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https://github.com/ReactionQuake3/reaction.git
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Improved door code. Bots reply to radio treport from teammates.
Improved reloading code.
This commit is contained in:
parent
09097ec59a
commit
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4 changed files with 134 additions and 33 deletions
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@ -5,8 +5,13 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.6 2002/04/04 18:06:44 makro
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// Improved door code. Bots reply to radio treport from teammates.
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// Improved reloading code.
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//
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// Revision 1.5 2002/03/31 19:16:56 makro
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// Bandaging, reloading, opening rotating doors (still needs a lot of), shooting breakables
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// Bandaging, reloading, opening rotating doors (still needs a lot of work),
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// shooting breakables
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//
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// Revision 1.4 2002/01/11 19:48:29 jbravo
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// Formatted the source in non DOS format.
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@ -305,9 +310,12 @@ int NumPlayersOnSameTeam(bot_state_t *bs) {
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}
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/*
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==================
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TeamPlayIsOn
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==================
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====================================
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BotGetPatrolWaypoints
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Makro - description was wrong
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(TeamPlayIsOn)
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====================================
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*/
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int BotGetPatrolWaypoints(bot_state_t *bs, bot_match_t *match) {
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char keyarea[MAX_MESSAGE_SIZE];
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.12 2002/04/04 18:06:44 makro
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// Improved door code. Bots reply to radio treport from teammates.
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// Improved reloading code.
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//
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// Revision 1.11 2002/04/03 17:39:36 makro
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// Made bots handle incoming radio spam better
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//
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@ -15,7 +19,8 @@
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// Changed some weapon names
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//
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// Revision 1.7 2002/03/31 19:16:56 makro
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// Bandaging, reloading, opening rotating doors (still needs a lot of), shooting breakables
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// Bandaging, reloading, opening rotating doors (still needs a lot of work),
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// shooting breakables
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//
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// Revision 1.6 2002/01/11 19:48:29 jbravo
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// Formatted the source in non DOS format.
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@ -72,6 +77,8 @@
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//Makro - to get rid of the warnings
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void BotMoveTowardsEnt(bot_state_t *bs, vec3_t dest, int dist);
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void Cmd_Bandage (gentity_t *ent);
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gentity_t *SelectRandomDeathmatchSpawnPoint( void );
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void BotAttack(bot_state_t *bs);
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//goal flag, see be_ai_goal.h for the other GFL_*
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#define GFL_AIR 128
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@ -1293,6 +1300,15 @@ int AINode_Respawn(bot_state_t *bs) {
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}
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else {
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trap_EA_Respawn(bs->client);
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//Makro - maybe this will help in teamplay
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if (gametype == GT_TEAMPLAY) {
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gentity_t *spot = SelectRandomDeathmatchSpawnPoint();
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aas_entityinfo_t entinfo;
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BotEntityInfo(spot-g_entities, &entinfo);
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BotMoveTo(bs, entinfo.origin);
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}
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}
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}
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else if (bs->respawn_time < FloatTime()) {
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@ -1387,7 +1403,9 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) {
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// if the mine is visible from the current position
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if (bsptrace.fraction >= 1.0 || bsptrace.ent == state.number) {
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// shoot at the mine
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trap_EA_Attack(bs->client);
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//Makro - using custom function to allow in-combat reloads
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//trap_EA_Attack(bs->client);
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BotAttack(bs);
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}
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}
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}
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@ -1446,7 +1464,9 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) {
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// if the mine is visible from the current position
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if (bsptrace.fraction >= 1.0 || bsptrace.ent == state.number) {
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// shoot at the mine
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trap_EA_Attack(bs->client);
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//Makro - using custom function to allow in-combat reloads
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//trap_EA_Attack(bs->client);
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BotAttack(bs);
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}
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}
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}
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@ -1550,7 +1570,9 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) {
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vectoangles(dir, ideal_viewangles);
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// if the bot is pretty close with it's aim
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if (InFieldOfVision(bs->viewangles, 20, ideal_viewangles)) {
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trap_EA_Attack(bs->client);
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//Makro - using custom function to allow in-combat reloads
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//trap_EA_Attack(bs->client);
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BotAttack(bs);
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}
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}
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}
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.15 2002/04/04 18:06:44 makro
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// Improved door code. Bots reply to radio treport from teammates.
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// Improved reloading code.
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//
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// Revision 1.14 2002/04/03 17:46:14 makro
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// Fixed one more thing
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//
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@ -18,7 +22,8 @@
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// Changed some weapon names
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//
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// Revision 1.9 2002/03/31 19:16:56 makro
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// Bandaging, reloading, opening rotating doors (still needs a lot of), shooting breakables
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// Bandaging, reloading, opening rotating doors (still needs a lot of work),
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// shooting breakables
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//
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// Revision 1.8 2002/03/18 12:25:10 jbravo
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// Live players dont get fraglines, except their own. Cleanups and some
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@ -144,6 +149,59 @@ void VectorTargetDist(vec3_t src, vec3_t dest, int dist, vec3_t final) {
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VectorAdd(final, src, final);
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}
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/*
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==================
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BotAttack
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Added by Makro
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==================
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*/
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void BotAttack(bot_state_t *bs) {
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//If the gun is empty
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if ( (bs->cur_ps.ammo[bs->weaponnum]) == 0 ) {
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//If bot has extra clips, reload
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if (g_entities[bs->entitynum].client->numClips[bs->weaponnum] >= 1 ) {
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//Cmd_Reload( &g_entities[bs->entitynum] );
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trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
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}
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} else {
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trap_EA_Attack(bs->client);
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}
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}
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/*
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==================
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BotMoveTo
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Added by Makro
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==================
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*/
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bot_moveresult_t BotMoveTo(bot_state_t *bs, vec3_t dest) {
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bot_goal_t goal;
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bot_moveresult_t moveresult;
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//create goal
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goal.entitynum = 0;
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VectorCopy(dest, goal.origin);
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VectorSet(goal.mins, -8, -8, -8);
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VectorSet(goal.maxs, 8, 8, 8);
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VectorAdd(goal.mins, goal.origin, goal.mins);
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VectorAdd(goal.maxs, goal.origin, goal.maxs);
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goal.areanum = trap_AAS_PointAreaNum(goal.origin);
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//initialize the movement state
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BotSetupForMovement(bs);
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//trap_BotMoveInDirection(bs->ms, dir, dist, MOVE_RUN);
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//move towards the goal
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trap_BotMoveToGoal(&moveresult, bs->ms, &goal, TFL_DEFAULT);
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//if movement failed
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if (moveresult.failure) {
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//reset the avoid reach, otherwise bot is stuck in current area
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trap_BotResetAvoidReach(bs->ms);
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bs->activatestack->time = 0;
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}
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return moveresult;
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}
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/*
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==================
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BotMoveTowardsEnt
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*/
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void BotMoveTowardsEnt(bot_state_t *bs, vec3_t dest, int dist) {
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vec3_t dir;
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bot_goal_t goal;
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bot_moveresult_t moveresult;
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/*
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VectorClear(dir);
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VectorAdd(dir, bs->origin, dir);
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*/
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VectorTargetDist(bs->origin, dest, dist, dir);
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//trap_BotMoveInDirection(bs->ms, dir, dist, MOVE_RUN);
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//create goal
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memset(&moveresult, 0, sizeof(moveresult));
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goal.entitynum = 0;
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VectorCopy(dir, goal.origin);
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VectorSet(goal.mins, -8, -8, -8);
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VectorSet(goal.maxs, 8, 8, 8);
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goal.areanum = trap_AAS_PointAreaNum(goal.origin);
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dir[2] = bs->origin[2];
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/*
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if (bot_developer.integer == 2) {
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G_Printf(va("^5BOT CODE: ^7Moving from (%i %i %i) towards entity at (%i %i %i) up to (%i %i %i)\n",
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(int) dir[0], (int) dir[1], (int) dir[2]));
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}
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*/
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//initialize the movement state
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BotSetupForMovement(bs);
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//move towards the goal
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trap_BotMoveToGoal(&moveresult, bs->ms, &goal, TFL_DEFAULT);
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//moveresult->failure = qfalse;
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//VectorCopy(dir, moveresult->movedir);
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BotMoveTo(bs, dir);
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}
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/*
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//Makro - gun is empty; if bot has extra clips - reload, otherwise switch to knife
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if ( (bs->cur_ps.ammo[bs->weaponnum]) == 0 ) {
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if (g_entities[bs->entitynum].client->numClips[bs->weaponnum] >= 1 ) {
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Cmd_Reload( &g_entities[bs->entitynum] );
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//Cmd_Reload( &g_entities[bs->entitynum] );
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trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
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/*
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if (bot_developer.integer == 2) {
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G_Printf("^5BOT CODE: ^7Reloading\n");
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//if fire has to be release to activate weapon
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if (wi.flags & WFL_FIRERELEASED) {
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if (bs->flags & BFL_ATTACKED) {
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trap_EA_Attack(bs->client);
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//Makro - using custom function to allow in-combat reloads
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//trap_EA_Attack(bs->client);
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BotAttack(bs);
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}
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}
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else {
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trap_EA_Attack(bs->client);
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//Makro - using custom function to allow in-combat reloads
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//trap_EA_Attack(bs->client);
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BotAttack(bs);
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}
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bs->flags ^= BFL_ATTACKED;
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}
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bs->ideal_viewangles[YAW] = AngleMod(bs->ideal_viewangles[YAW]);
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//
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if (InFieldOfVision(bs->viewangles, 20, bs->ideal_viewangles)) {
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trap_EA_Attack(bs->client);
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//Makro - using custom function to allow in-combat reloads
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//trap_EA_Attack(bs->client);
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BotAttack(bs);
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}
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}
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}
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*/
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void BotReplyToRadioMessage( bot_state_t *bs, char *msg, int handle ) {
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//Must be in a team-based game to reply
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if (gametype < GT_TEAM) {
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return;
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}
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//Bot must be alive to report
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if (!BotIsDead(bs)) {
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char *token;
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char *sender = COM_ParseExt(&msg, qtrue);
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qboolean responded = qfalse;
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//Lazy bots
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if ( random() < 0.5 ) {
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//sender = Q_strlwr(sender);
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EasyClientName(ClientFromName(sender), sender, 32);
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}
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if (strstr(msg, "treport")) {
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//Team, report in
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G_Say( &g_entities[bs->entitynum], NULL, SAY_TEAM, va("%s, I have a $W with $A ammo and $H health", sender));
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char *token;
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char *initial = msg;
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//Must be in a team-based game to reply
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if (gametype < GT_TEAM) {
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return qfalse;
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}
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token = COM_ParseExt(&msg, qtrue);
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msg = initial;
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if ( !Q_stricmp(token, "radio") ) {
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.5 2002/04/04 18:06:44 makro
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// Improved door code. Bots reply to radio treport from teammates.
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// Improved reloading code.
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//
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// Revision 1.4 2002/01/11 19:48:29 jbravo
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// Formatted the source in non DOS format.
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//
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@ -468,7 +472,8 @@ void BotVoiceChat_WantOnDefense(bot_state_t *bs, int client, int mode) {
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BotAI_BotInitialChat(bs, "keepinmind", netname, NULL);
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trap_BotEnterChat(bs->cs, client, CHAT_TELL);
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BotVoiceChatOnly(bs, client, VOICECHAT_YES);
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trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
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//Makro - BUTTON_AFFIRMATIVE is now used for reloading
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//trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
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}
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/*
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BotAI_BotInitialChat(bs, "keepinmind", netname, NULL);
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trap_BotEnterChat(bs->cs, client, CHAT_TELL);
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BotVoiceChatOnly(bs, client, VOICECHAT_YES);
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trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
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//Makro - BUTTON_AFFIRMATIVE is now used for reloading
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//trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
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}
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void BotVoiceChat_Dummy(bot_state_t *bs, int client, int mode) {
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