangle[1]);
 | 
						|
        // Corner 3
 | 
						|
        vTemp = end;
 | 
						|
        vTemp[2] += ZnegOffset;
 | 
						|
        AddVectors(vTemp, right, vTemp);
 | 
						|
        AddVectors(vTemp, fwd, vRectangle[2]);
 | 
						|
        // Corner 4
 | 
						|
        vTemp = end;
 | 
						|
        vTemp[2] += ZnegOffset;
 | 
						|
        SubtractVectors(vTemp, right, vTemp);
 | 
						|
        AddVectors(vTemp, fwd, vRectangle[3]);
 | 
						|
    }
 | 
						|
    else // Player is above us.
 | 
						|
    {
 | 
						|
        fwd[2] = 0.0;
 | 
						|
        NormalizeVector(fwd, fwd);
 | 
						|
        ScaleVector(fwd, scale);
 | 
						|
        ScaleVector(fwd, WideOffset);
 | 
						|
        ScaleVector(right, WideOffset);
 | 
						|
        // Corner 1
 | 
						|
        vTemp = end;
 | 
						|
        vTemp[2] += ZpozOffset;
 | 
						|
        AddVectors(vTemp, right, vTemp);
 | 
						|
        AddVectors(vTemp, fwd, vRectangle[0]);
 | 
						|
        // Corner 2
 | 
						|
        vTemp = end;
 | 
						|
        vTemp[2] += ZpozOffset;
 | 
						|
        SubtractVectors(vTemp, right, vTemp);
 | 
						|
        AddVectors(vTemp, fwd, vRectangle[1]);
 | 
						|
        // Corner 3
 | 
						|
        vTemp = end;
 | 
						|
        vTemp[2] += ZnegOffset;
 | 
						|
        AddVectors(vTemp, right, vTemp);
 | 
						|
        SubtractVectors(vTemp, fwd, vRectangle[2]);
 | 
						|
        // Corner 4
 | 
						|
        vTemp = end;
 | 
						|
        vTemp[2] += ZnegOffset;
 | 
						|
        SubtractVectors(vTemp, right, vTemp);
 | 
						|
        SubtractVectors(vTemp, fwd, vRectangle[3]);
 | 
						|
    }
 | 
						|
    // Run traces on all corners.
 | 
						|
    for (int i = 0; i < 4; i++)
 | 
						|
        if (IsPointVisible(start, vRectangle[i]))
 | 
						|
            return true;
 | 
						|
    return false;
 | 
						|
}
 |