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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
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#include "cbase.h"
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#include "cs_bot.h"
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#include "cs_shareddefs.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#pragma warning( disable : 4355 ) // warning 'this' used in base member initializer list - we're using it safely
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//--------------------------------------------------------------------------------------------------------------
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static void PrefixChanged( IConVar *c, const char *oldPrefix, float flOldValue )
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{
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if ( TheCSBots() && TheCSBots()->IsServerActive() )
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{
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for( int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
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if ( !player )
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continue;
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if ( !player->IsBot() || !IsEntityValid( player ) )
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continue;
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CCSBot *bot = dynamic_cast< CCSBot * >( player );
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if ( !bot )
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continue;
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// set the bot's name
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char botName[MAX_PLAYER_NAME_LENGTH];
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UTIL_ConstructBotNetName( botName, MAX_PLAYER_NAME_LENGTH, bot->GetProfile() );
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engine->SetFakeClientConVarValue( bot->edict(), "name", botName );
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}
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}
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}
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ConVar cv_bot_traceview( "bot_traceview", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "For internal testing purposes." );
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ConVar cv_bot_stop( "bot_stop", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "If nonzero, immediately stops all bot processing." );
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ConVar cv_bot_show_nav( "bot_show_nav", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "For internal testing purposes." );
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ConVar cv_bot_walk( "bot_walk", "0", FCVAR_REPLICATED, "If nonzero, bots can only walk, not run." );
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ConVar cv_bot_difficulty( "bot_difficulty", "1", FCVAR_REPLICATED, "Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert." );
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ConVar cv_bot_debug( "bot_debug", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "For internal testing purposes." );
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ConVar cv_bot_debug_target( "bot_debug_target", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "For internal testing purposes." );
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ConVar cv_bot_quota( "bot_quota", "0", FCVAR_REPLICATED | FCVAR_NOTIFY, "Determines the total number of bots in the game." );
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ConVar cv_bot_quota_mode( "bot_quota_mode", "normal", FCVAR_REPLICATED, "Determines the type of quota.\nAllowed values: 'normal', 'fill', and 'match'.\nIf 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota.\nIf 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota." );
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ConVar cv_bot_prefix( "bot_prefix", "", FCVAR_REPLICATED, "This string is prefixed to the name of all bots that join the game.\n<difficulty> will be replaced with the bot's difficulty.\n<weaponclass> will be replaced with the bot's desired weapon class.\n<skill> will be replaced with a 0-100 representation of the bot's skill.", PrefixChanged );
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ConVar cv_bot_allow_rogues( "bot_allow_rogues", "1", FCVAR_REPLICATED, "If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals." );
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ConVar cv_bot_allow_pistols( "bot_allow_pistols", "1", FCVAR_REPLICATED, "If nonzero, bots may use pistols." );
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ConVar cv_bot_allow_shotguns( "bot_allow_shotguns", "1", FCVAR_REPLICATED, "If nonzero, bots may use shotguns." );
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ConVar cv_bot_allow_sub_machine_guns( "bot_allow_sub_machine_guns", "1", FCVAR_REPLICATED, "If nonzero, bots may use sub-machine guns." );
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ConVar cv_bot_allow_rifles( "bot_allow_rifles", "1", FCVAR_REPLICATED, "If nonzero, bots may use rifles." );
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ConVar cv_bot_allow_machine_guns( "bot_allow_machine_guns", "1", FCVAR_REPLICATED, "If nonzero, bots may use the machine gun." );
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ConVar cv_bot_allow_grenades( "bot_allow_grenades", "1", FCVAR_REPLICATED, "If nonzero, bots may use grenades." );
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ConVar cv_bot_allow_snipers( "bot_allow_snipers", "1", FCVAR_REPLICATED, "If nonzero, bots may use sniper rifles." );
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#ifdef CS_SHIELD_ENABLED
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ConVar cv_bot_allow_shield( "bot_allow_shield", "1", FCVAR_REPLICATED );
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#endif // CS_SHIELD_ENABLED
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ConVar cv_bot_join_team( "bot_join_team", "any", FCVAR_REPLICATED, "Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'." );
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ConVar cv_bot_join_after_player( "bot_join_after_player", "1", FCVAR_REPLICATED, "If nonzero, bots wait until a player joins before entering the game." );
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ConVar cv_bot_auto_vacate( "bot_auto_vacate", "1", FCVAR_REPLICATED, "If nonzero, bots will automatically leave to make room for human players." );
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ConVar cv_bot_zombie( "bot_zombie", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "If nonzero, bots will stay in idle mode and not attack." );
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ConVar cv_bot_defer_to_human( "bot_defer_to_human", "0", FCVAR_REPLICATED, "If nonzero and there is a human on the team, the bots will not do the scenario tasks." );
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ConVar cv_bot_chatter( "bot_chatter", "normal", FCVAR_REPLICATED, "Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'." );
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ConVar cv_bot_profile_db( "bot_profile_db", "BotProfile.db", FCVAR_REPLICATED, "The filename from which bot profiles will be read." );
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ConVar cv_bot_dont_shoot( "bot_dont_shoot", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "If nonzero, bots will not fire weapons (for debugging)." );
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ConVar cv_bot_eco_limit( "bot_eco_limit", "2000", FCVAR_REPLICATED, "If nonzero, bots will not buy if their money falls below this amount." );
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ConVar cv_bot_auto_follow( "bot_auto_follow", "0", FCVAR_REPLICATED, "If nonzero, bots with high co-op may automatically follow a nearby human player." );
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ConVar cv_bot_flipout( "bot_flipout", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "If nonzero, bots use no CPU for AI. Instead, they run around randomly." );
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extern void FinishClientPutInServer( CCSPlayer *pPlayer );
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//--------------------------------------------------------------------------------------------------------------
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// Engine callback for custom server commands
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void Bot_ServerCommand( void )
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{
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Constructor
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*/
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CCSBot::CCSBot( void ) : m_chatter( this ), m_gameState( this )
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{
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m_hasJoined = false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Destructor
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*/
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CCSBot::~CCSBot()
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{
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Prepare bot for action
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*/
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bool CCSBot::Initialize( const BotProfile *profile, int team )
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{
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// extend
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BaseClass::Initialize( profile, team );
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// CS bot initialization
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m_diedLastRound = false;
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m_morale = POSITIVE; // starting a new round makes everyone a little happy
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m_combatRange = RandomFloat( 325.0f, 425.0f );
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// set initial safe time guess for this map
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m_safeTime = 15.0f + 5.0f * GetProfile()->GetAggression();
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m_name[0] = '\000';
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ResetValues();
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m_desiredTeam = team;
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if (GetTeamNumber() == 0)
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{
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HandleCommand_JoinTeam( m_desiredTeam );
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int desiredClass = GetProfile()->GetSkin();
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if ( m_desiredTeam == TEAM_CT && desiredClass )
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{
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desiredClass = FIRST_CT_CLASS + desiredClass - 1;
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}
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else if ( m_desiredTeam == TEAM_TERRORIST && desiredClass )
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{
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desiredClass = FIRST_T_CLASS + desiredClass - 1;
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}
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HandleCommand_JoinClass( desiredClass );
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}
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Reset internal data to initial state
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*/
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void CCSBot::ResetValues( void )
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{
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m_chatter.Reset();
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m_gameState.Reset();
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m_avoid = NULL;
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m_avoidTimestamp = 0.0f;
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m_hurryTimer.Invalidate();
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m_alertTimer.Invalidate();
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m_sneakTimer.Invalidate();
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m_noiseBendTimer.Invalidate();
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m_bendNoisePositionValid = false;
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m_isStuck = false;
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m_stuckTimestamp = 0.0f;
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m_wiggleTimer.Invalidate();
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m_stuckJumpTimer.Invalidate();
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m_pathLength = 0;
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m_pathIndex = 0;
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m_areaEnteredTimestamp = 0.0f;
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m_currentArea = NULL;
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m_lastKnownArea = NULL;
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m_isStopping = false;
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m_avoidFriendTimer.Invalidate();
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m_isFriendInTheWay = false;
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m_isWaitingBehindFriend = false;
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m_isAvoidingGrenade.Invalidate();
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StopPanicking();
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m_disposition = ENGAGE_AND_INVESTIGATE;
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m_enemy = NULL;
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m_grenadeTossState = NOT_THROWING;
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m_initialEncounterArea = NULL;
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m_wasSafe = true;
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m_nearbyEnemyCount = 0;
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m_enemyPlace = 0;
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m_nearbyFriendCount = 0;
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m_closestVisibleFriend = NULL;
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m_closestVisibleHumanFriend = NULL;
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for( int w=0; w<MAX_PLAYERS; ++w )
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{
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m_watchInfo[w].timestamp = 0.0f;
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m_watchInfo[w].isEnemy = false;
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m_playerTravelDistance[ w ] = -1.0f;
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}
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// randomly offset each bot's timer to spread computation out
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m_updateTravelDistanceTimer.Start( RandomFloat( 0.0f, 0.9f ) );
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m_travelDistancePhase = 0;
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m_isEnemyVisible = false;
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m_visibleEnemyParts = NONE;
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m_lastSawEnemyTimestamp = -999.9f;
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m_firstSawEnemyTimestamp = 0.0f;
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m_currentEnemyAcquireTimestamp = 0.0f;
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m_isLastEnemyDead = true;
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m_attacker = NULL;
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m_attackedTimestamp = 0.0f;
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m_enemyDeathTimestamp = 0.0f;
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m_friendDeathTimestamp = 0.0f;
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m_lastVictimID = 0;
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m_isAimingAtEnemy = false;
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m_fireWeaponTimestamp = 0.0f;
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m_equipTimer.Invalidate();
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m_zoomTimer.Invalidate();
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m_isFollowing = false;
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m_leader = NULL;
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m_followTimestamp = 0.0f;
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m_allowAutoFollowTime = 0.0f;
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m_enemyQueueIndex = 0;
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m_enemyQueueCount = 0;
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m_enemyQueueAttendIndex = 0;
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m_bomber = NULL;
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m_isEnemySniperVisible = false;
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m_sawEnemySniperTimer.Invalidate();
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m_lookAroundStateTimestamp = 0.0f;
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m_inhibitLookAroundTimestamp = 0.0f;
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m_lookPitch = 0.0f;
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m_lookPitchVel = 0.0f;
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m_lookYaw = 0.0f;
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m_lookYawVel = 0.0f;
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m_aimOffsetTimestamp = 0.0f;
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m_aimSpreadTimestamp = 0.0f;
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m_lookAtSpotState = NOT_LOOKING_AT_SPOT;
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for( int p=0; p<MAX_PLAYERS; ++p )
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{
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m_partInfo[p].m_validFrame = 0;
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}
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m_spotEncounter = NULL;
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m_spotCheckTimestamp = 0.0f;
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m_peripheralTimestamp = 0.0f;
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m_avgVelIndex = 0;
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m_avgVelCount = 0;
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m_lastOrigin = GetCentroid( this );
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m_lastRadioCommand = RADIO_INVALID;
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m_lastRadioRecievedTimestamp = 0.0f;
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m_lastRadioSentTimestamp = 0.0f;
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m_radioSubject = NULL;
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m_voiceEndTimestamp = 0.0f;
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m_hostageEscortCount = 0;
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m_hostageEscortCountTimestamp = 0.0f;
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m_noisePosition = Vector( 0, 0, 0 );
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m_noiseTimestamp = 0.0f;
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m_stateTimestamp = 0.0f;
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m_task = SEEK_AND_DESTROY;
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m_taskEntity = NULL;
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m_approachPointCount = 0;
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m_approachPointViewPosition.x = 99999999999.9f;
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m_approachPointViewPosition.y = 0.0f;
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m_approachPointViewPosition.z = 0.0f;
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m_checkedHidingSpotCount = 0;
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StandUp();
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Run();
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m_mustRunTimer.Invalidate();
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m_waitTimer.Invalidate();
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m_pathLadder = NULL;
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m_repathTimer.Invalidate();
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m_huntState.ClearHuntArea();
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m_hasVisitedEnemySpawn = false;
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m_stillTimer.Invalidate();
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// adjust morale - if we died, our morale decreased,
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// but if we live, no adjustement (round win/loss also adjusts morale)
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if (m_diedLastRound)
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DecreaseMorale();
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m_diedLastRound = false;
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// IsRogue() randomly changes this
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m_isRogue = false;
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m_surpriseTimer.Invalidate();
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// even though these are EHANDLEs, they need to be NULL-ed
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m_goalEntity = NULL;
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m_avoid = NULL;
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m_enemy = NULL;
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for ( int i=0; i<MAX_ENEMY_QUEUE; ++i )
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{
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m_enemyQueue[i].player = NULL;
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m_enemyQueue[i].isReloading = false;
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m_enemyQueue[i].isProtectedByShield = false;
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}
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// start in idle state
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m_isOpeningDoor = false;
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StopAttacking();
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Idle();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Called when bot is placed in map, and when bots are reset after a round ends.
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* NOTE: For some reason, this can be called twice when a bot is added.
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*/
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void CCSBot::Spawn( void )
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{
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// do the normal player spawn process
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BaseClass::Spawn();
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ResetValues();
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V_strcpy_safe( m_name, GetPlayerName() );
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Buy();
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}
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Reference in New Issue
Block a user