Bot improvements contributed by CYBERDEViL:
- Bots will choose a random Bomb Site / Escape Zone / VIP Safety Zone. - T-bots: fetch bomb backpack when it has been droppen. - T-bots: plant the bomb. - T-bots: roam the planted bomb. - CT-bots: random buy defusal kit. - CT-bots: defuse bomb. - CT-bots: roam the defuser. - Small waypoint adjustments for `de_dust2` which enables bots to successfully jump on the big boxes to B, and they jump more easy over the ridge from T spawn to B.
This commit is contained in:
parent
d2e841d964
commit
1c3fc2c32d
6 changed files with 352 additions and 66 deletions
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@ -17,3 +17,4 @@
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void CSBot_BombPlantedNotify(void);
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void CSBot_HostageRescueNotify(void);
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void CSBot_RoundStart(void);
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void CSBot_RestartRound(void);
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@ -14,6 +14,15 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/** @brief Get the absolute center pos of a entity */
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vector getEntityCenterPos(entity e) {
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vector newVec;
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newVec[0] = e.absmin[0] + (0.5 * (e.absmax[0] - e.absmin[0]));
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newVec[1] = e.absmin[1] + (0.5 * (e.absmax[1] - e.absmin[1]));
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newVec[2] = e.absmin[2] + (0.5 * (e.absmax[2] - e.absmin[2]));
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return newVec;
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}
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class csbot:bot
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{
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void(void) csbot;
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@ -21,15 +30,29 @@ class csbot:bot
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/* some objectives */
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virtual void(void) RunToConfront;
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virtual void(void) RunToBomb;
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virtual void(void) RunToBombsite;
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virtual void(void) RunToEscapeZone;
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virtual void(void) RunToVIPSafetyZone;
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virtual void(int) RunToBombsite;
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virtual void(void) RunToRandomBombsite;
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virtual void(int) RunToEscapeZone;
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virtual void(void) RunToRandomEscapeZone;
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virtual void(int) RunToVIPSafetyZone;
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virtual void(void) RunToRandomVIPSafetyZone;
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virtual void(void) RunToHostages;
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virtual void(vector, int) Roam;
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virtual void(void) CreateObjective;
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virtual void(void) PostFrame;
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virtual void(void) WeaponThink;
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/* helpers */
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virtual entity(string, int) GetEntityByNameAndIndex;
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virtual entity(int) GetBombsiteByIndex;
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virtual entity(int) GetEscapeZoneByIndex;
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virtual entity(int) GetVIPSafetyZoneByIndex;
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virtual void(vector, float) AimLerp;
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int m_actionIsPlanting;
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int m_actionIsDefusing;
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/* Workaround:
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* gflags is not yet set when CSBot_BuyStart_Shop() or CreateObjective()
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* are called, so we back it up on PostFrame() and use that instead.
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@ -59,7 +82,7 @@ void
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csbot::RunToBomb(void)
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{
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entity e = world;
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e = find(e, ::model, "models/w_c4bomb.mdl");
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e = find(e, ::model, "models/w_c4.mdl");
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if (e) {
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RouteToPosition(e.origin);
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@ -67,61 +90,52 @@ csbot::RunToBomb(void)
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}
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}
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/* go to a random bombsite */
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/* go to given bombsite */
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void
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csbot::RunToBombsite(void)
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csbot::RunToBombsite(int bombsiteIndex)
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{
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entity e = world;
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vector vecTarget;
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entity e = GetBombsiteByIndex(bombsiteIndex);
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RouteToPosition(getEntityCenterPos(e));
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ChatSayTeam(strcat("Going to run to Bomb Site ", itos(bombsiteIndex), "!"));
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}
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/* FIXME: make this random and error checked */
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while (e == world)
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e = find(e, ::classname, "func_bomb_target");
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/* go to random bombsite */
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void
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csbot::RunToRandomBombsite(void)
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{
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RunToBombsite(random(0, g_cs_bombzones));
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}
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vecTarget[0] = e.absmin[0] + (0.5 * (e.absmax[0] - e.absmin[0]));
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vecTarget[1] = e.absmin[1] + (0.5 * (e.absmax[1] - e.absmin[1]));
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vecTarget[2] = e.absmin[2] + (0.5 * (e.absmax[2] - e.absmin[2]));
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RouteToPosition(vecTarget);
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ChatSayTeam("Going to run to a Bomb Site!");
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/* go to given escape zone */
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void
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csbot::RunToEscapeZone(int index)
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{
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entity e = GetEscapeZoneByIndex(index);
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RouteToPosition(getEntityCenterPos(e));
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ChatSayTeam(strcat("Going to run to Escape Zone ", itos(index), "!"));
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}
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/* go to a random escape zone */
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void
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csbot::RunToEscapeZone(void)
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csbot::RunToRandomEscapeZone(void)
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{
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entity e = world;
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vector vecTarget;
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/* FIXME: make this random and error checked */
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while (e == world)
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e = find(e, ::classname, "func_escapezone");
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vecTarget[0] = e.absmin[0] + (0.5 * (e.absmax[0] - e.absmin[0]));
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vecTarget[1] = e.absmin[1] + (0.5 * (e.absmax[1] - e.absmin[1]));
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vecTarget[2] = e.absmin[2] + (0.5 * (e.absmax[2] - e.absmin[2]));
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RouteToPosition(vecTarget);
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ChatSayTeam("Going to run to an Escape Zone!");
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RunToEscapeZone(random(0, g_cs_escapezones));
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}
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/* go to a random escape zone */
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/* go to given VIP Safety Zone */
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void
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csbot::RunToVIPSafetyZone(void)
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csbot::RunToVIPSafetyZone(int index)
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{
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entity e = world;
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vector vecTarget;
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entity e = GetVIPSafetyZoneByIndex(index);
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RouteToPosition(getEntityCenterPos(e));
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ChatSayTeam(strcat("Going to run to VIP Safety Zone ", itos(index), "!"));
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}
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/* FIXME: make this random and error checked */
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while (e == world)
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e = find(e, ::classname, "func_vip_safetyzone");
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vecTarget[0] = e.absmin[0] + (0.5 * (e.absmax[0] - e.absmin[0]));
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vecTarget[1] = e.absmin[1] + (0.5 * (e.absmax[1] - e.absmin[1]));
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vecTarget[2] = e.absmin[2] + (0.5 * (e.absmax[2] - e.absmin[2]));
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RouteToPosition(vecTarget);
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ChatSayTeam("Going to run to a VIP Safety Zone!");
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/* go to a random VIP Safety Zone */
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void
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csbot::RunToRandomVIPSafetyZone(void)
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{
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RunToVIPSafetyZone(random(0, g_cs_vipzones));
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}
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void
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@ -135,45 +149,226 @@ csbot::RunToHostages(void)
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ChatSayTeam("Going to run to the hostages!");
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}
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/** @brief Let the bot roam within a maximum distance from a given origin. */
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void csbot::Roam(vector roamOrigin, int maxDistance) {
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/* Get random point whitin a radius from the given origin */
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int angle = random(0, 360); /* random angle. */
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int distance = random(0, maxDistance); /* random distance */
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float radian = angle * 3.145238095238 / 180;
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vector randLoc = roamOrigin;
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randLoc.x += sin(radian) * distance;
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randLoc.y += cos(radian) * distance;
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/* Find closest waypoint to our random location. */
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float flBestDist = COST_INFINITE;
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int iBestNodeIndex = -1;
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for (int i = 0; i < g_iNodes; i++) {
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float fDist = vlen(g_pNodes[i].origin - randLoc) - g_pNodes[i].radius;
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if (fDist > (float)maxDistance) {
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/* Distance is greater then our maxDistance */
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continue;
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}
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if (fDist < flBestDist) {
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flBestDist = fDist;
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iBestNodeIndex = i;
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}
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}
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if (iBestNodeIndex == -1) {
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/* TODO No waypoint in range found */
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print("WARNING!: Roaming failed, could not find waypoint in range.\n");
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return;
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}
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/* Go to the random waypoint. */
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RouteToPosition(g_pNodes[iBestNodeIndex].origin);
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}
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void
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csbot::CreateObjective(void)
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{
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/* Bomb defuse map */
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if (g_cs_bombzones > 0) {
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/* Bomb is planted */
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if (g_cs_bombplanted) {
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entity eBomb = find(world, ::model, "models/w_c4.mdl");
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if (eBomb == world) {
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/* No bomb model found, but it is/was planted */
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if (g_cs_bombzones > 0 && g_cs_bombplanted)
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RunToBombsite();
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/* RoundOver: Bomb is defused */
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if (g_cs_gamestate == GAME_END) {
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RunToRandomBombsite();
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return;
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}
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/* Error */
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print("WARNING! g_cs_bombplanted == TRUE, but bomb model "
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"cannot be found in the world.\n");
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return;
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}
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if (team == TEAM_CT) {
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if (g_cs_bombbeingdefused && m_actionIsDefusing == FALSE) {
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/* Bomb is being defused but not by this bot */
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/* Go and roam the defuser */
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Roam(eBomb.origin, 300);
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return;
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}
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if (m_actionIsDefusing) {
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if (!g_cs_bombbeingdefused) {
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/* Defusing complete or somehow failed. */
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m_actionIsDefusing = FALSE;
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} else {
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/* Continue defusing. */
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input_buttons |= (INPUT_BUTTON5 | INPUT_BUTTON8);
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input_movevalues = [0,0,0];
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button5 = input_buttons & INPUT_BUTTON5; // don't release button5
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}
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}
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else {
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int distToBomb = floor(vlen(eBomb.origin - origin));
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if (distToBomb > 60) {
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/* To far away from the bomb to defuse it, run to it! */
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RunToBomb();
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} else {
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/* Aim at the bomb. */
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input_buttons |= INPUT_BUTTON8; // duck
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if ((flags & FL_ONUSABLE)) {
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// Aimed at the bomb, ready to defuse!
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ChatSayTeam("Defusing!");
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input_buttons |= INPUT_BUTTON5;
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input_movevalues = [0,0,0];
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button5 = input_buttons & INPUT_BUTTON5; // don't release button5
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m_actionIsDefusing = TRUE;
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} else {
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// Do the real aiming
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float flLerp = bound(0.0f, frametime * 45, 1.0f); // aim speed
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AimLerp(eBomb.origin + [0, 0, -6], flLerp);
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}
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}
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}
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}
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/* team == TEAM_T */
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else {
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/* Let T bots roam around the planted bomb */
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Roam(eBomb.origin, 500);
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}
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return;
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}
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/* Bomb is NOT planted */
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else {
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if (team == TEAM_T) {
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/* T-bot: plant bomb */
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if ((g_items & ITEM_C4BOMB)) {
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/* We carry the bomb */
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if (m_gflagsBackup & GF_BOMBZONE) {
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/* We are at a bombsite and ready to plant the bomb */
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if (activeweapon != WEAPON_C4BOMB) {
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activeweapon = WEAPON_C4BOMB;
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Weapons_Draw((player)self);
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}
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if (!m_actionIsPlanting) {
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ChatSayTeam("Going to plant the bomb!");
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m_actionIsPlanting = TRUE;
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}
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/* Workaround */
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gflags = m_gflagsBackup;
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/* Duck and plant bomb. */
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input_buttons = (INPUT_BUTTON0 | INPUT_BUTTON8);
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input_movevalues = [0,0,0];
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}
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else {
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/* Go to a bombsite first */
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RunToRandomBombsite();
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}
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return;
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}
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else {
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/* T-bot: check if the bomb has been dropped */
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entity e = find(world, ::model, "models/w_backpack.mdl");
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if (e != world) {
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/* The bomb backpack has been dropped */
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/* Go fetch dropped bomb! */
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ChatSayTeam("Arrr! Bomb on the ground, going to fetch it!");
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RouteToPosition(getEntityCenterPos(e));
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return;
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}
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}
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}
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}
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}
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if (g_cs_escapezones && team == TEAM_T) {
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RunToEscapeZone();
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RunToRandomEscapeZone();
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return;
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}
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if (random() < 0.5 && g_cs_escapezones > 0 && team == TEAM_CT) {
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RunToEscapeZone();
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RunToRandomEscapeZone();
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return;
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}
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if (g_cs_vipzones > 0 && team == TEAM_CT) {
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RunToVIPSafetyZone();
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RunToRandomVIPSafetyZone();
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return;
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}
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if (random() < 0.5 && g_cs_vipzones > 0 && team == TEAM_T) {
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RunToVIPSafetyZone();
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RunToRandomVIPSafetyZone();
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return;
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}
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if (random() < 0.5) {
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if (g_cs_hostagestotal > 0)
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RunToHostages();
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if (g_cs_bombzones > 0)
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RunToBombsite();
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RunToRandomBombsite();
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} else {
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RunToConfront();
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}
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}
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/** @brief Aim towards a given (vector)aimpos with a given (float)lerp speed.
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*
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* @note
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* Copied code from nuclide botlib (inside bot::RunAI), maybe make this a
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* method there, could be usefull for other stuff?
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**/
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void csbot::AimLerp(vector aimpos, float flLerp) {
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vector aimdir, vecNewAngles;
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vector oldAngle = v_angle;
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/* that's the old angle */
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makevectors(v_angle);
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vecNewAngles = v_forward;
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/* aimdir = new final angle */
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aimdir = vectoangles(aimpos - origin);
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makevectors(aimdir);
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/* slowly lerp towards the final angle */
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vecNewAngles[0] = Math_Lerp(vecNewAngles[0], v_forward[0], flLerp);
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vecNewAngles[1] = Math_Lerp(vecNewAngles[1], v_forward[1], flLerp);
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vecNewAngles[2] = Math_Lerp(vecNewAngles[2], v_forward[2], flLerp);
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/* make sure we're aiming tight */
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v_angle = vectoangles(vecNewAngles);
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v_angle[0] = Math_FixDelta(v_angle[0]);
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v_angle[1] = Math_FixDelta(v_angle[1]);
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v_angle[2] = Math_FixDelta(v_angle[2]);
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angles[0] = Math_FixDelta(v_angle[0]);
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angles[1] = Math_FixDelta(v_angle[1]);
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angles[2] = Math_FixDelta(v_angle[2]);
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input_angles = v_angle;
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}
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void
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csbot::PostFrame(void)
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{
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@ -199,12 +394,56 @@ csbot::WeaponThink(void)
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}
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};
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/** @brief Get entity by class name and index **/
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entity
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csbot::GetEntityByNameAndIndex(const string name, int index)
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{
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int curIndex = 0;
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for (entity a = world; (a = find(a, ::classname, name));) {
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if (curIndex == index) {
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return a;
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}
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++curIndex;
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}
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print("WARNING: cstrike/server/bot.qc GetEntityByNameAndIndex: no entity '",
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name, "' with index ", itos(index), "!\n");
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return world;
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}
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/** @brief Get bombsite entity by bombsite index
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*
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* @note
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* When there are for example 2 bombsites (g_cs_bombzones == 2) then valid
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* indexes would be 0 and 1.
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* */
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entity
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csbot::GetBombsiteByIndex(int index)
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{
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return GetEntityByNameAndIndex("func_bomb_target", index);
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}
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/** @brief Get Escape Zone entity by index **/
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entity
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csbot::GetEscapeZoneByIndex(int index)
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{
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return GetEntityByNameAndIndex("func_escapezone", index);
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}
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/** @brief Get VIP Safety Zone entity by index **/
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entity
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csbot::GetVIPSafetyZoneByIndex(int index)
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{
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return GetEntityByNameAndIndex("func_vip_safetyzone", index);
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}
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void
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csbot::csbot(void)
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{
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bot::bot();
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targetname = "_csbot_";
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team = infokeyf(this, "*team");
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m_actionIsPlanting = FALSE;
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m_actionIsDefusing = FALSE;
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m_gflagsBackup = 0;
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}
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@ -220,8 +459,8 @@ CSBot_BombPlantedNotify(void)
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continue;
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if (targ.health <= 0)
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continue;
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targ.RunToBombsite();
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targ.RunToRandomBombsite();
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}
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}
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}
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@ -238,7 +477,7 @@ CSBot_HostageRescueNotify(void)
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continue;
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if (targ.health <= 0)
|
||||
continue;
|
||||
|
||||
|
||||
targ.RunToHostages();
|
||||
}
|
||||
}
|
||||
|
@ -273,7 +512,7 @@ CSBot_BuyStart_Shop(void)
|
|||
if (r == WEAPON_ELITES) { continue; }
|
||||
if (r == WEAPON_MAC10) { continue; }
|
||||
}
|
||||
|
||||
|
||||
if (g_cstrikeWeaponPrice[r] <= pl.money) {
|
||||
CSEv_BuyWeapon_f((float)r);
|
||||
done = 1;
|
||||
|
@ -285,6 +524,14 @@ CSBot_BuyStart_Shop(void)
|
|||
done = 1;
|
||||
}
|
||||
|
||||
/* CT: Random buy bomb defuse kit when enough money left */
|
||||
if (pl.team == TEAM_CT && g_cs_bombzones > 0 &&
|
||||
g_cstrikeUtilPrice[(float)5] <= pl.money &&
|
||||
random() < 0.5)
|
||||
{
|
||||
CSEv_BuyEquipment_f((float)5); // ITEM_DEFUSAL
|
||||
}
|
||||
|
||||
/* need armor */
|
||||
if (pl.armor < 100) {
|
||||
if (pl.money >= g_cstrikeUtilPrice[1]) /* kevlar and helmet */
|
||||
|
@ -339,8 +586,27 @@ CSBot_RoundStart(void)
|
|||
if (targ.health <= 0)
|
||||
continue;
|
||||
|
||||
targ.RunToBombsite();
|
||||
targ.RunToRandomBombsite();
|
||||
}
|
||||
}
|
||||
} */
|
||||
}
|
||||
|
||||
void
|
||||
CSBot_RestartRound(void)
|
||||
{
|
||||
// Reset some variables for all bots
|
||||
for (entity a = world; (a = find(a, classname, "player"));) {
|
||||
if (clienttype(a) != CLIENTTYPE_REAL) {
|
||||
csbot targ;
|
||||
targ = (csbot)a;
|
||||
|
||||
if (targ.team == TEAM_T) {
|
||||
targ.m_actionIsPlanting = FALSE;
|
||||
}
|
||||
else {
|
||||
targ.m_actionIsDefusing = FALSE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -30,6 +30,7 @@ var int g_cs_vipzones;
|
|||
var int g_cs_escapezones;
|
||||
var int g_cs_bombzones;
|
||||
|
||||
var int g_cs_bombbeingdefused;
|
||||
var int g_cs_bombplanted;
|
||||
var int g_cs_roundswon_ct;
|
||||
var int g_cs_roundswon_t;
|
||||
|
|
|
@ -479,6 +479,9 @@ CSMultiplayerRules::RestartRound(int iWipe)
|
|||
}
|
||||
}
|
||||
|
||||
// Reset CSBot vars
|
||||
CSBot_RestartRound();
|
||||
|
||||
for (entity eFind = world; (eFind = findfloat(eFind, ::team, TEAM_T));) {
|
||||
if (!(eFind.flags & FL_CLIENT))
|
||||
continue;
|
||||
|
@ -558,6 +561,12 @@ CSMultiplayerRules::RestartRound(int iWipe)
|
|||
NSEntity e = (NSEntity)eFind;
|
||||
e.Destroy();
|
||||
}
|
||||
// Remove potential bomb backpack model from the world, else bots will go
|
||||
// chase a ghost.
|
||||
entity e = find(world, ::model, "models/w_backpack.mdl");
|
||||
if (e != world) {
|
||||
remove(e);
|
||||
}
|
||||
|
||||
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
||||
WriteByte(MSG_MULTICAST, EV_CLEARDECALS);
|
||||
|
@ -650,6 +659,7 @@ CSMultiplayerRules::RoundOver(int iTeamWon, int iMoneyReward, int fSilent)
|
|||
TimerBegin(5, GAME_END); // Round is over, 5 seconds til a new round starts
|
||||
|
||||
g_cs_hostagesrescued = 0;
|
||||
g_cs_bombbeingdefused = 0;
|
||||
g_cs_bombplanted = 0;
|
||||
g_cs_roundsplayed++;
|
||||
|
||||
|
|
|
@ -110,6 +110,7 @@ item_c4::Logic(void)
|
|||
/* clear user */
|
||||
m_eUser = world;
|
||||
m_flDefusalState = 0.0f;
|
||||
g_cs_bombbeingdefused = FALSE;
|
||||
} else {
|
||||
|
||||
/* defusal kit always cuts the time in half */
|
||||
|
@ -121,6 +122,8 @@ item_c4::Logic(void)
|
|||
/* tracked stat */
|
||||
pl.progress = m_flDefusalState;
|
||||
pl.flags |= FL_FROZEN;
|
||||
|
||||
g_cs_bombbeingdefused = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -185,6 +188,7 @@ item_c4::OnRemoveEntity(void)
|
|||
ClearProgress();
|
||||
m_flBeepTime = 0.0f;
|
||||
m_flDefusalState = 0;
|
||||
g_cs_bombbeingdefused = FALSE;
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -115,18 +115,19 @@
|
|||
129 404.310150 0
|
||||
-1236.87 2106.78 36.0312 8.000000 1
|
||||
31 129.404831 0
|
||||
-1112.67 2558.34 54.5411 8.000000 2
|
||||
35 46.630283 0
|
||||
34 148.579971 0
|
||||
-1066.34 2420.98 21.9286 32.000000 3
|
||||
33 148.579971 0
|
||||
-1115.89 2556.04 54.2432 8.000000 2
|
||||
35 46.630283 6
|
||||
150 90.005127 0
|
||||
-1060.06 2414.18 18.9855 32.000000 3
|
||||
31 229.015961 0
|
||||
129 368.347656 0
|
||||
-1122.41 2561.52 100.031 8.000000 1
|
||||
150 99.204529 0
|
||||
-1153.41 2561.52 100.031 8.000000 2
|
||||
36 46.012051 0
|
||||
33 53.782150 2
|
||||
-1167.97 2555.04 100.031 8.000000 1
|
||||
37 58.178169 6
|
||||
-1168.83 2550.57 158.031 8.000000 1
|
||||
-1186.83 2550.57 158.031 8.000000 1
|
||||
38 49.115257 0
|
||||
-1216.33 2543.05 148.031 8.000000 1
|
||||
39 93.324020 0
|
||||
|
@ -522,3 +523,6 @@
|
|||
22 431.499512 0
|
||||
24 322.543915 0
|
||||
25 444.441376 0
|
||||
-1043.02 2511.69 25.5536 8.000000 2
|
||||
33 90.005127 0
|
||||
34 99.204529 0
|
||||
|
|
Loading…
Reference in a new issue