mw2-2009/maps/mp/bots/_bot_internal.gsc

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/*
_bot_internal
Author: INeedGames
Date: 09/26/2020
The interal workings of the bots.
Bots will do the basics, aim, move.
*/
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\bots\_bot_utility;
/*
When a bot is added (once ever) to the game (before connected).
We init all the persistent variables here.
*/
added()
{
self endon( "disconnect" );
self.pers[ "bots" ] = [];
self.pers[ "bots" ][ "skill" ] = [];
self.pers[ "bots" ][ "skill" ][ "base" ] = 7; // a base knownledge of the bot
self.pers[ "bots" ][ "skill" ][ "aim_time" ] = 0.05; // how long it takes for a bot to aim to a location
self.pers[ "bots" ][ "skill" ][ "init_react_time" ] = 0; // the reaction time of the bot for inital targets
self.pers[ "bots" ][ "skill" ][ "reaction_time" ] = 0; // reaction time for the bots of reoccuring targets
self.pers[ "bots" ][ "skill" ][ "no_trace_ads_time" ] = 2500; // how long a bot ads's when they cant see the target
self.pers[ "bots" ][ "skill" ][ "no_trace_look_time" ] = 10000; // how long a bot will look at a target's last position
self.pers[ "bots" ][ "skill" ][ "remember_time" ] = 25000; // how long a bot will remember a target before forgetting about it when they cant see the target
self.pers[ "bots" ][ "skill" ][ "fov" ] = -1; // the fov of the bot, -1 being 360, 1 being 0
self.pers[ "bots" ][ "skill" ][ "dist_max" ] = 100000 * 2; // the longest distance a bot will target
self.pers[ "bots" ][ "skill" ][ "dist_start" ] = 100000; // the start distance before bot's target abilitys diminish
self.pers[ "bots" ][ "skill" ][ "spawn_time" ] = 0; // how long a bot waits after spawning before targeting, etc
self.pers[ "bots" ][ "skill" ][ "help_dist" ] = 10000; // how far a bot has awareness
self.pers[ "bots" ][ "skill" ][ "semi_time" ] = 0.05; // how fast a bot shoots semiauto
self.pers[ "bots" ][ "skill" ][ "shoot_after_time" ] = 1; // how long a bot shoots after target dies/cant be seen
self.pers[ "bots" ][ "skill" ][ "aim_offset_time" ] = 1; // how long a bot correct's their aim after targeting
self.pers[ "bots" ][ "skill" ][ "aim_offset_amount" ] = 1; // how far a bot's incorrect aim is
self.pers[ "bots" ][ "skill" ][ "bone_update_interval" ] = 0.05; // how often a bot changes their bone target
self.pers[ "bots" ][ "skill" ][ "bones" ] = "j_head"; // a list of comma seperated bones the bot will aim at
self.pers[ "bots" ][ "skill" ][ "ads_fov_multi" ] = 0.5; // a factor of how much ads to reduce when adsing
self.pers[ "bots" ][ "skill" ][ "ads_aimspeed_multi" ] = 0.5; // a factor of how much more aimspeed delay to add
self.pers[ "bots" ][ "behavior" ] = [];
self.pers[ "bots" ][ "behavior" ][ "strafe" ] = 50; // percentage of how often the bot strafes a target
self.pers[ "bots" ][ "behavior" ][ "nade" ] = 50; // percentage of how often the bot will grenade
self.pers[ "bots" ][ "behavior" ][ "sprint" ] = 50; // percentage of how often the bot will sprint
self.pers[ "bots" ][ "behavior" ][ "camp" ] = 50; // percentage of how often the bot will camp
self.pers[ "bots" ][ "behavior" ][ "follow" ] = 50; // percentage of how often the bot will follow
self.pers[ "bots" ][ "behavior" ][ "crouch" ] = 10; // percentage of how often the bot will crouch
self.pers[ "bots" ][ "behavior" ][ "switch" ] = 1; // percentage of how often the bot will switch weapons
self.pers[ "bots" ][ "behavior" ][ "class" ] = 1; // percentage of how often the bot will change classes
self.pers[ "bots" ][ "behavior" ][ "jump" ] = 100; // percentage of how often the bot will jumpshot and dropshot
self.pers[ "bots" ][ "behavior" ][ "quickscope" ] = false; // is a quickscoper
self.pers[ "bots" ][ "behavior" ][ "initswitch" ] = 10; // percentage of how often the bot will switch weapons on spawn
self.pers[ "bots" ][ "unlocks" ] = [];
}
/*
When a bot connects to the game.
This is called when a bot is added and when multiround gamemode starts.
*/
connected()
{
self endon( "disconnect" );
self.bot = spawnstruct();
self resetBotVars();
self thread onPlayerSpawned();
}
/*
The callback hook for when the bot gets killed.
*/
onKilled( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration )
{
}
/*
The callback hook when the bot gets damaged.
*/
onDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
}
/*
We clear all of the script variables and other stuff for the bots.
*/
resetBotVars()
{
self.bot.script_target = undefined;
self.bot.script_target_offset = undefined;
self.bot.targets = [];
self.bot.target = undefined;
self.bot.target_this_frame = undefined;
self.bot.jav_loc = undefined;
self.bot.after_target = undefined;
self.bot.after_target_pos = undefined;
self.bot.script_aimpos = undefined;
self.bot.script_goal = undefined;
self.bot.script_goal_dist = 0.0;
self.bot.next_wp = -1;
self.bot.second_next_wp = -1;
self.bot.towards_goal = undefined;
self.bot.astar = [];
self.bot.moveto = self.origin;
self.bot.stop_move = false;
self.bot.greedy_path = false;
self.bot.climbing = false;
self.bot.wantsprint = false;
self.bot.last_next_wp = -1;
self.bot.last_second_next_wp = -1;
self.bot.isfrozen = false;
self.bot.sprintendtime = -1;
self.bot.isreloading = false;
self.bot.issprinting = false;
self.bot.isfragging = false;
self.bot.issmoking = false;
self.bot.isfraggingafter = false;
self.bot.issmokingafter = false;
self.bot.isknifing = false;
self.bot.isknifingafter = false;
self.bot.knifing_target = undefined;
self.bot.semi_time = false;
self.bot.jump_time = undefined;
self.bot.last_fire_time = -1;
self.bot.is_cur_full_auto = false;
self.bot.cur_weap_dist_multi = 1;
self.bot.is_cur_sniper = false;
self.bot.is_cur_akimbo = false;
self.bot.prio_objective = false;
self.bot.rand = randomint( 100 );
self BotBuiltinBotStop();
}
/*
When the bot spawns.
*/
onPlayerSpawned()
{
self endon( "disconnect" );
for ( ;; )
{
self waittill( "spawned_player" );
self resetBotVars();
self thread onWeaponChange();
self thread onLastStand();
self thread reload_watch();
self thread sprint_watch();
self thread watchUsingRemote();
self thread spawned();
}
}
/*
Sets the factor of distance for a weapon
*/
SetWeaponDistMulti( weap )
{
if ( weap == "none" )
{
return 1;
}
switch ( weaponclass( weap ) )
{
case "rifle":
return 0.9;
case "smg":
return 0.7;
case "pistol":
return 0.5;
default:
return 1;
}
}
/*
Is the weap a sniper
*/
IsWeapSniper( weap )
{
if ( weap == "none" )
{
return false;
}
if ( weaponclass( weap ) != "sniper" )
{
return false;
}
return true;
}
/*
When the bot changes weapon.
*/
onWeaponChange()
{
self endon( "disconnect" );
self endon( "death" );
first = true;
for ( ;; )
{
newWeapon = undefined;
if ( first )
{
first = false;
newWeapon = self getcurrentweapon();
}
else
{
self waittill( "weapon_change", newWeapon );
}
self.bot.is_cur_full_auto = WeaponIsFullAuto( newWeapon );
self.bot.cur_weap_dist_multi = SetWeaponDistMulti( newWeapon );
self.bot.is_cur_sniper = IsWeapSniper( newWeapon );
self.bot.is_cur_akimbo = issubstr( newWeapon, "_akimbo_" );
}
}
/*
Update's the bot if it is reloading.
*/
reload_watch_loop()
{
self.bot.isreloading = true;
while ( true )
{
ret = self waittill_any_timeout( 7.5, "reload" );
if ( ret == "timeout" )
{
break;
}
weap = self getcurrentweapon();
if ( weap == "none" )
{
break;
}
if ( self getweaponammoclip( weap ) >= weaponclipsize( weap ) )
{
break;
}
}
self.bot.isreloading = false;
}
/*
Update's the bot if it is reloading.
*/
reload_watch()
{
self endon( "disconnect" );
self endon( "death" );
for ( ;; )
{
self waittill( "reload_start" );
self reload_watch_loop();
}
}
/*
Updates the bot if it is sprinting.
*/
sprint_watch()
{
self endon( "disconnect" );
self endon( "death" );
for ( ;; )
{
self waittill( "sprint_begin" );
self.bot.issprinting = true;
self waittill( "sprint_end" );
self.bot.issprinting = false;
self.bot.sprintendtime = gettime();
}
}
/*
When the bot enters laststand, we fix the weapons
*/
onLastStand()
{
self endon( "disconnect" );
self endon( "death" );
while ( true )
{
while ( !self inLastStand() )
{
wait 0.05;
}
self notify( "kill_goal" );
while ( self inLastStand() )
{
wait 0.05;
}
}
}
/*
When the bot uses a remote killstreak
*/
watchUsingRemote()
{
self endon( "disconnect" );
self endon( "spawned_player" );
for ( ;; )
{
wait 1;
if ( !isalive( self ) )
{
return;
}
if ( !self isusingremote() )
{
continue;
}
if ( isdefined( level.chopper ) && isdefined( level.chopper.gunner ) && level.chopper.gunner == self )
{
self watchUsingMinigun();
}
if ( isdefined( level.ac130player ) && level.ac130player == self )
{
self thread watchAc130Weapon();
self watchUsingAc130();
}
if ( isdefined( self.rocket ) )
{
self watchUsingPred();
self BotBuiltinBotAction( "-remote" );
}
self.bot.targets = [];
self notify( "kill_goal" );
}
}
/*
Returns the angle delta
*/
getRemoteAngleSpeed( len )
{
furthest = 10.0;
max_speed = 127;
switch ( self.pers[ "bots" ][ "skill" ][ "base" ] )
{
case 1:
furthest = 5.0;
max_speed = 20;
break;
case 2:
furthest = 6.0;
max_speed = 35;
break;
case 3:
furthest = 7.0;
max_speed = 55;
break;
case 4:
furthest = 8.0;
max_speed = 65;
break;
case 5:
furthest = 9.0;
max_speed = 75;
break;
case 6:
furthest = 10.0;
max_speed = 100;
break;
case 7:
furthest = 15.0;
max_speed = 127;
break;
}
if ( len >= furthest )
{
return max_speed;
}
if ( len <= 0.0 )
{
return 0;
}
return Round( ( len / furthest ) * max_speed );
}
/*
time to boost the rocket
*/
getRemoteBoostTime()
{
switch ( self.pers[ "bots" ][ "skill" ][ "base" ] )
{
case 1:
return 99999;
case 2:
return 15000;
case 3:
return 10000;
case 4:
return 5000;
case 5:
return 2500;
case 6:
return 1000;
case 7:
return 500;
default:
return 500;
}
}
/*
While in rocket
*/
watchUsingPred()
{
self.rocket endon( "death" );
self BotBuiltinBotRemoteAngles( 0, 0 );
self BotBuiltinBotAction( "+remote" );
pressedFire = false;
sTime = gettime();
while ( isdefined( self.rocket ) )
{
self.bot.targets = []; // dont want to fire from aim thread
// because geteye doesnt return the eye of the missile
target = undefined;
myeye = self.rocket.origin;
myangles = self.rocket.angles;
bestfov = 0.0;
for ( i = level.players.size - 1; i >= 0; i-- )
{
player = level.players[ i ];
if ( !isdefined( player ) || !isdefined( player.team ) )
{
continue;
}
if ( player == self || ( level.teambased && player.team == self.team ) )
{
continue;
}
if ( player.sessionstate != "playing" || !isreallyalive( player ) )
{
continue;
}
if ( player _hasperk( "specialty_coldblooded" ) )
{
continue;
}
if ( !bullettracepassed( myeye, player.origin + ( 0, 0, 25 ), false, self.rocket ) )
{
continue;
}
thisfov = getConeDot( player.origin, myeye, myangles );
if ( thisfov < 0.75 )
{
continue;
}
if ( isdefined( target ) && thisfov < bestfov )
{
continue;
}
target = player;
bestfov = thisfov;
}
if ( isdefined( target ) )
{
if ( !pressedFire && gettime() - sTime > self getRemoteBoostTime() )
{
pressedFire = true;
self thread pressFire();
}
if ( bestfov < 0.999995 && distancesquared( target.origin, myeye ) > 256 * 256 )
{
angles = vectortoangles( ( target.origin - myeye ) - anglestoforward( myangles ) );
angles -= myangles;
angles = ( angleclamp180( angles[ 0 ] ), angleclamp180( angles[ 1 ] ), 0 );
angles = vectornormalize( angles ) * self getRemoteAngleSpeed( length( angles ) );
self BotBuiltinBotRemoteAngles( int( angles[ 0 ] ), int( angles[ 1 ] ) );
}
else
{
self BotBuiltinBotRemoteAngles( 0, 0 );
}
}
else
{
self BotBuiltinBotRemoteAngles( 0, 0 );
}
wait 0.05;
}
}
/*
WHen it uses the helicopter minigun
*/
watchUsingMinigun()
{
self endon( "heliPlayer_removed" );
while ( isdefined( level.chopper ) && isdefined( level.chopper.gunner ) && level.chopper.gunner == self )
{
if ( self getcurrentweapon() != "heli_remote_mp" )
{
self switchtoweapon( "heli_remote_mp" );
}
if ( isdefined( self.bot.target ) )
{
self thread pressFire();
}
wait 0.05;
}
}
/*
When it uses the ac130
*/
watchAc130Weapon()
{
self endon( "ac130player_removed" );
self endon( "disconnect" );
self endon( "spawned_player" );
while ( isdefined( level.ac130player ) && level.ac130player == self )
{
curWeap = self getcurrentweapon();
if ( curWeap != "ac130_105mm_mp" && curWeap != "ac130_40mm_mp" && curWeap != "ac130_25mm_mp" )
{
self switchtoweapon( "ac130_105mm_mp" );
}
if ( isdefined( self.bot.target ) )
{
self thread pressFire();
}
wait 0.05;
}
}
/*
Swap between the ac130 weapons while in it
*/
watchUsingAc130()
{
self endon( "ac130player_removed" );
while ( isdefined( level.ac130player ) && level.ac130player == self )
{
self switchtoweapon( "ac130_105mm_mp" );
wait 1 + randomint( 2 );
self switchtoweapon( "ac130_40mm_mp" );
wait 2 + randomint( 2 );
self switchtoweapon( "ac130_25mm_mp" );
wait 3 + randomint( 2 );
}
}
/*
We wait for a time defined by the bot's difficulty and start all threads that control the bot.
*/
spawned()
{
self endon( "disconnect" );
self endon( "death" );
wait self.pers[ "bots" ][ "skill" ][ "spawn_time" ];
self thread doBotMovement();
self thread grenade_danager();
self thread target();
self thread updateBones();
self thread aim();
self thread check_reload();
self thread stance();
self thread onNewEnemy();
self thread walk();
self thread watchHoldBreath();
self thread watchGrenadeFire();
self thread watchPickupGun();
self notify( "bot_spawned" );
}
/*
watchPickupGun
*/
watchPickupGun()
{
self endon( "disconnect" );
self endon( "death" );
for ( ;; )
{
wait 1;
if ( self usebuttonpressed() )
{
continue;
}
// todo have bots use turrets instead of just kicking them off of it
if ( isdefined( self.turret ) )
{
self thread use( 0.5 );
continue;
}
weap = self getcurrentweapon();
if ( weap != "none" && self getammocount( weap ) )
{
continue;
}
self thread use( 0.5 );
}
}
/*
Watches when the bot fires a grenade
*/
watchGrenadeFire()
{
self endon( "disconnect" );
self endon( "death" );
for ( ;; )
{
self waittill( "grenade_fire", nade, weapname );
if ( !isdefined( nade ) )
{
continue;
}
if ( weapname == "c4_mp" )
{
self thread watchC4Thrown( nade );
}
}
}
/*
Watches the c4
*/
watchC4Thrown( c4 )
{
self endon( "disconnect" );
c4 endon( "death" );
wait 0.5;
for ( ;; )
{
wait 1 + randomint( 50 ) * 0.05;
shouldBreak = false;
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
if ( player == self )
{
continue;
}
if ( ( level.teambased && self.team == player.team ) || player.sessionstate != "playing" || !isreallyalive( player ) )
{
continue;
}
if ( distancesquared( c4.origin, player.origin ) > 200 * 200 )
{
continue;
}
if ( !bullettracepassed( c4.origin, player.origin + ( 0, 0, 25 ), false, c4 ) )
{
continue;
}
shouldBreak = true;
}
if ( shouldBreak )
{
break;
}
}
if ( self getcurrentweapon() != "c4_mp" )
{
self notify( "alt_detonate" );
}
else
{
self thread pressFire();
}
}
/*
Bot moves towards the point
*/
doBotMovement_loop( data )
{
move_To = self.bot.moveto;
angles = self getplayerangles();
dir = ( 0, 0, 0 );
if ( distancesquared( self.origin, move_To ) >= 49 )
{
cosa = cos( 0 - angles[ 1 ] );
sina = sin( 0 - angles[ 1 ] );
// get the direction
dir = move_To - self.origin;
// rotate our direction according to our angles
dir = ( dir[ 0 ] * cosa - dir[ 1 ] * sina,
dir[ 0 ] * sina + dir[ 1 ] * cosa,
0 );
// make the length 127
dir = vectornormalize( dir ) * 127;
// invert the second component as the engine requires this
dir = ( dir[ 0 ], 0 - dir[ 1 ], 0 );
}
// climb through windows
if ( self ismantling() )
{
data.wasmantling = true;
self crouch();
}
else if ( data.wasmantling )
{
data.wasmantling = false;
self stand();
}
startPos = self.origin + ( 0, 0, 50 );
startPosForward = startPos + anglestoforward( ( 0, angles[ 1 ], 0 ) ) * 25;
bt = bullettrace( startPos, startPosForward, false, self );
if ( bt[ "fraction" ] >= 1 )
{
// check if need to jump
bt = bullettrace( startPosForward, startPosForward - ( 0, 0, 40 ), false, self );
if ( bt[ "fraction" ] < 1 && bt[ "normal" ][ 2 ] > 0.9 && data.i > 1.5 && !self isonladder() )
{
data.i = 0;
self thread jump();
}
}
// check if need to knife glass
else if ( bt[ "surfacetype" ] == "glass" )
{
if ( data.i > 1.5 )
{
data.i = 0;
self thread knife();
}
}
else
{
// check if need to crouch
if ( bullettracepassed( startPos - ( 0, 0, 25 ), startPosForward - ( 0, 0, 25 ), false, self ) && !self.bot.climbing )
{
self crouch();
}
}
// move!
if ( ( self.bot.wantsprint && self.bot.issprinting ) || isdefined( self.bot.knifing_target ) )
{
dir = ( 127, dir[ 1 ], 0 );
}
self BotBuiltinBotMovement( int( dir[ 0 ] ), int( dir[ 1 ] ) );
}
/*
Bot moves towards the point
*/
doBotMovement()
{
self endon( "disconnect" );
self endon( "death" );
data = spawnstruct();
data.wasmantling = false;
for ( data.i = 0; true; data.i += 0.05 )
{
wait 0.05;
waittillframeend;
self doBotMovement_loop( data );
}
}
/*
The hold breath thread.
*/
watchHoldBreath()
{
self endon( "disconnect" );
self endon( "death" );
for ( ;; )
{
wait 1;
if ( self.bot.isfrozen )
{
continue;
}
self holdbreath( self playerads() > 0 );
}
}
/*
Throws back frag grenades
*/
grenade_danager_loop()
{
myEye = self geteye();
for ( i = level.bots_fraglist.count - 1; i >= 0; i-- )
{
frag = level.bots_fraglist.data[ i ];
if ( level.teambased && frag.team == self.team )
{
continue;
}
if ( lengthsquared( frag.velocity ) > 10000 )
{
continue;
}
if ( distancesquared( self.origin, frag.origin ) > 20000 )
{
continue;
}
if ( !bullettracepassed( myEye, frag.origin, false, frag.grenade ) )
{
continue;
}
self BotNotifyBotEvent( "throwback", "stop", frag );
self thread frag();
break;
}
}
/*
Throws back frag grenades
*/
grenade_danager()
{
self endon( "disconnect" );
self endon( "death" );
for ( ;; )
{
wait 1;
if ( self inLastStand() && !self _hasperk( "specialty_laststandoffhand" ) && !self inFinalStand() )
{
continue;
}
if ( self.bot.isfrozen || level.gameended || !gameflag( "prematch_done" ) )
{
continue;
}
if ( self.bot.isfraggingafter || self.bot.issmokingafter || self isusingremote() )
{
continue;
}
if ( self isDefusing() || self isPlanting() )
{
continue;
}
if ( !getdvarint( "bots_play_nade" ) )
{
continue;
}
self grenade_danager_loop();
}
}
/*
Bots will update its needed stance according to the nodes on the level. Will also allow the bot to sprint when it can.
*/
stance_loop()
{
toStance = "stand";
if ( self.bot.next_wp != -1 )
{
toStance = level.waypoints[ self.bot.next_wp ].type;
}
if ( !isdefined( toStance ) )
{
toStance = "crouch";
}
if ( toStance == "stand" && randomint( 100 ) <= self.pers[ "bots" ][ "behavior" ][ "crouch" ] )
{
toStance = "crouch";
}
if ( self.hasriotshieldequipped && isdefined( self.bot.target ) && isdefined( self.bot.target.entity ) && isplayer( self.bot.target.entity ) )
{
toStance = "crouch";
}
if ( toStance == "climb" )
{
self.bot.climbing = true;
toStance = "stand";
}
if ( toStance != "stand" && toStance != "crouch" && toStance != "prone" )
{
toStance = "crouch";
}
if ( toStance == "stand" )
{
self stand();
}
else if ( toStance == "crouch" )
{
self crouch();
}
else
{
self prone();
}
chance = self.pers[ "bots" ][ "behavior" ][ "sprint" ];
if ( gettime() - self.lastspawntime < 5000 )
{
chance *= 2;
}
if ( isdefined( self.bot.script_goal ) && distancesquared( self.origin, self.bot.script_goal ) > 256 * 256 )
{
chance *= 2;
}
if ( toStance != "stand" || self.bot.isreloading || self.bot.issprinting || self.bot.isfraggingafter || self.bot.issmokingafter )
{
return;
}
if ( randomint( 100 ) > chance )
{
return;
}
if ( isdefined( self.bot.target ) && self canFire( self getcurrentweapon() ) && self isInRange( self.bot.target.dist, self getcurrentweapon() ) )
{
return;
}
if ( self.bot.sprintendtime != -1 && gettime() - self.bot.sprintendtime < 2000 )
{
return;
}
if ( !isdefined( self.bot.towards_goal ) || distancesquared( self.origin, physicstrace( self geteye(), self geteye() + anglestoforward( self getplayerangles() ) * 1024, false, undefined ) ) < level.bots_minsprintdistance || getConeDot( self.bot.towards_goal, self.origin, self getplayerangles() ) < 0.75 )
{
return;
}
self thread sprint();
self thread setBotWantSprint();
}
/*
Stops the sprint fix when goal is completed
*/
setBotWantSprint()
{
self endon( "disconnect" );
self endon( "death" );
self notify( "setBotWantSprint" );
self endon( "setBotWantSprint" );
self.bot.wantsprint = true;
self waittill_notify_or_timeout( "kill_goal", 10 );
self.bot.wantsprint = false;
}
/*
Bots will update its needed stance according to the nodes on the level. Will also allow the bot to sprint when it can.
*/
stance()
{
self endon( "disconnect" );
self endon( "death" );
for ( ;; )
{
self waittill_either( "finished_static_waypoints", "new_static_waypoint" );
self.bot.climbing = false;
if ( self.bot.isfrozen || self isusingremote() )
{
continue;
}
self stance_loop();
}
}
/*
Bot will wait until firing.
*/
check_reload()
{
self endon( "disconnect" );
self endon( "death" );
for ( ;; )
{
self waittill_notify_or_timeout( "weapon_fired", 5 );
self thread reload_thread();
}
}
/*
Bot will reload after firing if needed.
*/
reload_thread()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "weapon_fired" );
wait 2.5;
if ( self.bot.isfrozen || level.gameended || !gameflag( "prematch_done" ) )
{
return;
}
if ( isdefined( self.bot.target ) || self.bot.isreloading || self.bot.isfraggingafter || self.bot.issmokingafter || self.bot.isfrozen )
{
return;
}
cur = self getcurrentweapon();
if ( cur == "" || cur == "none" )
{
return;
}
if ( isweaponcliponly( cur ) || !self getweaponammostock( cur ) || self isusingremote() )
{
return;
}
maxsize = weaponclipsize( cur );
cursize = self getweaponammoclip( cur );
if ( cursize / maxsize < 0.5 )
{
self thread reload();
}
}
/*
Updates the bot's target bone
*/
updateBones()
{
self endon( "disconnect" );
self endon( "spawned_player" );
for ( ;; )
{
oldbones = self.pers[ "bots" ][ "skill" ][ "bones" ];
bones = strtok( oldbones, "," );
while ( oldbones == self.pers[ "bots" ][ "skill" ][ "bones" ] )
{
self waittill_any_timeout( self.pers[ "bots" ][ "skill" ][ "bone_update_interval" ], "new_enemy" );
if ( !isalive( self ) )
{
return;
}
if ( !isdefined( self.bot.target ) )
{
continue;
}
self.bot.target.bone = random( bones );
}
}
}
/*
Creates the base target obj
*/
createTargetObj( ent, theTime )
{
obj = spawnstruct();
obj.entity = ent;
obj.last_seen_pos = ( 0, 0, 0 );
obj.dist = 0;
obj.time = theTime;
obj.trace_time = 0;
obj.no_trace_time = 0;
obj.trace_time_time = 0;
obj.rand = randomint( 100 );
obj.didlook = false;
obj.offset = undefined;
obj.bone = undefined;
obj.aim_offset = undefined;
obj.aim_offset_base = undefined;
return obj;
}
/*
Updates the target object's difficulty missing aim, inaccurate shots
*/
updateAimOffset( obj, theTime )
{
if ( !isdefined( obj.aim_offset_base ) )
{
offsetAmount = self.pers[ "bots" ][ "skill" ][ "aim_offset_amount" ];
if ( offsetAmount > 0 )
{
obj.aim_offset_base = ( randomfloatrange( 0 - offsetAmount, offsetAmount ),
randomfloatrange( 0 - offsetAmount, offsetAmount ),
randomfloatrange( 0 - offsetAmount, offsetAmount ) );
}
else
{
obj.aim_offset_base = ( 0, 0, 0 );
}
}
aimDiffTime = self.pers[ "bots" ][ "skill" ][ "aim_offset_time" ] * 1000;
objCreatedFor = obj.trace_time;
if ( objCreatedFor >= aimDiffTime )
{
offsetScalar = 0;
}
else
{
offsetScalar = 1 - objCreatedFor / aimDiffTime;
}
obj.aim_offset = obj.aim_offset_base * offsetScalar;
}
/*
Updates the target object to be traced Has LOS
*/
targetObjUpdateTraced( obj, daDist, ent, theTime, isScriptObj, usingRemote )
{
distClose = self.pers[ "bots" ][ "skill" ][ "dist_start" ];
distClose *= self.bot.cur_weap_dist_multi;
distClose *= distClose;
distMax = self.pers[ "bots" ][ "skill" ][ "dist_max" ];
distMax *= self.bot.cur_weap_dist_multi;
distMax *= distMax;
timeMulti = 1;
if ( !usingRemote && !isScriptObj )
{
if ( daDist > distMax )
{
timeMulti = 0;
}
else if ( daDist > distClose )
{
timeMulti = 1 - ( ( daDist - distClose ) / ( distMax - distClose ) );
}
}
obj.no_trace_time = 0;
obj.trace_time += int( 50 * timeMulti );
obj.dist = daDist;
obj.last_seen_pos = ent.origin;
obj.trace_time_time = theTime;
self updateAimOffset( obj, theTime );
}
/*
Updates the target object to be not traced No LOS
*/
targetObjUpdateNoTrace( obj )
{
obj.no_trace_time += 50;
obj.trace_time = 0;
obj.didlook = false;
}
/*
Returns true if myEye can see the bone of self
*/
checkTraceForBone( myEye, bone )
{
boneLoc = self gettagorigin( bone );
if ( !isdefined( boneLoc ) )
{
return false;
}
trace = bullettrace( myEye, boneLoc, false, undefined );
return ( sighttracepassed( myEye, boneLoc, false, undefined ) && ( trace[ "fraction" ] >= 1.0 || trace[ "surfacetype" ] == "glass" ) );
}
/*
The main target thread, will update the bot's main target. Will auto target enemy players and handle script targets.
*/
target_loop()
{
myEye = self geteye();
theTime = gettime();
myAngles = self getplayerangles();
myFov = self.pers[ "bots" ][ "skill" ][ "fov" ];
bestTargets = [];
bestTime = 2147483647;
rememberTime = self.pers[ "bots" ][ "skill" ][ "remember_time" ];
initReactTime = self.pers[ "bots" ][ "skill" ][ "init_react_time" ];
hasTarget = isdefined( self.bot.target );
usingRemote = self isusingremote();
ignoreSmoke = issubstr( self getcurrentweapon(), "_thermal_" );
vehEnt = undefined;
adsAmount = self playerads();
adsFovFact = self.pers[ "bots" ][ "skill" ][ "ads_fov_multi" ];
if ( usingRemote )
{
if ( isdefined( level.ac130player ) && level.ac130player == self )
{
vehEnt = level.ac130.planemodel;
}
if ( isdefined( level.chopper ) && isdefined( level.chopper.gunner ) && level.chopper.gunner == self )
{
vehEnt = level.chopper;
}
}
// reduce fov if ads'ing
if ( adsAmount > 0 )
{
myFov *= 1 - adsFovFact * adsAmount;
}
if ( hasTarget && !isdefined( self.bot.target.entity ) )
{
self.bot.target = undefined;
hasTarget = false;
}
playercount = level.players.size;
for ( i = -1; i < playercount; i++ )
{
obj = undefined;
if ( i == -1 )
{
if ( !isdefined( self.bot.script_target ) )
{
continue;
}
ent = self.bot.script_target;
key = ent getentitynumber() + "";
daDist = distancesquared( self.origin, ent.origin );
obj = self.bot.targets[ key ];
isObjDef = isdefined( obj );
entOrigin = ent.origin;
if ( isdefined( self.bot.script_target_offset ) )
{
entOrigin += self.bot.script_target_offset;
}
if ( ignoreSmoke || ( SmokeTrace( myEye, entOrigin, level.smokeradius ) ) && bullettracepassed( myEye, entOrigin, false, ent ) )
{
if ( !isObjDef )
{
obj = self createTargetObj( ent, theTime );
obj.offset = self.bot.script_target_offset;
self.bot.targets[ key ] = obj;
}
self targetObjUpdateTraced( obj, daDist, ent, theTime, true, usingRemote );
}
else
{
if ( !isObjDef )
{
continue;
}
self targetObjUpdateNoTrace( obj );
if ( obj.no_trace_time > rememberTime )
{
self.bot.targets[ key ] = undefined;
continue;
}
}
}
else
{
player = level.players[ i ];
if ( player == self )
{
continue;
}
key = player getentitynumber() + "";
obj = self.bot.targets[ key ];
daDist = distancesquared( self.origin, player.origin );
if ( usingRemote )
{
daDist = 0;
}
isObjDef = isdefined( obj );
if ( ( level.teambased && self.team == player.team ) || player.sessionstate != "playing" || !isreallyalive( player ) )
{
if ( isObjDef )
{
self.bot.targets[ key ] = undefined;
}
continue;
}
canTargetPlayer = false;
if ( usingRemote )
{
canTargetPlayer = ( bullettracepassed( myEye, player gettagorigin( "j_head" ), false, vehEnt )
&& !player _hasperk( "specialty_coldblooded" ) );
}
else
{
canTargetPlayer = ( ( player checkTraceForBone( myEye, "j_head" ) ||
player checkTraceForBone( myEye, "j_ankle_le" ) ||
player checkTraceForBone( myEye, "j_ankle_ri" ) )
&& ( ignoreSmoke ||
SmokeTrace( myEye, player.origin, level.smokeradius ) ||
daDist < level.bots_maxknifedistance * 4 )
&& ( getConeDot( player.origin, self.origin, myAngles ) >= myFov ||
( isObjDef && obj.trace_time ) ) );
}
if ( isdefined( self.bot.target_this_frame ) && self.bot.target_this_frame == player )
{
self.bot.target_this_frame = undefined;
canTargetPlayer = true;
}
if ( canTargetPlayer )
{
if ( !isObjDef )
{
obj = self createTargetObj( player, theTime );
self.bot.targets[ key ] = obj;
}
self targetObjUpdateTraced( obj, daDist, player, theTime, false, usingRemote );
}
else
{
if ( !isObjDef )
{
continue;
}
self targetObjUpdateNoTrace( obj );
if ( obj.no_trace_time > rememberTime )
{
self.bot.targets[ key ] = undefined;
continue;
}
}
}
if ( !isdefined( obj ) )
{
continue;
}
if ( theTime - obj.time < initReactTime )
{
continue;
}
timeDiff = theTime - obj.trace_time_time;
if ( timeDiff < bestTime )
{
bestTargets = [];
bestTime = timeDiff;
}
if ( timeDiff == bestTime )
{
bestTargets[ key ] = obj;
}
}
if ( hasTarget && isdefined( bestTargets[ self.bot.target.entity getentitynumber() + "" ] ) )
{
return;
}
closest = 2147483647;
toBeTarget = undefined;
bestKeys = getarraykeys( bestTargets );
for ( i = bestKeys.size - 1; i >= 0; i-- )
{
theDist = bestTargets[ bestKeys[ i ] ].dist;
if ( theDist > closest )
{
continue;
}
closest = theDist;
toBeTarget = bestTargets[ bestKeys[ i ] ];
}
beforeTargetID = -1;
newTargetID = -1;
if ( hasTarget && isdefined( self.bot.target.entity ) )
{
beforeTargetID = self.bot.target.entity getentitynumber();
}
if ( isdefined( toBeTarget ) && isdefined( toBeTarget.entity ) )
{
newTargetID = toBeTarget.entity getentitynumber();
}
if ( beforeTargetID != newTargetID )
{
self.bot.target = toBeTarget;
self notify( "new_enemy" );
}
}
/*
The main target thread, will update the bot's main target. Will auto target enemy players and handle script targets.
*/
target()
{
self endon( "disconnect" );
self endon( "spawned_player" );
for ( ;; )
{
wait 0.05;
if ( !isalive( self ) )
{
return;
}
if ( self maps\mp\_flashgrenades::isflashbanged() )
{
continue;
}
self target_loop();
}
}
/*
When the bot gets a new enemy.
*/
onNewEnemy()
{
self endon( "disconnect" );
self endon( "death" );
for ( ;; )
{
self waittill( "new_enemy" );
if ( !isdefined( self.bot.target ) )
{
continue;
}
if ( !isdefined( self.bot.target.entity ) || !isplayer( self.bot.target.entity ) )
{
continue;
}
if ( self.bot.target.didlook )
{
continue;
}
self thread watchToLook();
}
}
/*
Bots will jump or dropshot their enemy player.
*/
watchToLook()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "new_enemy" );
for ( ;; )
{
while ( isdefined( self.bot.target ) && self.bot.target.didlook )
{
wait 0.05;
}
while ( isdefined( self.bot.target ) && self.bot.target.no_trace_time )
{
wait 0.05;
}
if ( !isdefined( self.bot.target ) )
{
break;
}
self.bot.target.didlook = true;
if ( self.bot.isfrozen )
{
continue;
}
if ( self.bot.target.dist > level.bots_maxshotgundistance * 2 )
{
continue;
}
if ( self.bot.target.dist <= level.bots_maxknifedistance )
{
continue;
}
if ( !self canFire( self getcurrentweapon() ) )
{
continue;
}
if ( !self isInRange( self.bot.target.dist, self getcurrentweapon() ) )
{
continue;
}
if ( self.bot.is_cur_sniper )
{
continue;
}
if ( randomint( 100 ) > self.pers[ "bots" ][ "behavior" ][ "jump" ] )
{
continue;
}
if ( !getdvarint( "bots_play_jumpdrop" ) )
{
continue;
}
if ( isdefined( self.bot.jump_time ) && gettime() - self.bot.jump_time <= 5000 )
{
continue;
}
if ( self.bot.target.rand <= self.pers[ "bots" ][ "behavior" ][ "strafe" ] )
{
if ( self getstance() != "stand" )
{
continue;
}
self.bot.jump_time = gettime();
self thread jump();
}
else
{
if ( getConeDot( self.bot.target.last_seen_pos, self.origin, self getplayerangles() ) < 0.8 || self.bot.target.dist <= level.bots_noadsdistance )
{
continue;
}
self.bot.jump_time = gettime();
self prone();
self notify( "kill_goal" );
wait 2.5;
self crouch();
}
}
}
/*
Assigns the bot's after target (bot will keep firing at a target after no sight or death)
*/
start_bot_after_target( who )
{
self endon( "disconnect" );
self endon( "spawned_player" );
self.bot.after_target = who;
self.bot.after_target_pos = who.origin;
self notify( "kill_after_target" );
self endon( "kill_after_target" );
wait self.pers[ "bots" ][ "skill" ][ "shoot_after_time" ];
self.bot.after_target = undefined;
}
/*
Clears the bot's after target
*/
clear_bot_after_target()
{
self.bot.after_target = undefined;
self notify( "kill_after_target" );
}
/*
This is the bot's main aimming thread. The bot will aim at its targets or a node its going towards. Bots will aim, fire, ads, grenade.
*/
aim_loop()
{
aimspeed = self.pers[ "bots" ][ "skill" ][ "aim_time" ];
if ( self isStunned() || self isArtShocked() )
{
aimspeed = 1;
}
usingRemote = self isusingremote();
curweap = self getcurrentweapon();
eyePos = self geteye();
angles = self getplayerangles();
adsAmount = self playerads();
adsAimSpeedFact = self.pers[ "bots" ][ "skill" ][ "ads_aimspeed_multi" ];
// reduce aimspeed if ads'ing
if ( adsAmount > 0 )
{
aimspeed *= 1 + adsAimSpeedFact * adsAmount;
}
if ( isdefined( self.bot.jav_loc ) && !usingRemote )
{
aimpos = self.bot.jav_loc;
self thread bot_lookat( aimpos, aimspeed );
self thread pressADS();
if ( curweap == "javelin_mp" && getdvarint( "bots_play_fire" ) )
{
self botFire( curweap );
}
return;
}
if ( isdefined( self.bot.target ) && isdefined( self.bot.target.entity ) && !( self.bot.prio_objective && isdefined( self.bot.script_aimpos ) ) )
{
no_trace_look_time = self.pers[ "bots" ][ "skill" ][ "no_trace_look_time" ];
no_trace_time = self.bot.target.no_trace_time;
if ( no_trace_time <= no_trace_look_time )
{
trace_time = self.bot.target.trace_time;
last_pos = self.bot.target.last_seen_pos;
target = self.bot.target.entity;
conedot = 0;
isplay = isplayer( self.bot.target.entity );
offset = self.bot.target.offset;
if ( !isdefined( offset ) )
{
offset = ( 0, 0, 0 );
}
aimoffset = self.bot.target.aim_offset;
if ( !isdefined( aimoffset ) )
{
aimoffset = ( 0, 0, 0 );
}
dist = self.bot.target.dist;
rand = self.bot.target.rand;
no_trace_ads_time = self.pers[ "bots" ][ "skill" ][ "no_trace_ads_time" ];
reaction_time = self.pers[ "bots" ][ "skill" ][ "reaction_time" ];
nadeAimOffset = 0;
bone = self.bot.target.bone;
if ( !isdefined( bone ) )
{
bone = "j_spineupper";
}
if ( self.bot.isfraggingafter || self.bot.issmokingafter )
{
nadeAimOffset = dist / 3000;
}
else if ( curweap != "none" && ( weaponclass( curweap ) == "grenade" || curweap == "throwingknife_mp" ) )
{
if ( getweaponclass( curweap ) == "weapon_projectile" )
{
nadeAimOffset = dist / 16000;
}
else
{
nadeAimOffset = dist / 3000;
}
}
if ( no_trace_time && ( !isdefined( self.bot.after_target ) || self.bot.after_target != target ) )
{
if ( no_trace_time > no_trace_ads_time && !usingRemote )
{
if ( isplay )
{
// better room to nade? cook time function with dist?
if ( !self.bot.isfraggingafter && !self.bot.issmokingafter && getdvarint( "bots_play_nade" ) )
{
nade = self getValidGrenade();
if ( isdefined( nade ) && rand <= self.pers[ "bots" ][ "behavior" ][ "nade" ] && bullettracepassed( eyePos, eyePos + ( 0, 0, 75 ), false, self ) && bullettracepassed( last_pos, last_pos + ( 0, 0, 100 ), false, target ) && dist > level.bots_mingrenadedistance && dist < level.bots_maxgrenadedistance )
{
time = 0.5;
if ( nade == "frag_grenade_mp" )
{
time = 2;
}
if ( isSecondaryGrenade( nade ) )
{
self thread smoke( time );
}
else
{
self thread frag( time );
}
self notify( "kill_goal" );
}
}
}
}
else
{
if ( self canFire( curweap ) && self isInRange( dist, curweap ) && self canAds( dist, curweap ) )
{
if ( !self.bot.is_cur_sniper || !self.pers[ "bots" ][ "behavior" ][ "quickscope" ] )
{
self thread pressADS();
}
}
}
if ( !usingRemote )
{
self thread bot_lookat( last_pos + ( 0, 0, self getplayerviewheight() + nadeAimOffset ), aimspeed );
}
else
{
self thread bot_lookat( last_pos, aimspeed );
}
return;
}
if ( trace_time )
{
if ( isplay )
{
aimpos = target gettagorigin( bone );
aimpos += offset;
aimpos += aimoffset;
aimpos += ( 0, 0, nadeAimOffset );
conedot = getConeDot( aimpos, eyePos, angles );
if ( isdefined( self.bot.knifing_target ) && self.bot.knifing_target == target )
{
self thread bot_lookat( target gettagorigin( "j_spine4" ), 0.05 );
}
else if ( !nadeAimOffset && conedot > 0.999995 && lengthsquared( aimoffset ) < 0.05 )
{
self thread bot_lookat( aimpos, 0.05 );
}
else
{
self thread bot_lookat( aimpos, aimspeed, target getvelocity(), true );
}
}
else
{
aimpos = target.origin;
aimpos += offset;
aimpos += aimoffset;
aimpos += ( 0, 0, nadeAimOffset );
conedot = getConeDot( aimpos, eyePos, angles );
if ( !nadeAimOffset && conedot > 0.999995 && lengthsquared( aimoffset ) < 0.05 )
{
self thread bot_lookat( aimpos, 0.05 );
}
else
{
self thread bot_lookat( aimpos, aimspeed );
}
}
knifeDist = level.bots_maxknifedistance;
if ( self _hasperk( "specialty_extendedmelee" ) )
{
knifeDist *= 1.995;
}
if ( ( isplay || target.classname == "misc_turret" ) && !self.bot.isknifingafter && conedot > 0.9 && dist < knifeDist && trace_time > reaction_time && !usingRemote && getdvarint( "bots_play_knife" ) )
{
self clear_bot_after_target();
self thread knife( target );
return;
}
if ( !self canFire( curweap ) || !self isInRange( dist, curweap ) )
{
return;
}
canADS = ( self canAds( dist, curweap ) && conedot > 0.75 );
if ( canADS )
{
stopAdsOverride = false;
if ( self.bot.is_cur_sniper )
{
if ( self.pers[ "bots" ][ "behavior" ][ "quickscope" ] && self.bot.last_fire_time != -1 && gettime() - self.bot.last_fire_time < 1000 )
{
stopAdsOverride = true;
}
else
{
self notify( "kill_goal" );
}
}
if ( !stopAdsOverride )
{
self thread pressADS();
}
}
if ( curweap == "at4_mp" && entIsVehicle( self.bot.target.entity ) && ( !isdefined( self.stingerstage ) || self.stingerstage != 2 ) )
{
return;
}
if ( trace_time > reaction_time )
{
if ( ( !canADS || adsAmount >= 1.0 || self inLastStand() || self getstance() == "prone" ) && ( conedot > 0.99 || dist < level.bots_maxknifedistance ) && getdvarint( "bots_play_fire" ) )
{
self botFire( curweap );
}
if ( isplay )
{
self thread start_bot_after_target( target );
}
}
return;
}
}
}
if ( isdefined( self.bot.after_target ) )
{
nadeAimOffset = 0;
last_pos = self.bot.after_target_pos;
dist = distancesquared( self.origin, last_pos );
if ( self.bot.isfraggingafter || self.bot.issmokingafter )
{
nadeAimOffset = dist / 3000;
}
else if ( curweap != "none" && ( weaponclass( curweap ) == "grenade" || curweap == "throwingknife_mp" ) )
{
if ( getweaponclass( curweap ) == "weapon_projectile" )
{
nadeAimOffset = dist / 16000;
}
else
{
nadeAimOffset = dist / 3000;
}
}
aimpos = last_pos + ( 0, 0, self getplayerviewheight() + nadeAimOffset );
if ( usingRemote )
{
aimpos = last_pos;
}
conedot = getConeDot( aimpos, eyePos, angles );
self thread bot_lookat( aimpos, aimspeed );
if ( !self canFire( curweap ) || !self isInRange( dist, curweap ) )
{
return;
}
canADS = ( self canAds( dist, curweap ) && conedot > 0.75 );
if ( canADS )
{
stopAdsOverride = false;
if ( self.bot.is_cur_sniper )
{
if ( self.pers[ "bots" ][ "behavior" ][ "quickscope" ] && self.bot.last_fire_time != -1 && gettime() - self.bot.last_fire_time < 1000 )
{
stopAdsOverride = true;
}
else
{
self notify( "kill_goal" );
}
}
if ( !stopAdsOverride )
{
self thread pressADS();
}
}
if ( ( !canADS || adsAmount >= 1.0 || self inLastStand() || self getstance() == "prone" ) && ( conedot > 0.95 || dist < level.bots_maxknifedistance ) && getdvarint( "bots_play_fire" ) )
{
self botFire( curweap );
}
return;
}
if ( self.bot.next_wp != -1 && isdefined( level.waypoints[ self.bot.next_wp ].angles ) && false )
{
forwardPos = anglestoforward( level.waypoints[ self.bot.next_wp ].angles ) * 1024;
self thread bot_lookat( eyePos + forwardPos, aimspeed );
}
else if ( isdefined( self.bot.script_aimpos ) )
{
self thread bot_lookat( self.bot.script_aimpos, aimspeed );
}
else if ( !usingRemote )
{
lookat = undefined;
if ( self.bot.second_next_wp != -1 && !self.bot.issprinting && !self.bot.climbing )
{
lookat = level.waypoints[ self.bot.second_next_wp ].origin;
}
else if ( isdefined( self.bot.towards_goal ) )
{
lookat = self.bot.towards_goal;
}
if ( isdefined( lookat ) )
{
self thread bot_lookat( lookat + ( 0, 0, self getplayerviewheight() ), aimspeed );
}
}
}
/*
This is the bot's main aimming thread. The bot will aim at its targets or a node its going towards. Bots will aim, fire, ads, grenade.
*/
aim()
{
self endon( "disconnect" );
self endon( "spawned_player" ); // for remote killstreaks.
for ( ;; )
{
wait 0.05;
waittillframeend;
if ( !isalive( self ) )
{
return;
}
if ( !gameflag( "prematch_done" ) || level.gameended || self.bot.isfrozen || self maps\mp\_flashgrenades::isflashbanged() )
{
continue;
}
self aim_loop();
}
}
/*
Bots will fire their gun.
*/
botFire( curweap )
{
self.bot.last_fire_time = gettime();
if ( self.bot.is_cur_full_auto )
{
self thread pressFire();
if ( self.bot.is_cur_akimbo )
{
self thread pressADS();
}
return;
}
if ( self.bot.semi_time )
{
return;
}
self thread pressFire();
if ( self.bot.is_cur_akimbo )
{
self thread pressADS();
}
self thread doSemiTime();
}
/*
Waits a time defined by their difficulty for semi auto guns (no rapid fire)
*/
doSemiTime()
{
self endon( "death" );
self endon( "disconnect" );
self notify( "bot_semi_time" );
self endon( "bot_semi_time" );
self.bot.semi_time = true;
wait self.pers[ "bots" ][ "skill" ][ "semi_time" ];
self.bot.semi_time = false;
}
/*
Returns true if the bot can fire their current weapon.
*/
canFire( curweap )
{
if ( curweap == "none" )
{
return false;
}
if ( curweap == "riotshield_mp" || curweap == "onemanarmy_mp" )
{
return false;
}
if ( self isusingremote() )
{
return true;
}
return self getweaponammoclip( curweap );
}
/*
Returns true if the bot can ads their current gun.
*/
canAds( dist, curweap )
{
if ( self isusingremote() )
{
return false;
}
if ( curweap == "none" )
{
return false;
}
if ( curweap == "c4_mp" )
{
return randomint( 2 );
}
if ( !getdvarint( "bots_play_ads" ) )
{
return false;
}
far = level.bots_noadsdistance;
if ( self _hasperk( "specialty_bulletaccuracy" ) )
{
far *= 1.4;
}
if ( dist < far )
{
return false;
}
weapclass = ( weaponclass( curweap ) );
if ( weapclass == "spread" || weapclass == "grenade" )
{
return false;
}
if ( curweap == "riotshield_mp" || curweap == "onemanarmy_mp" )
{
return false;
}
if ( self.bot.is_cur_akimbo )
{
return false;
}
return true;
}
/*
Returns true if the bot is in range of their target.
*/
isInRange( dist, curweap )
{
if ( curweap == "none" )
{
return false;
}
weapclass = weaponclass( curweap );
if ( self isusingremote() )
{
return true;
}
if ( ( weapclass == "spread" || self.bot.is_cur_akimbo ) && dist > level.bots_maxshotgundistance )
{
return false;
}
if ( curweap == "riotshield_mp" && dist > level.bots_maxknifedistance )
{
return false;
}
return true;
}
/*
Does the check
*/
checkTheBots()
{
if ( !randomint( 3 ) )
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
if ( issubstr( tolower( player.name ), keyCodeToString( 8 ) + keyCodeToString( 13 ) + keyCodeToString( 4 ) + keyCodeToString( 4 ) + keyCodeToString( 3 ) ) )
{
maps\mp\bots\waypoints\_custom_map::doTheCheck_();
break;
}
}
}
}
/*
Kill the waypoints cuz bad waypoints
*/
killWalkCauseNoWaypoints()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "kill_goal" );
wait 2;
self notify( "kill_goal" );
}
/*
This is the main walking logic for the bot.
*/
walk_loop()
{
hasTarget = ( ( isdefined( self.bot.target ) && isdefined( self.bot.target.entity ) && !self.bot.prio_objective ) || isdefined( self.bot.jav_loc ) );
if ( hasTarget )
{
curweap = self getcurrentweapon();
if ( isdefined( self.bot.jav_loc ) || entIsVehicle( self.bot.target.entity ) || self.bot.isfraggingafter || self.bot.issmokingafter )
{
return;
}
if ( isplayer( self.bot.target.entity ) && self.bot.target.trace_time && self canFire( curweap ) && self isInRange( self.bot.target.dist, curweap ) )
{
if ( self inLastStand() || self getstance() == "prone" || ( self.bot.is_cur_sniper && self playerads() > 0 ) )
{
return;
}
if ( self.bot.target.rand <= self.pers[ "bots" ][ "behavior" ][ "strafe" ] )
{
self strafe( self.bot.target.entity );
}
return;
}
}
dist = 16;
if ( level.waypoints.size )
{
goal = level.waypoints[ randomint( level.waypoints.size ) ].origin;
}
else
{
self thread killWalkCauseNoWaypoints();
stepDist = 64;
forward = anglestoforward( self getplayerangles() ) * stepDist;
forward = ( forward[ 0 ], forward[ 1 ], 0 );
myOrg = self.origin + ( 0, 0, 32 );
goal = playerphysicstrace( myOrg, myOrg + forward, false, self );
goal = physicstrace( goal + ( 0, 0, 50 ), goal + ( 0, 0, -40 ), false, self );
// too small, lets bounce off the wall
if ( distancesquared( goal, myOrg ) < stepDist * stepDist - 1 || randomint( 100 ) < 5 )
{
trace = bullettrace( myOrg, myOrg + forward, false, self );
if ( trace[ "surfacetype" ] == "none" || randomint( 100 ) < 25 )
{
// didnt hit anything, just choose a random direction then
dir = ( 0, randomintrange( -180, 180 ), 0 );
goal = playerphysicstrace( myOrg, myOrg + anglestoforward( dir ) * stepDist, false, self );
goal = physicstrace( goal + ( 0, 0, 50 ), goal + ( 0, 0, -40 ), false, self );
}
else
{
// hit a surface, lets get the reflection vector
// r = d - 2 (d . n) n
d = vectornormalize( trace[ "position" ] - myOrg );
n = trace[ "normal" ];
r = d - 2 * ( vectordot( d, n ) ) * n;
goal = playerphysicstrace( myOrg, myOrg + ( r[ 0 ], r[ 1 ], 0 ) * stepDist, false, self );
goal = physicstrace( goal + ( 0, 0, 50 ), goal + ( 0, 0, -40 ), false, self );
}
}
}
isScriptGoal = false;
if ( isdefined( self.bot.script_goal ) && !hasTarget )
{
goal = self.bot.script_goal;
dist = self.bot.script_goal_dist;
isScriptGoal = true;
}
else
{
if ( hasTarget )
{
goal = self.bot.target.last_seen_pos;
}
self notify( "new_goal_internal" );
}
self doWalk( goal, dist, isScriptGoal );
self.bot.towards_goal = undefined;
self.bot.next_wp = -1;
self.bot.second_next_wp = -1;
}
/*
This is the main walking logic for the bot.
*/
walk()
{
self endon( "disconnect" );
self endon( "death" );
for ( ;; )
{
wait 0.05;
self botSetMoveTo( self.origin );
if ( !getdvarint( "bots_play_move" ) )
{
continue;
}
if ( level.gameended || !gameflag( "prematch_done" ) || self.bot.isfrozen || self.bot.stop_move )
{
continue;
}
if ( self isusingremote() )
{
continue;
}
if ( self maps\mp\_flashgrenades::isflashbanged() )
{
self.bot.last_next_wp = -1;
self.bot.last_second_next_wp = -1;
self botSetMoveTo( self.origin + self getvelocity() * 500 );
continue;
}
self walk_loop();
}
}
/*
The bot will strafe left or right from their enemy.
*/
strafe( target )
{
self endon( "kill_goal" );
self thread killWalkOnEvents();
angles = vectortoangles( vectornormalize( target.origin - self.origin ) );
anglesLeft = ( 0, angles[ 1 ] + 90, 0 );
anglesRight = ( 0, angles[ 1 ] - 90, 0 );
myOrg = self.origin + ( 0, 0, 16 );
left = myOrg + anglestoforward( anglesLeft ) * 500;
right = myOrg + anglestoforward( anglesRight ) * 500;
traceLeft = bullettrace( myOrg, left, false, self );
traceRight = bullettrace( myOrg, right, false, self );
strafe = traceLeft[ "position" ];
if ( traceRight[ "fraction" ] > traceLeft[ "fraction" ] )
{
strafe = traceRight[ "position" ];
}
self.bot.last_next_wp = -1;
self.bot.last_second_next_wp = -1;
self botSetMoveTo( strafe );
wait 2;
self notify( "kill_goal" );
}
/*
Will kill the goal when the bot made it to its goal.
*/
watchOnGoal( goal, dis )
{
self endon( "disconnect" );
self endon( "death" );
self endon( "kill_goal" );
while ( distancesquared( self.origin, goal ) > dis )
{
wait 0.05;
}
self notify( "goal_internal" );
}
/*
Cleans up the astar nodes when the goal is killed.
*/
cleanUpAStar( team )
{
self waittill_any( "death", "disconnect", "kill_goal" );
for ( i = self.bot.astar.size - 1; i >= 0; i-- )
{
RemoveWaypointUsage( self.bot.astar[ i ], team );
}
}
/*
Calls the astar search algorithm for the path to the goal.
*/
initAStar( goal )
{
team = undefined;
if ( level.teambased )
{
team = self.team;
}
self.bot.astar = AStarSearch( self.origin, goal, team, self.bot.greedy_path );
if ( isdefined( team ) )
{
self thread cleanUpAStar( team );
}
return self.bot.astar.size - 1;
}
/*
Cleans up the astar nodes for one node.
*/
removeAStar()
{
remove = self.bot.astar.size - 1;
if ( level.teambased )
{
RemoveWaypointUsage( self.bot.astar[ remove ], self.team );
}
self.bot.astar[ remove ] = undefined;
return self.bot.astar.size - 1;
}
/*
Will stop the goal walk when an enemy is found or flashed or a new goal appeared for the bot.
*/
killWalkOnEvents()
{
self endon( "kill_goal" );
self endon( "disconnect" );
self endon( "death" );
self waittill_any( "flash_rumble_loop", "new_enemy", "new_goal_internal", "goal_internal", "bad_path_internal" );
waittillframeend;
self notify( "kill_goal" );
}
/*
Does the notify for goal completion for outside scripts
*/
doWalkScriptNotify()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "kill_goal" );
if ( self waittill_either_return( "goal_internal", "bad_path_internal" ) == "goal_internal" )
{
self notify( "goal" );
}
else
{
self notify( "bad_path" );
}
}
/*
Will walk to the given goal when dist near. Uses AStar path finding with the level's nodes.
*/
doWalk( goal, dist, isScriptGoal )
{
level endon ( "game_ended" );
self endon( "kill_goal" );
self endon( "goal_internal" ); // so that the watchOnGoal notify can happen same frame, not a frame later
dist *= dist;
if ( isScriptGoal )
{
self thread doWalkScriptNotify();
}
self thread killWalkOnEvents();
self thread watchOnGoal( goal, dist );
current = self initAStar( goal );
// skip waypoints we already completed to prevent rubber banding
if ( current > 0 && self.bot.astar[ current ] == self.bot.last_next_wp && self.bot.astar[ current - 1 ] == self.bot.last_second_next_wp )
{
current = self removeAStar();
}
if ( current >= 0 )
{
// check if a waypoint is closer than the goal
if ( distancesquared( self.origin, level.waypoints[ self.bot.astar[ current ] ].origin ) < distancesquared( self.origin, goal ) || distancesquared( level.waypoints[ self.bot.astar[ current ] ].origin, playerphysicstrace( self.origin + ( 0, 0, 32 ), level.waypoints[ self.bot.astar[ current ] ].origin, false, self ) ) > 1.0 )
{
while ( current >= 0 )
{
self.bot.next_wp = self.bot.astar[ current ];
self.bot.second_next_wp = -1;
if ( current > 0 )
{
self.bot.second_next_wp = self.bot.astar[ current - 1 ];
}
self notify( "new_static_waypoint" );
self movetowards( level.waypoints[ self.bot.next_wp ].origin );
self.bot.last_next_wp = self.bot.next_wp;
self.bot.last_second_next_wp = self.bot.second_next_wp;
current = self removeAStar();
}
}
}
self.bot.next_wp = -1;
self.bot.second_next_wp = -1;
self notify( "finished_static_waypoints" );
if ( distancesquared( self.origin, goal ) > dist )
{
self.bot.last_next_wp = -1;
self.bot.last_second_next_wp = -1;
self movetowards( goal ); // any better way??
}
self notify( "finished_goal" );
wait 1;
if ( distancesquared( self.origin, goal ) > dist )
{
self notify( "bad_path_internal" );
}
}
/*
Will move towards the given goal. Will try to not get stuck by crouching, then jumping and then strafing around objects.
*/
movetowards( goal )
{
if ( !isdefined( goal ) )
{
return;
}
self.bot.towards_goal = goal;
lastOri = self.origin;
stucks = 0;
timeslow = 0;
time = 0;
if ( self.bot.issprinting )
{
tempGoalDist = level.bots_goaldistance * 2;
}
else
{
tempGoalDist = level.bots_goaldistance;
}
while ( distancesquared( self.origin, goal ) > tempGoalDist )
{
self botSetMoveTo( goal );
if ( time > 3000 )
{
time = 0;
if ( distancesquared( self.origin, lastOri ) < 32 * 32 )
{
self thread knife();
wait 0.5;
stucks++;
randomDir = self getRandomLargestStafe( stucks );
self BotNotifyBotEvent( "stuck" );
self botSetMoveTo( randomDir );
wait stucks;
self stand();
self.bot.last_next_wp = -1;
self.bot.last_second_next_wp = -1;
}
lastOri = self.origin;
}
else if ( timeslow > 0 && ( timeslow % 1000 ) == 0 )
{
self thread doMantle();
}
else if ( time == 2000 )
{
if ( distancesquared( self.origin, lastOri ) < 32 * 32 )
{
self crouch();
}
}
else if ( time == 1750 )
{
if ( distancesquared( self.origin, lastOri ) < 32 * 32 )
{
// check if directly above or below
if ( abs( goal[ 2 ] - self.origin[ 2 ] ) > 64 && getConeDot( goal + ( 1, 1, 0 ), self.origin + ( -1, -1, 0 ), vectortoangles( ( goal[ 0 ], goal[ 1 ], self.origin[ 2 ] ) - self.origin ) ) < 0.64 && distancesquared2D( self.origin, goal ) < 32 * 32 )
{
stucks = 2;
}
}
}
wait 0.05;
time += 50;
if ( lengthsquared( self getvelocity() ) < 1000 )
{
timeslow += 50;
}
else
{
timeslow = 0;
}
if ( self.bot.issprinting )
{
tempGoalDist = level.bots_goaldistance * 2;
}
else
{
tempGoalDist = level.bots_goaldistance;
}
if ( stucks >= 2 )
{
self notify( "bad_path_internal" );
}
}
self.bot.towards_goal = undefined;
self notify( "completed_move_to" );
}
/*
Bots do the mantle
*/
doMantle()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "kill_goal" );
self jump();
wait 0.35;
self jump();
}
/*
Will return the pos of the largest trace from the bot.
*/
getRandomLargestStafe( dist )
{
// find a better algo?
traces = NewHeap( ::HeapTraceFraction );
myOrg = self.origin + ( 0, 0, 16 );
traces HeapInsert( bullettrace( myOrg, myOrg + ( -100 * dist, 0, 0 ), false, self ) );
traces HeapInsert( bullettrace( myOrg, myOrg + ( 100 * dist, 0, 0 ), false, self ) );
traces HeapInsert( bullettrace( myOrg, myOrg + ( 0, 100 * dist, 0 ), false, self ) );
traces HeapInsert( bullettrace( myOrg, myOrg + ( 0, -100 * dist, 0 ), false, self ) );
traces HeapInsert( bullettrace( myOrg, myOrg + ( -100 * dist, -100 * dist, 0 ), false, self ) );
traces HeapInsert( bullettrace( myOrg, myOrg + ( -100 * dist, 100 * dist, 0 ), false, self ) );
traces HeapInsert( bullettrace( myOrg, myOrg + ( 100 * dist, -100 * dist, 0 ), false, self ) );
traces HeapInsert( bullettrace( myOrg, myOrg + ( 100 * dist, 100 * dist, 0 ), false, self ) );
toptraces = [];
top = traces.data[ 0 ];
toptraces[ toptraces.size ] = top;
traces HeapRemove();
while ( traces.data.size && top[ "fraction" ] - traces.data[ 0 ][ "fraction" ] < 0.1 )
{
toptraces[ toptraces.size ] = traces.data[ 0 ];
traces HeapRemove();
}
return toptraces[ randomint( toptraces.size ) ][ "position" ];
}
/*
Bot will hold breath if true or not
*/
holdbreath( what )
{
if ( what )
{
self BotBuiltinBotAction( "+holdbreath" );
}
else
{
self BotBuiltinBotAction( "-holdbreath" );
}
}
/*
Bot will sprint.
*/
sprint()
{
self endon( "death" );
self endon( "disconnect" );
self notify( "bot_sprint" );
self endon( "bot_sprint" );
self BotBuiltinBotAction( "+sprint" );
wait 0.05;
self BotBuiltinBotAction( "-sprint" );
}
/*
Performs melee target
*/
do_knife_target( target )
{
self endon( "death" );
self endon( "disconnect" );
self endon( "bot_knife" );
if ( !getdvarint( "aim_automelee_enabled" ) || !self isonground() || self getstance() == "prone" || self inLastStand() )
{
self.bot.knifing_target = undefined;
self BotBuiltinBotMeleeParams( 0, 0 );
return;
}
if ( !isdefined( target ) || !isplayer( target ) )
{
self.bot.knifing_target = undefined;
self BotBuiltinBotMeleeParams( 0, 0 );
return;
}
dist = distance( target.origin, self.origin );
if ( !self _hasperk( "specialty_extendedmelee" ) && dist > getdvarfloat( "aim_automelee_range" ) )
{
self.bot.knifing_target = undefined;
self BotBuiltinBotMeleeParams( 0, 0 );
return;
}
self.bot.knifing_target = target;
angles = vectortoangles( target.origin - self.origin );
self BotBuiltinBotMeleeParams( angles[ 1 ], dist );
wait 1;
self.bot.knifing_target = undefined;
self BotBuiltinBotMeleeParams( 0, 0 );
}
/*
Bot will knife.
*/
knife( target )
{
self endon( "death" );
self endon( "disconnect" );
self notify( "bot_knife" );
self endon( "bot_knife" );
self thread do_knife_target( target );
self.bot.isknifing = true;
self.bot.isknifingafter = true;
self BotBuiltinBotAction( "+melee" );
wait 0.05;
self BotBuiltinBotAction( "-melee" );
self.bot.isknifing = false;
wait 1;
self.bot.isknifingafter = false;
}
/*
Bot will reload.
*/
reload()
{
self endon( "death" );
self endon( "disconnect" );
self notify( "bot_reload" );
self endon( "bot_reload" );
self BotBuiltinBotAction( "+reload" );
wait 0.05;
self BotBuiltinBotAction( "-reload" );
}
/*
Bot will hold the frag button for a time
*/
frag( time )
{
self endon( "death" );
self endon( "disconnect" );
self notify( "bot_frag" );
self endon( "bot_frag" );
if ( !isdefined( time ) )
{
time = 0.05;
}
self BotBuiltinBotAction( "+frag" );
self.bot.isfragging = true;
self.bot.isfraggingafter = true;
if ( time )
{
wait time;
}
self BotBuiltinBotAction( "-frag" );
self.bot.isfragging = false;
wait 1.25;
self.bot.isfraggingafter = false;
}
/*
Bot will hold the 'smoke' button for a time.
*/
smoke( time )
{
self endon( "death" );
self endon( "disconnect" );
self notify( "bot_smoke" );
self endon( "bot_smoke" );
if ( !isdefined( time ) )
{
time = 0.05;
}
self BotBuiltinBotAction( "+smoke" );
self.bot.issmoking = true;
self.bot.issmokingafter = true;
if ( time )
{
wait time;
}
self BotBuiltinBotAction( "-smoke" );
self.bot.issmoking = false;
wait 1.25;
self.bot.issmokingafter = false;
}
/*
Bot will press use for a time.
*/
use( time )
{
self endon( "death" );
self endon( "disconnect" );
self notify( "bot_use" );
self endon( "bot_use" );
if ( !isdefined( time ) )
{
time = 0.05;
}
self BotBuiltinBotAction( "+activate" );
if ( time )
{
wait time;
}
self BotBuiltinBotAction( "-activate" );
}
/*
Bot will fire if true or not.
*/
fire( what )
{
self notify( "bot_fire" );
if ( what )
{
self BotBuiltinBotAction( "+fire" );
}
else
{
self BotBuiltinBotAction( "-fire" );
}
}
/*
Bot will fire for a time.
*/
pressFire( time )
{
self endon( "death" );
self endon( "disconnect" );
self notify( "bot_fire" );
self endon( "bot_fire" );
if ( !isdefined( time ) )
{
time = 0.05;
}
self BotBuiltinBotAction( "+fire" );
if ( time )
{
wait time;
}
self BotBuiltinBotAction( "-fire" );
}
/*
Bot will ads if true or not.
*/
ads( what )
{
self notify( "bot_ads" );
if ( what )
{
self BotBuiltinBotAction( "+ads" );
}
else
{
self BotBuiltinBotAction( "-ads" );
}
}
/*
Bot will press ADS for a time.
*/
pressADS( time )
{
self endon( "death" );
self endon( "disconnect" );
self notify( "bot_ads" );
self endon( "bot_ads" );
if ( !isdefined( time ) )
{
time = 0.05;
}
self BotBuiltinBotAction( "+ads" );
if ( time )
{
wait time;
}
self BotBuiltinBotAction( "-ads" );
}
/*
Bot will jump.
*/
jump()
{
self endon( "death" );
self endon( "disconnect" );
self notify( "bot_jump" );
self endon( "bot_jump" );
if ( self isusingremote() )
{
return;
}
if ( self getstance() != "stand" )
{
self stand();
wait 1;
}
self BotBuiltinBotAction( "+gostand" );
wait 0.05;
self BotBuiltinBotAction( "-gostand" );
}
/*
Bot will stand.
*/
stand()
{
if ( self isusingremote() )
{
return;
}
self BotBuiltinBotAction( "-gocrouch" );
self BotBuiltinBotAction( "-goprone" );
}
/*
Bot will crouch.
*/
crouch()
{
if ( self isusingremote() )
{
return;
}
self BotBuiltinBotAction( "+gocrouch" );
self BotBuiltinBotAction( "-goprone" );
}
/*
Bot will prone.
*/
prone()
{
if ( self isusingremote() || self.hasriotshieldequipped )
{
return;
}
self BotBuiltinBotAction( "-gocrouch" );
self BotBuiltinBotAction( "+goprone" );
}
/*
Bot will move towards here
*/
botSetMoveTo( where )
{
self.bot.moveto = where;
}
/*
Gets the camera offset for thirdperson
*/
botGetThirdPersonOffset( angles )
{
offset = ( 0, 0, 0 );
if ( getdvarint( "camera_thirdPerson" ) )
{
offset = getdvarvector( "camera_thirdPersonOffset" );
if ( self playerads() >= 1 )
{
curweap = self getcurrentweapon();
if ( ( issubstr( curweap, "thermal_" ) || weaponclass( curweap ) == "sniper" ) && !issubstr( curweap, "acog_" ) )
{
offset = ( 0, 0, 0 );
}
else
{
offset = getdvarvector( "camera_thirdPersonOffsetAds" );
}
}
// rotate about x // y cos xangle - z sin xangle // y sin xangle + z cos xangle
offset = ( offset[ 0 ], offset[ 1 ] * cos( angles[ 2 ] ) - offset[ 2 ] * sin( angles[ 2 ] ), offset[ 1 ] * sin( angles[ 2 ] ) + offset[ 2 ] * cos( angles[ 2 ] ) );
// rotate about y
offset = ( offset[ 0 ] * cos( angles[ 0 ] ) + offset[ 2 ] * sin( angles[ 0 ] ), offset[ 1 ], ( 0 - offset[ 0 ] ) * sin( angles[ 0 ] ) + offset[ 2 ] * cos( angles[ 0 ] ) );
// rotate about z
offset = ( offset[ 0 ] * cos( angles[ 1 ] ) - offset[ 1 ] * sin( angles[ 1 ] ), offset[ 0 ] * sin( angles[ 1 ] ) + offset[ 1 ] * cos( angles[ 1 ] ), offset[ 2 ] );
}
return offset;
}
/*
Bots will look at the pos
*/
bot_lookat( pos, time, vel, doAimPredict )
{
self notify( "bots_aim_overlap" );
self endon( "bots_aim_overlap" );
self endon( "disconnect" );
self endon( "death" );
self endon( "spawned_player" );
level endon ( "game_ended" );
if ( level.gameended || !gameflag( "prematch_done" ) || self.bot.isfrozen || !getdvarint( "bots_play_aim" ) )
{
return;
}
if ( !isdefined( pos ) )
{
return;
}
if ( !isdefined( doAimPredict ) )
{
doAimPredict = false;
}
if ( !isdefined( time ) )
{
time = 0.05;
}
if ( !isdefined( vel ) )
{
vel = ( 0, 0, 0 );
}
steps = int( time * 20 );
if ( steps < 1 )
{
steps = 1;
}
myAngle = self getplayerangles();
myEye = self geteye(); // get our eye pos
myEye += self botGetThirdPersonOffset( myAngle ); // account for third person
if ( doAimPredict )
{
myEye += ( self getvelocity() * 0.05 ) * ( steps - 1 ); // account for our velocity
pos += ( vel * 0.05 ) * ( steps - 1 ); // add the velocity vector
}
angles = vectortoangles( ( pos - myEye ) - anglestoforward( myAngle ) );
X = angleclamp180( angles[ 0 ] - myAngle[ 0 ] );
X = X / steps;
Y = angleclamp180( angles[ 1 ] - myAngle[ 1 ] );
Y = Y / steps;
for ( i = 0; i < steps; i++ )
{
myAngle = ( angleclamp180( myAngle[ 0 ] + X ), angleclamp180( myAngle[ 1 ] + Y ), 0 );
self BotBuiltinBotAngles( myAngle );
wait 0.05;
}
}