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First version of the SOurce SDK 2013
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383
utils/serverplugin_sample/serverplugin_bot.cpp
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383
utils/serverplugin_sample/serverplugin_bot.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Basic BOT handling.
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "interface.h"
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#include "filesystem.h"
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#undef VECTOR_NO_SLOW_OPERATIONS
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#include "mathlib/vector.h"
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#include "eiface.h"
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#include "edict.h"
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#include "game/server/iplayerinfo.h"
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#include "igameevents.h"
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#include "convar.h"
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#include "vstdlib/random.h"
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#include "../../game/shared/in_buttons.h"
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#include "../../game/shared/shareddefs.h"
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//#include "../../game_shared/util_shared.h"
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#include "engine/IEngineTrace.h"
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extern IBotManager *botmanager;
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extern IUniformRandomStream *randomStr;
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extern IPlayerInfoManager *playerinfomanager;
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extern IVEngineServer *engine;
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extern IEngineTrace *enginetrace;
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extern IPlayerInfoManager *playerinfomanager; // game dll interface to interact with players
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extern IServerPluginHelpers *helpers; // special 3rd party plugin helpers from the engine
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extern CGlobalVars *gpGlobals;
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ConVar bot_forcefireweapon( "plugin_bot_forcefireweapon", "", 0, "Force bots with the specified weapon to fire." );
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ConVar bot_forceattack2( "plugin_bot_forceattack2", "0", 0, "When firing, use attack2." );
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ConVar bot_forceattackon( "plugin_bot_forceattackon", "0", 0, "When firing, don't tap fire, hold it down." );
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ConVar bot_flipout( "plugin_bot_flipout", "0", 0, "When on, all bots fire their guns." );
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ConVar bot_changeclass( "plugin_bot_changeclass", "0", 0, "Force all bots to change to the specified class." );
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static ConVar bot_mimic( "plugin_bot_mimic", "0", 0, "Bot uses usercmd of player by index." );
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static ConVar bot_mimic_yaw_offset( "plugin_bot_mimic_yaw_offset", "0", 0, "Offsets the bot yaw." );
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ConVar bot_sendcmd( "plugin_bot_sendcmd", "", 0, "Forces bots to send the specified command." );
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ConVar bot_crouch( "plugin_bot_crouch", "0", 0, "Bot crouches" );
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// This is our bot class.
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class CPluginBot
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{
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public:
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CPluginBot() :
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m_bBackwards(0),
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m_flNextTurnTime(0),
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m_bLastTurnToRight(0),
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m_flNextStrafeTime(0),
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m_flSideMove(0),
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m_ForwardAngle(),
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m_LastAngles()
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{
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}
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bool m_bBackwards;
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float m_flNextTurnTime;
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bool m_bLastTurnToRight;
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float m_flNextStrafeTime;
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float m_flSideMove;
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QAngle m_ForwardAngle;
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QAngle m_LastAngles;
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IBotController *m_BotInterface;
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IPlayerInfo *m_PlayerInfo;
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edict_t *m_BotEdict;
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};
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CUtlVector<CPluginBot> s_Bots;
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void Bot_Think( CPluginBot *pBot );
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// Handler for the "bot" command.
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void BotAdd_f()
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{
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if ( !botmanager )
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return;
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static int s_BotNum = 0;
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char botName[64];
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Q_snprintf( botName, sizeof(botName), "Bot_%i", s_BotNum );
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s_BotNum++;
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edict_t *botEdict = botmanager->CreateBot( botName );
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if ( botEdict )
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{
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int botIndex = s_Bots.AddToTail();
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CPluginBot & bot = s_Bots[ botIndex ];
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bot.m_BotInterface = botmanager->GetBotController( botEdict );
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bot.m_PlayerInfo = playerinfomanager->GetPlayerInfo( botEdict );
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bot.m_BotEdict = botEdict;
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Assert( bot.m_BotInterface );
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}
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}
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ConCommand cc_Bot( "plugin_bot_add", BotAdd_f, "Add a bot." );
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//-----------------------------------------------------------------------------
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// Purpose: Run through all the Bots in the game and let them think.
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//-----------------------------------------------------------------------------
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void Bot_RunAll( void )
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{
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if ( !botmanager )
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return;
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for ( int i = 0; i < s_Bots.Count(); i++ )
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{
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CPluginBot & bot = s_Bots[i];
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if ( bot.m_BotEdict->IsFree() || !bot.m_BotEdict->GetUnknown()|| !bot.m_PlayerInfo->IsConnected() )
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{
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s_Bots.Remove(i);
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--i;
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}
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else
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{
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Bot_Think( &bot );
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}
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}
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}
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bool Bot_RunMimicCommand( CBotCmd& cmd )
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{
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if ( bot_mimic.GetInt() <= 0 )
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return false;
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if ( bot_mimic.GetInt() > gpGlobals->maxClients )
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return false;
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IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo( engine->PEntityOfEntIndex( bot_mimic.GetInt() ) );
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if ( !playerInfo )
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return false;
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cmd = playerInfo->GetLastUserCommand();
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cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat();
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if( bot_crouch.GetInt() )
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cmd.buttons |= IN_DUCK;
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return true;
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}
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void Bot_UpdateStrafing( CPluginBot *pBot, CBotCmd &cmd )
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{
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if ( gpGlobals->curtime >= pBot->m_flNextStrafeTime )
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{
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pBot->m_flNextStrafeTime = gpGlobals->curtime + 1.0f;
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if ( randomStr->RandomInt( 0, 5 ) == 0 )
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{
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pBot->m_flSideMove = -600.0f + 1200.0f * randomStr->RandomFloat( 0, 2 );
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}
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else
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{
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pBot->m_flSideMove = 0;
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}
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cmd.sidemove = pBot->m_flSideMove;
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if ( randomStr->RandomInt( 0, 20 ) == 0 )
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{
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pBot->m_bBackwards = true;
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}
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else
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{
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pBot->m_bBackwards = false;
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}
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}
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}
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void Bot_UpdateDirection( CPluginBot *pBot )
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{
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float angledelta = 15.0;
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int maxtries = (int)360.0/angledelta;
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if ( pBot->m_bLastTurnToRight )
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{
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angledelta = -angledelta;
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}
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QAngle angle( pBot->m_BotInterface->GetLocalAngles() );
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trace_t trace;
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Vector vecSrc, vecEnd, forward;
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while ( --maxtries >= 0 )
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{
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AngleVectors( angle, &forward );
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vecSrc = pBot->m_BotInterface->GetLocalOrigin() + Vector( 0, 0, 36 );
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vecEnd = vecSrc + forward * 10;
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Ray_t ray;
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ray.Init( vecSrc, vecEnd, Vector(-16, -16, 0 ), Vector( 16, 16, 72 ) );
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CTraceFilterWorldAndPropsOnly traceFilter;
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enginetrace->TraceRay( ray, MASK_PLAYERSOLID, &traceFilter, &trace );
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if ( trace.fraction == 1.0 )
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{
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if ( gpGlobals->curtime < pBot->m_flNextTurnTime )
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{
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break;
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}
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}
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angle.y += angledelta;
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if ( angle.y > 180 )
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angle.y -= 360;
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else if ( angle.y < -180 )
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angle.y += 360;
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pBot->m_flNextTurnTime = gpGlobals->curtime + 2.0;
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pBot->m_bLastTurnToRight = randomStr->RandomInt( 0, 1 ) == 0 ? true : false;
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pBot->m_ForwardAngle = angle;
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pBot->m_LastAngles = angle;
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}
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pBot->m_BotInterface->SetLocalAngles( angle );
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}
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void Bot_FlipOut( CPluginBot *pBot, CBotCmd &cmd )
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{
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if ( bot_flipout.GetInt() > 0 && !pBot->m_PlayerInfo->IsDead() )
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{
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if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
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{
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cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
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}
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if ( bot_flipout.GetInt() >= 2 )
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{
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QAngle angOffset = RandomAngle( -1, 1 );
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pBot->m_LastAngles += angOffset;
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for ( int i = 0 ; i < 2; i++ )
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{
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if ( fabs( pBot->m_LastAngles[ i ] - pBot->m_ForwardAngle[ i ] ) > 15.0f )
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{
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if ( pBot->m_LastAngles[ i ] > pBot->m_ForwardAngle[ i ] )
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{
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pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] + 15;
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}
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else
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{
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pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] - 15;
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}
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}
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}
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pBot->m_LastAngles[ 2 ] = 0;
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pBot->m_BotInterface->SetLocalAngles( pBot->m_LastAngles );
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}
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}
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}
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void Bot_HandleSendCmd( CPluginBot *pBot )
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{
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if ( strlen( bot_sendcmd.GetString() ) > 0 )
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{
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//send the cmd from this bot
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helpers->ClientCommand( pBot->m_BotEdict, bot_sendcmd.GetString() );
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bot_sendcmd.SetValue("");
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}
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}
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// If bots are being forced to fire a weapon, see if I have it
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void Bot_ForceFireWeapon( CPluginBot *pBot, CBotCmd &cmd )
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{
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if ( Q_strlen( bot_forcefireweapon.GetString() ) > 0 )
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{
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pBot->m_BotInterface->SetActiveWeapon( bot_forcefireweapon.GetString() );
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bot_forcefireweapon.SetValue( "" );
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// Start firing
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// Some weapons require releases, so randomise firing
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if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
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{
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cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
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}
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}
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}
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void Bot_SetForwardMovement( CPluginBot *pBot, CBotCmd &cmd )
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{
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if ( !pBot->m_BotInterface->IsEFlagSet(EFL_BOT_FROZEN) )
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{
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if ( pBot->m_PlayerInfo->GetHealth() == 100 )
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{
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cmd.forwardmove = 600 * ( pBot->m_bBackwards ? -1 : 1 );
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if ( pBot->m_flSideMove != 0.0f )
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{
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cmd.forwardmove *= randomStr->RandomFloat( 0.1, 1.0f );
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}
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}
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else
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{
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// Stop when shot
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cmd.forwardmove = 0;
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}
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}
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}
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void Bot_HandleRespawn( CPluginBot *pBot, CBotCmd &cmd )
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{
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// Wait for Reinforcement wave
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if ( pBot->m_PlayerInfo->IsDead() )
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{
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if ( pBot->m_PlayerInfo->GetTeamIndex() == 0 )
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{
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helpers->ClientCommand( pBot->m_BotEdict, "joingame" );
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helpers->ClientCommand( pBot->m_BotEdict, "jointeam 3" );
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helpers->ClientCommand( pBot->m_BotEdict, "joinclass 0" );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Run this Bot's AI for one frame.
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//-----------------------------------------------------------------------------
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void Bot_Think( CPluginBot *pBot )
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{
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CBotCmd cmd;
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Q_memset( &cmd, 0, sizeof( cmd ) );
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// Finally, override all this stuff if the bot is being forced to mimic a player.
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if ( !Bot_RunMimicCommand( cmd ) )
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{
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cmd.sidemove = pBot->m_flSideMove;
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if ( !pBot->m_PlayerInfo->IsDead() )
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{
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Bot_SetForwardMovement( pBot, cmd );
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// Only turn if I haven't been hurt
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if ( !pBot->m_BotInterface->IsEFlagSet(EFL_BOT_FROZEN) && pBot->m_PlayerInfo->GetHealth() == 100 )
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{
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Bot_UpdateDirection( pBot );
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Bot_UpdateStrafing( pBot, cmd );
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}
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// Handle console settings.
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Bot_ForceFireWeapon( pBot, cmd );
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Bot_HandleSendCmd( pBot );
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}
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else
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{
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Bot_HandleRespawn( pBot, cmd );
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}
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Bot_FlipOut( pBot, cmd );
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cmd.viewangles = pBot->m_BotInterface->GetLocalAngles();
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cmd.upmove = 0;
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cmd.impulse = 0;
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}
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pBot->m_BotInterface->RunPlayerMove( &cmd );
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}
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