Bot and hostage fixes to work better against upstream Nuclide, as the APIs are getting standardized.
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parent
164308a4f6
commit
63f5ebe014
2 changed files with 18 additions and 9 deletions
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@ -42,7 +42,7 @@ csbot::RunToConfront(void)
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ChatSayTeam("Going to run to the enemy spawn!");
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if (t)
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route_calculate(this, t.origin, 0, Bot_RouteCB);
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RouteToPosition(t.origin);
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}
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/* go to the planted bomb */
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void
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@ -50,8 +50,11 @@ 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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route_calculate(this, e.origin, 0, Bot_RouteCB);
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ChatSayTeam("Going to run to the bomb!");
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if (e) {
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RouteToPosition(e.origin);
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ChatSayTeam("Going to run to the bomb!");
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}
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}
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/* go to a random bombsite */
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@ -69,7 +72,7 @@ csbot::RunToBombsite(void)
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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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route_calculate(this, vecTarget, 0, Bot_RouteCB);
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RouteToPosition(vecTarget);
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ChatSayTeam("Going to run to a bomb site!");
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}
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@ -80,7 +83,7 @@ csbot::RunToHostages(void)
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e = find(e, ::classname, "hostage_entity");
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route_calculate(this, e.origin, 0, Bot_RouteCB);
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RouteToPosition(e.origin);
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ChatSayTeam("Going to run to the hostages!");
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}
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@ -89,8 +89,15 @@ class hostage_entity:NSTalkMonster
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virtual int(void) AnimIdle;
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virtual int(void) AnimWalk;
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virtual int(void) AnimRun;
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//virtual float(void) GetWalkSpeed;
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};
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float
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hostage_entity::GetWalkSpeed(void)
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{
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return 128;
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}
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int
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hostage_entity::AnimIdle(void)
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{
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@ -131,7 +138,7 @@ hostage_entity::OnPlayerUse(void)
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void
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hostage_entity::Pain(void)
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{
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if (style == MONSTER_DEAD)
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if (IsAlive() == false)
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return;
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switch (g_dmg_iHitBody) {
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@ -167,7 +174,7 @@ hostage_entity::Death(void)
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{
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WarnAllies();
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if (style != MONSTER_DEAD) {
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if (IsAlive() == true) {
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switch (g_dmg_iHitBody) {
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case BODY_HEAD:
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SetFrame(HOSA_DIE_HEADSHOT);
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@ -191,12 +198,11 @@ hostage_entity::Death(void)
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}
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/* HACK: don't let them gib */
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health = 0;
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SetHealth(0);
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/* now mark our state as 'dead' */
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super::Death();
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SetSolid(SOLID_NOT);
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health = 0;
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}
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void
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