diff options
Diffstat (limited to 'mp/src/utils/serverplugin_sample/serverplugin_bot.cpp')
| -rw-r--r-- | mp/src/utils/serverplugin_sample/serverplugin_bot.cpp | 766 |
1 files changed, 383 insertions, 383 deletions
diff --git a/mp/src/utils/serverplugin_sample/serverplugin_bot.cpp b/mp/src/utils/serverplugin_sample/serverplugin_bot.cpp index 250bf149..7d900cfd 100644 --- a/mp/src/utils/serverplugin_sample/serverplugin_bot.cpp +++ b/mp/src/utils/serverplugin_sample/serverplugin_bot.cpp @@ -1,383 +1,383 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Basic BOT handling.
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "interface.h"
-#include "filesystem.h"
-#undef VECTOR_NO_SLOW_OPERATIONS
-#include "mathlib/vector.h"
-
-#include "eiface.h"
-#include "edict.h"
-#include "game/server/iplayerinfo.h"
-#include "igameevents.h"
-#include "convar.h"
-#include "vstdlib/random.h"
-#include "../../game/shared/in_buttons.h"
-#include "../../game/shared/shareddefs.h"
-//#include "../../game_shared/util_shared.h"
-#include "engine/IEngineTrace.h"
-
-extern IBotManager *botmanager;
-extern IUniformRandomStream *randomStr;
-extern IPlayerInfoManager *playerinfomanager;
-extern IVEngineServer *engine;
-extern IEngineTrace *enginetrace;
-extern IPlayerInfoManager *playerinfomanager; // game dll interface to interact with players
-extern IServerPluginHelpers *helpers; // special 3rd party plugin helpers from the engine
-
-extern CGlobalVars *gpGlobals;
-
-ConVar bot_forcefireweapon( "plugin_bot_forcefireweapon", "", 0, "Force bots with the specified weapon to fire." );
-ConVar bot_forceattack2( "plugin_bot_forceattack2", "0", 0, "When firing, use attack2." );
-ConVar bot_forceattackon( "plugin_bot_forceattackon", "0", 0, "When firing, don't tap fire, hold it down." );
-ConVar bot_flipout( "plugin_bot_flipout", "0", 0, "When on, all bots fire their guns." );
-ConVar bot_changeclass( "plugin_bot_changeclass", "0", 0, "Force all bots to change to the specified class." );
-static ConVar bot_mimic( "plugin_bot_mimic", "0", 0, "Bot uses usercmd of player by index." );
-static ConVar bot_mimic_yaw_offset( "plugin_bot_mimic_yaw_offset", "0", 0, "Offsets the bot yaw." );
-
-ConVar bot_sendcmd( "plugin_bot_sendcmd", "", 0, "Forces bots to send the specified command." );
-ConVar bot_crouch( "plugin_bot_crouch", "0", 0, "Bot crouches" );
-
-
-// This is our bot class.
-class CPluginBot
-{
-public:
- CPluginBot() :
- m_bBackwards(0),
- m_flNextTurnTime(0),
- m_bLastTurnToRight(0),
- m_flNextStrafeTime(0),
- m_flSideMove(0),
- m_ForwardAngle(),
- m_LastAngles()
- {
- }
-
- bool m_bBackwards;
-
- float m_flNextTurnTime;
- bool m_bLastTurnToRight;
-
- float m_flNextStrafeTime;
- float m_flSideMove;
-
- QAngle m_ForwardAngle;
- QAngle m_LastAngles;
-
- IBotController *m_BotInterface;
- IPlayerInfo *m_PlayerInfo;
- edict_t *m_BotEdict;
-};
-
-CUtlVector<CPluginBot> s_Bots;
-
-void Bot_Think( CPluginBot *pBot );
-
-// Handler for the "bot" command.
-void BotAdd_f()
-{
- if ( !botmanager )
- return;
-
- static int s_BotNum = 0;
- char botName[64];
- Q_snprintf( botName, sizeof(botName), "Bot_%i", s_BotNum );
- s_BotNum++;
-
- edict_t *botEdict = botmanager->CreateBot( botName );
- if ( botEdict )
- {
- int botIndex = s_Bots.AddToTail();
- CPluginBot & bot = s_Bots[ botIndex ];
- bot.m_BotInterface = botmanager->GetBotController( botEdict );
- bot.m_PlayerInfo = playerinfomanager->GetPlayerInfo( botEdict );
- bot.m_BotEdict = botEdict;
- Assert( bot.m_BotInterface );
- }
-}
-
-ConCommand cc_Bot( "plugin_bot_add", BotAdd_f, "Add a bot." );
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Run through all the Bots in the game and let them think.
-//-----------------------------------------------------------------------------
-void Bot_RunAll( void )
-{
- if ( !botmanager )
- return;
-
- for ( int i = 0; i < s_Bots.Count(); i++ )
- {
- CPluginBot & bot = s_Bots[i];
- if ( bot.m_BotEdict->IsFree() || !bot.m_BotEdict->GetUnknown()|| !bot.m_PlayerInfo->IsConnected() )
- {
- s_Bots.Remove(i);
- --i;
- }
- else
- {
- Bot_Think( &bot );
- }
- }
-}
-
-bool Bot_RunMimicCommand( CBotCmd& cmd )
-{
- if ( bot_mimic.GetInt() <= 0 )
- return false;
-
- if ( bot_mimic.GetInt() > gpGlobals->maxClients )
- return false;
-
- IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo( engine->PEntityOfEntIndex( bot_mimic.GetInt() ) );
- if ( !playerInfo )
- return false;
-
- cmd = playerInfo->GetLastUserCommand();
- cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat();
-
- if( bot_crouch.GetInt() )
- cmd.buttons |= IN_DUCK;
-
- return true;
-}
-
-void Bot_UpdateStrafing( CPluginBot *pBot, CBotCmd &cmd )
-{
- if ( gpGlobals->curtime >= pBot->m_flNextStrafeTime )
- {
- pBot->m_flNextStrafeTime = gpGlobals->curtime + 1.0f;
-
- if ( randomStr->RandomInt( 0, 5 ) == 0 )
- {
- pBot->m_flSideMove = -600.0f + 1200.0f * randomStr->RandomFloat( 0, 2 );
- }
- else
- {
- pBot->m_flSideMove = 0;
- }
- cmd.sidemove = pBot->m_flSideMove;
-
- if ( randomStr->RandomInt( 0, 20 ) == 0 )
- {
- pBot->m_bBackwards = true;
- }
- else
- {
- pBot->m_bBackwards = false;
- }
- }
-}
-
-void Bot_UpdateDirection( CPluginBot *pBot )
-{
- float angledelta = 15.0;
-
- int maxtries = (int)360.0/angledelta;
-
- if ( pBot->m_bLastTurnToRight )
- {
- angledelta = -angledelta;
- }
-
- QAngle angle( pBot->m_BotInterface->GetLocalAngles() );
-
- trace_t trace;
- Vector vecSrc, vecEnd, forward;
- while ( --maxtries >= 0 )
- {
- AngleVectors( angle, &forward );
-
- vecSrc = pBot->m_BotInterface->GetLocalOrigin() + Vector( 0, 0, 36 );
- vecEnd = vecSrc + forward * 10;
-
- Ray_t ray;
- ray.Init( vecSrc, vecEnd, Vector(-16, -16, 0 ), Vector( 16, 16, 72 ) );
- CTraceFilterWorldAndPropsOnly traceFilter;
- enginetrace->TraceRay( ray, MASK_PLAYERSOLID, &traceFilter, &trace );
-
- if ( trace.fraction == 1.0 )
- {
- if ( gpGlobals->curtime < pBot->m_flNextTurnTime )
- {
- break;
- }
- }
-
- angle.y += angledelta;
-
- if ( angle.y > 180 )
- angle.y -= 360;
- else if ( angle.y < -180 )
- angle.y += 360;
-
- pBot->m_flNextTurnTime = gpGlobals->curtime + 2.0;
- pBot->m_bLastTurnToRight = randomStr->RandomInt( 0, 1 ) == 0 ? true : false;
-
- pBot->m_ForwardAngle = angle;
- pBot->m_LastAngles = angle;
- }
-
- pBot->m_BotInterface->SetLocalAngles( angle );
-}
-
-
-void Bot_FlipOut( CPluginBot *pBot, CBotCmd &cmd )
-{
- if ( bot_flipout.GetInt() > 0 && !pBot->m_PlayerInfo->IsDead() )
- {
- if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
- {
- cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
- }
-
- if ( bot_flipout.GetInt() >= 2 )
- {
- QAngle angOffset = RandomAngle( -1, 1 );
-
- pBot->m_LastAngles += angOffset;
-
- for ( int i = 0 ; i < 2; i++ )
- {
- if ( fabs( pBot->m_LastAngles[ i ] - pBot->m_ForwardAngle[ i ] ) > 15.0f )
- {
- if ( pBot->m_LastAngles[ i ] > pBot->m_ForwardAngle[ i ] )
- {
- pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] + 15;
- }
- else
- {
- pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] - 15;
- }
- }
- }
-
- pBot->m_LastAngles[ 2 ] = 0;
-
- pBot->m_BotInterface->SetLocalAngles( pBot->m_LastAngles );
- }
- }
-}
-
-
-void Bot_HandleSendCmd( CPluginBot *pBot )
-{
- if ( strlen( bot_sendcmd.GetString() ) > 0 )
- {
- //send the cmd from this bot
- helpers->ClientCommand( pBot->m_BotEdict, bot_sendcmd.GetString() );
-
- bot_sendcmd.SetValue("");
- }
-}
-
-
-// If bots are being forced to fire a weapon, see if I have it
-void Bot_ForceFireWeapon( CPluginBot *pBot, CBotCmd &cmd )
-{
- if ( Q_strlen( bot_forcefireweapon.GetString() ) > 0 )
- {
- pBot->m_BotInterface->SetActiveWeapon( bot_forcefireweapon.GetString() );
- bot_forcefireweapon.SetValue( "" );
- // Start firing
- // Some weapons require releases, so randomise firing
- if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
- {
- cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
- }
- }
-}
-
-
-void Bot_SetForwardMovement( CPluginBot *pBot, CBotCmd &cmd )
-{
- if ( !pBot->m_BotInterface->IsEFlagSet(EFL_BOT_FROZEN) )
- {
- if ( pBot->m_PlayerInfo->GetHealth() == 100 )
- {
- cmd.forwardmove = 600 * ( pBot->m_bBackwards ? -1 : 1 );
- if ( pBot->m_flSideMove != 0.0f )
- {
- cmd.forwardmove *= randomStr->RandomFloat( 0.1, 1.0f );
- }
- }
- else
- {
- // Stop when shot
- cmd.forwardmove = 0;
- }
- }
-}
-
-
-void Bot_HandleRespawn( CPluginBot *pBot, CBotCmd &cmd )
-{
- // Wait for Reinforcement wave
- if ( pBot->m_PlayerInfo->IsDead() )
- {
- if ( pBot->m_PlayerInfo->GetTeamIndex() == 0 )
- {
- helpers->ClientCommand( pBot->m_BotEdict, "joingame" );
- helpers->ClientCommand( pBot->m_BotEdict, "jointeam 3" );
- helpers->ClientCommand( pBot->m_BotEdict, "joinclass 0" );
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Run this Bot's AI for one frame.
-//-----------------------------------------------------------------------------
-void Bot_Think( CPluginBot *pBot )
-{
- CBotCmd cmd;
- Q_memset( &cmd, 0, sizeof( cmd ) );
-
- // Finally, override all this stuff if the bot is being forced to mimic a player.
- if ( !Bot_RunMimicCommand( cmd ) )
- {
- cmd.sidemove = pBot->m_flSideMove;
-
- if ( !pBot->m_PlayerInfo->IsDead() )
- {
- Bot_SetForwardMovement( pBot, cmd );
-
- // Only turn if I haven't been hurt
- if ( !pBot->m_BotInterface->IsEFlagSet(EFL_BOT_FROZEN) && pBot->m_PlayerInfo->GetHealth() == 100 )
- {
- Bot_UpdateDirection( pBot );
- Bot_UpdateStrafing( pBot, cmd );
- }
-
- // Handle console settings.
- Bot_ForceFireWeapon( pBot, cmd );
- Bot_HandleSendCmd( pBot );
- }
- else
- {
- Bot_HandleRespawn( pBot, cmd );
- }
-
- Bot_FlipOut( pBot, cmd );
-
- cmd.viewangles = pBot->m_BotInterface->GetLocalAngles();
- cmd.upmove = 0;
- cmd.impulse = 0;
- }
-
- pBot->m_BotInterface->RunPlayerMove( &cmd );
-}
-
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Basic BOT handling. +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// + +#include "interface.h" +#include "filesystem.h" +#undef VECTOR_NO_SLOW_OPERATIONS +#include "mathlib/vector.h" + +#include "eiface.h" +#include "edict.h" +#include "game/server/iplayerinfo.h" +#include "igameevents.h" +#include "convar.h" +#include "vstdlib/random.h" +#include "../../game/shared/in_buttons.h" +#include "../../game/shared/shareddefs.h" +//#include "../../game_shared/util_shared.h" +#include "engine/IEngineTrace.h" + +extern IBotManager *botmanager; +extern IUniformRandomStream *randomStr; +extern IPlayerInfoManager *playerinfomanager; +extern IVEngineServer *engine; +extern IEngineTrace *enginetrace; +extern IPlayerInfoManager *playerinfomanager; // game dll interface to interact with players +extern IServerPluginHelpers *helpers; // special 3rd party plugin helpers from the engine + +extern CGlobalVars *gpGlobals; + +ConVar bot_forcefireweapon( "plugin_bot_forcefireweapon", "", 0, "Force bots with the specified weapon to fire." ); +ConVar bot_forceattack2( "plugin_bot_forceattack2", "0", 0, "When firing, use attack2." ); +ConVar bot_forceattackon( "plugin_bot_forceattackon", "0", 0, "When firing, don't tap fire, hold it down." ); +ConVar bot_flipout( "plugin_bot_flipout", "0", 0, "When on, all bots fire their guns." ); +ConVar bot_changeclass( "plugin_bot_changeclass", "0", 0, "Force all bots to change to the specified class." ); +static ConVar bot_mimic( "plugin_bot_mimic", "0", 0, "Bot uses usercmd of player by index." ); +static ConVar bot_mimic_yaw_offset( "plugin_bot_mimic_yaw_offset", "0", 0, "Offsets the bot yaw." ); + +ConVar bot_sendcmd( "plugin_bot_sendcmd", "", 0, "Forces bots to send the specified command." ); +ConVar bot_crouch( "plugin_bot_crouch", "0", 0, "Bot crouches" ); + + +// This is our bot class. +class CPluginBot +{ +public: + CPluginBot() : + m_bBackwards(0), + m_flNextTurnTime(0), + m_bLastTurnToRight(0), + m_flNextStrafeTime(0), + m_flSideMove(0), + m_ForwardAngle(), + m_LastAngles() + { + } + + bool m_bBackwards; + + float m_flNextTurnTime; + bool m_bLastTurnToRight; + + float m_flNextStrafeTime; + float m_flSideMove; + + QAngle m_ForwardAngle; + QAngle m_LastAngles; + + IBotController *m_BotInterface; + IPlayerInfo *m_PlayerInfo; + edict_t *m_BotEdict; +}; + +CUtlVector<CPluginBot> s_Bots; + +void Bot_Think( CPluginBot *pBot ); + +// Handler for the "bot" command. +void BotAdd_f() +{ + if ( !botmanager ) + return; + + static int s_BotNum = 0; + char botName[64]; + Q_snprintf( botName, sizeof(botName), "Bot_%i", s_BotNum ); + s_BotNum++; + + edict_t *botEdict = botmanager->CreateBot( botName ); + if ( botEdict ) + { + int botIndex = s_Bots.AddToTail(); + CPluginBot & bot = s_Bots[ botIndex ]; + bot.m_BotInterface = botmanager->GetBotController( botEdict ); + bot.m_PlayerInfo = playerinfomanager->GetPlayerInfo( botEdict ); + bot.m_BotEdict = botEdict; + Assert( bot.m_BotInterface ); + } +} + +ConCommand cc_Bot( "plugin_bot_add", BotAdd_f, "Add a bot." ); + + +//----------------------------------------------------------------------------- +// Purpose: Run through all the Bots in the game and let them think. +//----------------------------------------------------------------------------- +void Bot_RunAll( void ) +{ + if ( !botmanager ) + return; + + for ( int i = 0; i < s_Bots.Count(); i++ ) + { + CPluginBot & bot = s_Bots[i]; + if ( bot.m_BotEdict->IsFree() || !bot.m_BotEdict->GetUnknown()|| !bot.m_PlayerInfo->IsConnected() ) + { + s_Bots.Remove(i); + --i; + } + else + { + Bot_Think( &bot ); + } + } +} + +bool Bot_RunMimicCommand( CBotCmd& cmd ) +{ + if ( bot_mimic.GetInt() <= 0 ) + return false; + + if ( bot_mimic.GetInt() > gpGlobals->maxClients ) + return false; + + IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo( engine->PEntityOfEntIndex( bot_mimic.GetInt() ) ); + if ( !playerInfo ) + return false; + + cmd = playerInfo->GetLastUserCommand(); + cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat(); + + if( bot_crouch.GetInt() ) + cmd.buttons |= IN_DUCK; + + return true; +} + +void Bot_UpdateStrafing( CPluginBot *pBot, CBotCmd &cmd ) +{ + if ( gpGlobals->curtime >= pBot->m_flNextStrafeTime ) + { + pBot->m_flNextStrafeTime = gpGlobals->curtime + 1.0f; + + if ( randomStr->RandomInt( 0, 5 ) == 0 ) + { + pBot->m_flSideMove = -600.0f + 1200.0f * randomStr->RandomFloat( 0, 2 ); + } + else + { + pBot->m_flSideMove = 0; + } + cmd.sidemove = pBot->m_flSideMove; + + if ( randomStr->RandomInt( 0, 20 ) == 0 ) + { + pBot->m_bBackwards = true; + } + else + { + pBot->m_bBackwards = false; + } + } +} + +void Bot_UpdateDirection( CPluginBot *pBot ) +{ + float angledelta = 15.0; + + int maxtries = (int)360.0/angledelta; + + if ( pBot->m_bLastTurnToRight ) + { + angledelta = -angledelta; + } + + QAngle angle( pBot->m_BotInterface->GetLocalAngles() ); + + trace_t trace; + Vector vecSrc, vecEnd, forward; + while ( --maxtries >= 0 ) + { + AngleVectors( angle, &forward ); + + vecSrc = pBot->m_BotInterface->GetLocalOrigin() + Vector( 0, 0, 36 ); + vecEnd = vecSrc + forward * 10; + + Ray_t ray; + ray.Init( vecSrc, vecEnd, Vector(-16, -16, 0 ), Vector( 16, 16, 72 ) ); + CTraceFilterWorldAndPropsOnly traceFilter; + enginetrace->TraceRay( ray, MASK_PLAYERSOLID, &traceFilter, &trace ); + + if ( trace.fraction == 1.0 ) + { + if ( gpGlobals->curtime < pBot->m_flNextTurnTime ) + { + break; + } + } + + angle.y += angledelta; + + if ( angle.y > 180 ) + angle.y -= 360; + else if ( angle.y < -180 ) + angle.y += 360; + + pBot->m_flNextTurnTime = gpGlobals->curtime + 2.0; + pBot->m_bLastTurnToRight = randomStr->RandomInt( 0, 1 ) == 0 ? true : false; + + pBot->m_ForwardAngle = angle; + pBot->m_LastAngles = angle; + } + + pBot->m_BotInterface->SetLocalAngles( angle ); +} + + +void Bot_FlipOut( CPluginBot *pBot, CBotCmd &cmd ) +{ + if ( bot_flipout.GetInt() > 0 && !pBot->m_PlayerInfo->IsDead() ) + { + if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) ) + { + cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK; + } + + if ( bot_flipout.GetInt() >= 2 ) + { + QAngle angOffset = RandomAngle( -1, 1 ); + + pBot->m_LastAngles += angOffset; + + for ( int i = 0 ; i < 2; i++ ) + { + if ( fabs( pBot->m_LastAngles[ i ] - pBot->m_ForwardAngle[ i ] ) > 15.0f ) + { + if ( pBot->m_LastAngles[ i ] > pBot->m_ForwardAngle[ i ] ) + { + pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] + 15; + } + else + { + pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] - 15; + } + } + } + + pBot->m_LastAngles[ 2 ] = 0; + + pBot->m_BotInterface->SetLocalAngles( pBot->m_LastAngles ); + } + } +} + + +void Bot_HandleSendCmd( CPluginBot *pBot ) +{ + if ( strlen( bot_sendcmd.GetString() ) > 0 ) + { + //send the cmd from this bot + helpers->ClientCommand( pBot->m_BotEdict, bot_sendcmd.GetString() ); + + bot_sendcmd.SetValue(""); + } +} + + +// If bots are being forced to fire a weapon, see if I have it +void Bot_ForceFireWeapon( CPluginBot *pBot, CBotCmd &cmd ) +{ + if ( Q_strlen( bot_forcefireweapon.GetString() ) > 0 ) + { + pBot->m_BotInterface->SetActiveWeapon( bot_forcefireweapon.GetString() ); + bot_forcefireweapon.SetValue( "" ); + // Start firing + // Some weapons require releases, so randomise firing + if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) ) + { + cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK; + } + } +} + + +void Bot_SetForwardMovement( CPluginBot *pBot, CBotCmd &cmd ) +{ + if ( !pBot->m_BotInterface->IsEFlagSet(EFL_BOT_FROZEN) ) + { + if ( pBot->m_PlayerInfo->GetHealth() == 100 ) + { + cmd.forwardmove = 600 * ( pBot->m_bBackwards ? -1 : 1 ); + if ( pBot->m_flSideMove != 0.0f ) + { + cmd.forwardmove *= randomStr->RandomFloat( 0.1, 1.0f ); + } + } + else + { + // Stop when shot + cmd.forwardmove = 0; + } + } +} + + +void Bot_HandleRespawn( CPluginBot *pBot, CBotCmd &cmd ) +{ + // Wait for Reinforcement wave + if ( pBot->m_PlayerInfo->IsDead() ) + { + if ( pBot->m_PlayerInfo->GetTeamIndex() == 0 ) + { + helpers->ClientCommand( pBot->m_BotEdict, "joingame" ); + helpers->ClientCommand( pBot->m_BotEdict, "jointeam 3" ); + helpers->ClientCommand( pBot->m_BotEdict, "joinclass 0" ); + } + } +} + + +//----------------------------------------------------------------------------- +// Run this Bot's AI for one frame. +//----------------------------------------------------------------------------- +void Bot_Think( CPluginBot *pBot ) +{ + CBotCmd cmd; + Q_memset( &cmd, 0, sizeof( cmd ) ); + + // Finally, override all this stuff if the bot is being forced to mimic a player. + if ( !Bot_RunMimicCommand( cmd ) ) + { + cmd.sidemove = pBot->m_flSideMove; + + if ( !pBot->m_PlayerInfo->IsDead() ) + { + Bot_SetForwardMovement( pBot, cmd ); + + // Only turn if I haven't been hurt + if ( !pBot->m_BotInterface->IsEFlagSet(EFL_BOT_FROZEN) && pBot->m_PlayerInfo->GetHealth() == 100 ) + { + Bot_UpdateDirection( pBot ); + Bot_UpdateStrafing( pBot, cmd ); + } + + // Handle console settings. + Bot_ForceFireWeapon( pBot, cmd ); + Bot_HandleSendCmd( pBot ); + } + else + { + Bot_HandleRespawn( pBot, cmd ); + } + + Bot_FlipOut( pBot, cmd ); + + cmd.viewangles = pBot->m_BotInterface->GetLocalAngles(); + cmd.upmove = 0; + cmd.impulse = 0; + } + + pBot->m_BotInterface->RunPlayerMove( &cmd ); +} + + |