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ZBot: Implemented cvar bot_freeze
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@ -62,9 +62,10 @@ Archive's bin directory contains 2 subdirectories, 'bugfixed' and 'pure'
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| mp_old_bomb_defused_sound | 1 | 0 | 1 | Play "Bomb has been defused" sound instead of "Counter-Terrorists win" when bomb was defused<br/>`0` disabled<br/>`1` enabled |
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| showtriggers | 0 | 0 | 1 | Debug cvar shows triggers. |
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| sv_alltalk | 0 | 0 | 4 | When players can hear each other ([further explanation](../../wiki/sv_alltalk)).<br/>`0` dead don't hear alive<br/>`1` no restrictions<br/>`2` teammates hear each other<br/>`3` Same as 2, but spectators hear everybody<br/>`4` alive hear alive, dead hear dead and alive.
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| bot_deathmatch | 0 | 0 | 1 | Set's the mode for the zBot.<br/>`0` disabled<br/>`1` enable mode Deathmatch and not allow to do the scenario |
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| bot_deathmatch | 0 | 0 | 1 | Sets the mode for the zBot.<br/>`0` disabled<br/>`1` enable mode Deathmatch and not allow to do the scenario |
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| bot_quota_mode | normal | - | - | Determines the type of quota.<br/>`normal` default behaviour<br/>`fill` the server will adjust bots to keep `N` players in the game, where `N` is bot_quota<br/>`match` the server will maintain a `1:N` ratio of humans to bots, where `N` is bot_quota |
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| bot_join_delay | 0 | - | - | Prevents bots from joining the server for this many seconds after a map change. |
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| bot_freeze | 0 | 0 | 1 | Prevents bots on your server from moving.<br/>`0` disabled<br/>`1` enabled |
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| mp_item_staytime | 300 | - | - | Time to remove item that have been dropped from the players. |
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| mp_legacy_bombtarget_touch | 1 | 0 | 1 | Legacy func_bomb_target touch. New one is more strict. <br/>`0` New behavior<br/>`1` Legacy behavior|
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| mp_respawn_immunitytime | 0 | 0 | - | Specifies the players defense time after respawn. (in seconds).<br/>`0` disabled<br/>`>0.00001` time delay to remove protection |
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9
dist/game.cfg
vendored
9
dist/game.cfg
vendored
@ -172,7 +172,7 @@ mp_show_scenarioicon 0
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// Default value: "1"
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mp_old_bomb_defused_sound 1
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// Set's the mode for the zBot
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// Sets the mode for the zBot
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// 0 - disabled
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// 1 - enable mode Deathmatch and not allow to do the scenario
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//
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@ -192,6 +192,13 @@ bot_quota_mode "normal"
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// Default value: "0"
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bot_join_delay 0
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// Prevents bots on your server from moving.
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// 0 - disabled (default behavior)
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// 1 - enabled
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//
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// Default value: "0"
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bot_freeze 0
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// Debug cvar shows triggers.
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// 0 - disabled (default behaviour)
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// 1 - enabled
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@ -61,6 +61,7 @@ cvar_t cv_bot_profile_db = { "bot_profile_db", "BotProfile.db", FCVA
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cvar_t cv_bot_deathmatch = { "bot_deathmatch", "0", FCVAR_SERVER, 0.0f, nullptr };
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cvar_t cv_bot_quota_mode = { "bot_quota_mode", "normal", FCVAR_SERVER, 0.0f, nullptr };
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cvar_t cv_bot_join_delay = { "bot_join_delay", "0", FCVAR_SERVER, 0.0f, nullptr };
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cvar_t cv_bot_freeze = { "bot_freeze", "0", 0, 0.0f, nullptr };
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#else
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// Migrated to bot_quota_mode, use "match"
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cvar_t cv_bot_quota_match = { "bot_quota_match", "0", FCVAR_SERVER, 0.0f, nullptr };
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@ -129,6 +130,7 @@ void Bot_RegisterCVars()
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CVAR_REGISTER(&cv_bot_deathmatch);
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CVAR_REGISTER(&cv_bot_quota_mode);
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CVAR_REGISTER(&cv_bot_join_delay);
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CVAR_REGISTER(&cv_bot_freeze);
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#endif
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}
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@ -61,6 +61,7 @@ extern cvar_t cv_bot_profile_db;
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extern cvar_t cv_bot_deathmatch;
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extern cvar_t cv_bot_quota_mode;
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extern cvar_t cv_bot_join_delay;
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extern cvar_t cv_bot_freeze;
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#else
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extern cvar_t cv_bot_quota_match;
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#endif
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@ -31,6 +31,11 @@
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// This method is the ONLY legal way to change a bot's current state
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void CCSBot::SetState(BotState *state)
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{
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#ifdef REGAMEDLL_ADD
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if (cv_bot_freeze.value && state != &m_idleState)
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return;
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#endif
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PrintIfWatched("SetState: %s -> %s\n", m_state ? m_state->GetName() : "NULL", state->GetName());
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// if we changed state from within the special Attack state, we are no longer attacking
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@ -63,6 +68,11 @@ void CCSBot::Follow(CBasePlayer *pPlayer)
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if (!pPlayer)
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return;
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#ifdef REGAMEDLL_ADD
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if (cv_bot_freeze.value)
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return;
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#endif
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// note when we began following
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if (!m_isFollowing || m_leader != pPlayer)
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m_followTimestamp = gpGlobals->time;
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@ -270,6 +280,11 @@ bool CCSBot::TryToRetreat()
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void CCSBot::Hunt()
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{
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#ifdef REGAMEDLL_ADD
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if (cv_bot_freeze.value)
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return;
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#endif
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SetState(&m_huntState);
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}
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