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https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 03:51:12 +00:00
bot_ai.qc bot_way.qc:
test classname `properly' (ie, with -classname) bot_move.qc: re-implement the lost obstruction detection code in a way suitable for the new physics handling. Probably needs tuning. bot_qw.qc libfrikbot.h: Break and itos for debugging waypoint.r: implement -realorigin. oops. that caused how long a wild goose chase?
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8b784f2ede
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6 changed files with 66 additions and 29 deletions
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@ -150,7 +150,7 @@ Bot has lost its target.
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return;
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[self targetDrop:targ];
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if ([targ isKindOfClass:[Waypoint class]])
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if ([targ classname] == "waypoint")
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[(Waypoint)targ clearRouteForBot:self];
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// find a new route
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@ -160,19 +160,19 @@ Bot has lost its target.
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[Waypoint clearMyRoute:self];
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b_aiflags = 0;
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} else {
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if (targ.ent.classname == "item_artifact_invisibility")
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if ([targ classname] == "item_artifact_invisibility")
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if (ent.items & IT_INVISIBILITY)
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[self startTopic:3];
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if (targ.ent.flags & FL_ITEM) {
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if (!targ.ent.model)
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targ._last = NIL;
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else
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targ._last = self;
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}
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}
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if (targ.ent.flags & FL_ITEM) {
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if (!targ.ent.model)
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targ._last = NIL;
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else
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targ._last = self;
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}
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}
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if (targ.ent.classname != "player")
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if ([targ classname] != "player")
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[self setSearchTime:time + 5];
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}
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@ -199,25 +199,28 @@ removed.
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// waypoints and items are lost if you get close enough to them
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if ([targ isKindOfClass:[Waypoint class]]) {
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local Waypoint way = (Waypoint) targ;
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if (!(b_aiflags & (AI_SNIPER | AI_AMBUSH))) {
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if (b_aiflags & AI_RIDE_TRAIN) {
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if (vlen (way.origin - ent.origin) < 48)
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if ([way classname] == "waypoint") {
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if (!(b_aiflags & (AI_SNIPER | AI_AMBUSH))) {
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if (b_aiflags & AI_RIDE_TRAIN) {
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if (vlen (way.origin - ent.origin) < 48)
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[self lost:way :TRUE];
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} else if (b_aiflags & AI_PRECISION) {
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if (vlen (way.origin - ent.origin) < 24)
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[self lost:way :TRUE];
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} else if (vlen (way.origin - ent.origin) < 32)
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[self lost:way :TRUE];
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} else if (b_aiflags & AI_PRECISION) {
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if (vlen (way.origin - ent.origin) < 24)
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[self lost:way :TRUE];
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} else if (vlen (way.origin - ent.origin) < 32)
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}
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} else {
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//temp_waypoint
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if (vlen (way.origin - ent.origin) < 32)
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[self lost:way :TRUE];
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}
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//temp_waypoint
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if (vlen (way.origin - ent.origin) < 32)
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[self lost:way :TRUE];
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} else if ([targ isKindOfClass:[Bot class]]) {
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local Bot bot = (Bot) targ;
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if (bot.ent.health <= 0)
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[self lost:bot :TRUE];
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else if ((coop) || (teamplay && bot.ent.team == ent.team)) {
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if (bot.targets[0].ent.classname == "player") {
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if ([bot.targets[0] classname] == "player") {
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if (![bot.targets[0] ishuman])
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[self lost:bot :TRUE];
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} else if (bot.ent.teleport_time > time) {
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@ -526,12 +529,12 @@ the bot finds things it wants to kill/grab.
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if (ent.items & IT_INVISIBILITY) //FIXME
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p = 2;
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else if (coop) {
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if (targets[0].ent.classname == "player")
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if ([targets[0] classname] == "player")
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if (![targets[0] ishuman])
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return 0;
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p = 100;
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} else if (teamplay && ent.team == bot.ent.team) {
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if (targets[0].ent.classname == "player")
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if ([targets[0] classname] == "player")
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return 0;
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p = 100;
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} else
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@ -661,7 +664,7 @@ generally making the bot look good.
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view = view + '0 0 48';
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view -= (ent.origin + ent.view_ofs);
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view = vectoangles (view);
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view_x *= -1;
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view_x = -view_x;
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b_angle = view;
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} else
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b_angle.x = 0;
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@ -49,6 +49,10 @@ float (integer keys, integer key) key_state =
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return ((keys & key) != 0) ? 1.0 : 0.0;
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};
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void (vector start, vector mins, vector maxs, vector end, float type,
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entity passent) checkmove = #98; // Wrapper around SV_Move.
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@implementation Bot (Move)
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-(void)sendMove
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@ -56,6 +60,8 @@ float (integer keys, integer key) key_state =
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local vector movevect = '0 0 0';
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local float anglespeed;
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local vector view;
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local vector probe, start;
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local integer obstructed = 0;
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movevect.y += (350 * key_state (keys, KEY_MOVERIGHT));
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movevect.y -= (350 * key_state (keys, KEY_MOVELEFT));
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@ -94,10 +100,31 @@ float (integer keys, integer key) key_state =
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ent.v_angle += mouse_emu * real_frametime;
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}
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start = ent.origin;
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//start.z += 16; // step offset
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makevectors (ent.v_angle);
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probe = v_forward * movevect.x + v_right * movevect.y + ent.velocity;
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probe.z = 0;
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if (probe) {
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probe = normalize (probe);
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probe = probe * 32 + start;
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checkmove (start, ent.mins, ent.maxs, probe, 1, ent);
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if (trace_fraction != 1) {
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obstructed = 1;
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probe = (probe - start);
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if (trace_fraction)
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probe *= trace_fraction;
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else
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probe = normalize (probe);
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}
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}
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//dprint (itos (buttons) + " " + itos (impulse) + "\n");
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//dprint (ftos (real_frametime) + "\n");
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SV_UserCmd (ent, real_frametime, ent.v_angle, movevect, buttons, impulse);
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impulse = 0;
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if (obstructed)
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[self obstructed:probe:FALSE];
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}
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- (void) jump
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@ -199,7 +226,6 @@ manuever around.
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// TODO: something
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if (b_aiflags & AI_BLIND)
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return;
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org = [targets[0] realorigin];
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if (danger) {
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b_aiflags |= AI_DANGER;
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@ -208,6 +234,7 @@ manuever around.
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if (b_aiflags & AI_PRECISION)
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return;
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disway_z = 0;
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if (targets[0]) {
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if (b_aiflags & AI_OBSTRUCTED) {
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@ -217,10 +244,10 @@ manuever around.
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} else if (!danger)
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return;
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}
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org = [targets[0] realorigin];
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obs_dir = whichway;
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disway_x = whichway_y * -1;
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disway_y = whichway_x;
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disway_z = 0;
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dist = vlen (org - (ent.origin + disway));
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disway_x = whichway_y;
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disway_y = whichway_x * -1;
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@ -230,7 +257,6 @@ manuever around.
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} else {
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disway_x = whichway_y * -1;
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disway_y = whichway_x;
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disway_z = 0;
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dist = vlen (disway - obs_dir);
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disway_x = whichway_y;
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disway_y = whichway_x * -1;
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@ -139,7 +139,8 @@ void (entity e, string str) SV_SetUserinfo = #0;
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void (entity e, integer ping) SV_SetPing = #0;
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void (entity cl, float sec, vector angles, vector move, integer buttons, integer impulse) SV_UserCmd = #0;
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void (entity cl) SV_Spawn = #0;
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void () Break = #6;
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string (integer i) itos = #112;
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//----------------------------------------------------------------------------
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@ -148,7 +148,7 @@ different bot.
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t = [this findWaypoint:this.current_way];
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// FIXME
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// ugh, better way to find players please!!!
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if (this.ent.classname != "player")
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if ([this classname] != "player")
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this.current_way = t;
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if (t.enemy == NIL) {
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@ -317,6 +317,8 @@ typedef struct bot_data_t bot_data_t;
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move is forward right up
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*/
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@extern void (entity cl, float sec, vector angles, vector move, integer buttons, integer impulse) SV_UserCmd;
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@extern void () Break;
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@extern string (integer i) itos;
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@extern integer bot_way_linker;
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@extern integer bot_move_linker;
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@ -102,6 +102,11 @@ Array waypoint_array;
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return origin;
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}
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-(vector)realorigin
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{
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return origin;
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}
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-(integer)isLinkedTo:(Waypoint)way
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{
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local integer i;
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