mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
492 lines
12 KiB
C++
492 lines
12 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include "precompiled.h"
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// Reset the stuck-checker.
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void CCSBot::ResetStuckMonitor()
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{
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if (m_isStuck)
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{
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if (IsLocalPlayerWatchingMe() && cv_bot_debug.value > 0.0f)
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{
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EMIT_SOUND(edict(), CHAN_ITEM, "buttons/bell1.wav", VOL_NORM, ATTN_NORM);
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}
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}
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m_isStuck = false;
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m_stuckTimestamp = 0.0f;
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m_stuckJumpTimestamp = 0.0f;
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m_avgVelIndex = 0;
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m_avgVelCount = 0;
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m_areaEnteredTimestamp = gpGlobals->time;
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}
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// Test if we have become stuck
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void CCSBot::StuckCheck()
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{
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if (m_isStuck)
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{
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// we are stuck - see if we have moved far enough to be considered unstuck
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Vector delta = pev->origin - m_stuckSpot;
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const float unstuckRange = 75.0f;
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if (delta.IsLengthGreaterThan(unstuckRange))
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{
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// we are no longer stuck
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ResetStuckMonitor();
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PrintIfWatched("UN-STUCK\n");
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}
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}
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else
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{
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// check if we are stuck
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// compute average velocity over a short period (for stuck check)
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Vector vel = pev->origin - m_lastOrigin;
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// if we are jumping, ignore Z
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if (IsJumping())
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vel.z = 0.0f;
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// cannot be Length2D, or will break ladder movement (they are only Z)
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float moveDist = vel.Length();
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float deltaT = g_flBotFullThinkInterval;
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m_avgVel[m_avgVelIndex++] = moveDist / deltaT;
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if (m_avgVelIndex == MAX_VEL_SAMPLES)
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m_avgVelIndex = 0;
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if (m_avgVelCount < MAX_VEL_SAMPLES)
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{
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m_avgVelCount++;
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}
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else
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{
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// we have enough samples to know if we're stuck
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float avgVel = 0.0f;
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for (int t = 0; t < m_avgVelCount; t++)
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avgVel += m_avgVel[t];
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avgVel /= m_avgVelCount;
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// cannot make this velocity too high, or bots will get "stuck" when going down ladders
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float stuckVel = (IsUsingLadder()) ? 10.0f : 20.0f;
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if (avgVel < stuckVel)
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{
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// we are stuck - note when and where we initially become stuck
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m_stuckTimestamp = gpGlobals->time;
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m_stuckSpot = pev->origin;
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m_stuckJumpTimestamp = gpGlobals->time + RANDOM_FLOAT(0.0f, 0.5f);
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PrintIfWatched("STUCK\n");
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if (IsLocalPlayerWatchingMe() && cv_bot_debug.value > 0.0f)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "buttons/button11.wav", VOL_NORM, ATTN_NORM);
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}
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m_isStuck = true;
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}
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}
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}
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// always need to track this
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m_lastOrigin = pev->origin;
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}
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// Check if we need to jump due to height change
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bool CCSBot::DiscontinuityJump(float ground, bool onlyJumpDown, bool mustJump)
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{
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// don't try to jump again.
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if (m_isJumpCrouching)
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return false;
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real_t dz = ground - GetFeetZ();
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if (dz > StepHeight && !onlyJumpDown)
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{
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// dont restrict jump time when going up
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if (Jump(MUST_JUMP))
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{
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m_isJumpCrouching = true;
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m_isJumpCrouched = false;
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StandUp();
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m_jumpCrouchTimestamp = gpGlobals->time;
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return true;
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}
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}
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else if (!IsUsingLadder() && dz < -JumpHeight)
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{
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if (Jump(mustJump))
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{
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m_isJumpCrouching = true;
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m_isJumpCrouched = false;
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StandUp();
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m_jumpCrouchTimestamp = gpGlobals->time;
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return true;
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}
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}
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return false;
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}
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// Find "simple" ground height, treating current nav area as part of the floor
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bool CCSBot::GetSimpleGroundHeightWithFloor(const Vector *pos, float *height, Vector *normal)
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{
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if (GetSimpleGroundHeight(pos, height, normal))
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{
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// our current nav area also serves as a ground polygon
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if (m_lastKnownArea && m_lastKnownArea->IsOverlapping(pos))
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{
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*height = Q_max((*height), m_lastKnownArea->GetZ(pos));
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}
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return true;
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}
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return false;
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}
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Place CCSBot::GetPlace() const
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{
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if (m_lastKnownArea)
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{
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return m_lastKnownArea->GetPlace();
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}
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return UNDEFINED_PLACE;
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}
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void CCSBot::MoveTowardsPosition(const Vector *pos)
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{
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// Jump up on ledges
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// Because we may not be able to get to our goal position and enter the next
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// area because our extent collides with a nearby vertical ledge, make sure
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// we look far enough ahead to avoid this situation.
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// Can't look too far ahead, or bots will try to jump up slopes.
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// NOTE: We need to do this frequently to catch edges at the right time
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// TODO: Look ahead *along path* instead of straight line
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if ((!m_lastKnownArea || !(m_lastKnownArea->GetAttributes() & NAV_NO_JUMP))
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&& !IsOnLadder() && !m_isJumpCrouching)
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{
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float ground;
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Vector aheadRay(pos->x - pev->origin.x, pos->y - pev->origin.y, 0);
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aheadRay.NormalizeInPlace();
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// look far ahead to allow us to smoothly jump over gaps, ledges, etc
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// only jump if ground is flat at lookahead spot to avoid jumping up slopes
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bool jumped = false;
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if (IsRunning())
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{
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const float farLookAheadRange = 80.0f;
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Vector normal;
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Vector stepAhead = pev->origin + farLookAheadRange * aheadRay;
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stepAhead.z += HalfHumanHeight;
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if (GetSimpleGroundHeightWithFloor(&stepAhead, &ground, &normal))
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{
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if (normal.z > 0.9f)
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jumped = DiscontinuityJump(ground, ONLY_JUMP_DOWN);
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}
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}
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if (!jumped)
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{
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// close up jumping
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// cant be less or will miss jumps over low walls
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const float lookAheadRange = 30.0f;
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Vector stepAhead = pev->origin + lookAheadRange * aheadRay;
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stepAhead.z += HalfHumanHeight;
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if (GetSimpleGroundHeightWithFloor(&stepAhead, &ground))
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{
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jumped = DiscontinuityJump(ground);
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}
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}
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if (!jumped)
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{
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// about to fall gap-jumping
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const float lookAheadRange = 10.0f;
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Vector stepAhead = pev->origin + lookAheadRange * aheadRay;
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stepAhead.z += HalfHumanHeight;
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if (GetSimpleGroundHeightWithFloor(&stepAhead, &ground))
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{
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jumped = DiscontinuityJump(ground, ONLY_JUMP_DOWN, MUST_JUMP);
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}
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}
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}
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// compute our current forward and lateral vectors
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float angle = pev->v_angle.y;
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Vector2D dir(BotCOS(angle), BotSIN(angle));
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Vector2D lat(-dir.y, dir.x);
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// compute unit vector to goal position
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Vector2D to(pos->x - pev->origin.x, pos->y - pev->origin.y);
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to.NormalizeInPlace();
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// move towards the position independant of our view direction
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float toProj = to.x * dir.x + to.y * dir.y;
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float latProj = to.x * lat.x + to.y * lat.y;
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const float c = 0.25f;
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if (toProj > c)
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MoveForward();
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else if (toProj < -c)
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MoveBackward();
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// if we are avoiding someone via strafing, don't override
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if (m_avoid)
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return;
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if (latProj >= c)
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StrafeLeft();
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else if (latProj <= -c)
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StrafeRight();
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}
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// Move away from position, independant of view angle
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NOXREF void CCSBot::MoveAwayFromPosition(const Vector *pos)
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{
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// compute our current forward and lateral vectors
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float angle = pev->v_angle[YAW];
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Vector2D dir(BotCOS(angle), BotSIN(angle));
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Vector2D lat(-dir.y, dir.x);
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// compute unit vector to goal position
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Vector2D to(pos->x - pev->origin.x, pos->y - pev->origin.y);
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to.NormalizeInPlace();
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// move away from the position independant of our view direction
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float toProj = to.x * dir.x + to.y * dir.y;
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float latProj = to.x * lat.x + to.y * lat.y;
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const float c = 0.5f;
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if (toProj > c)
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MoveBackward();
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else if (toProj < -c)
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MoveForward();
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if (latProj >= c)
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StrafeRight();
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else if (latProj <= -c)
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StrafeLeft();
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}
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// Strafe (sidestep) away from position, independant of view angle
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void CCSBot::StrafeAwayFromPosition(const Vector *pos)
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{
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// compute our current forward and lateral vectors
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float angle = pev->v_angle[YAW];
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Vector2D dir(BotCOS(angle), BotSIN(angle));
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Vector2D lat(-dir.y, dir.x);
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// compute unit vector to goal position
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Vector2D to(pos->x - pev->origin.x, pos->y - pev->origin.y);
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to.NormalizeInPlace();
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// move away from the position independant of our view direction
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float toProj = to.x * dir.x + to.y * dir.y;
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float latProj = to.x * lat.x + to.y * lat.y;
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#ifdef REGAMEDLL_FIXES
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const float c = 0.5f;
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if (toProj > c)
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MoveBackward();
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else if (toProj < -c)
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MoveForward();
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if (latProj >= c)
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StrafeRight();
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else if (latProj <= -c)
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StrafeLeft();
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#else
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if (latProj >= 0.0f)
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StrafeRight();
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else
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StrafeLeft();
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#endif
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}
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// For getting un-stuck
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void CCSBot::Wiggle()
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{
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if (IsCrouching())
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{
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ResetStuckMonitor();
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return;
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}
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// for wiggling
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if (gpGlobals->time >= m_wiggleTimestamp)
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{
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m_wiggleDirection = (NavRelativeDirType)RANDOM_LONG(0, 3);
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m_wiggleTimestamp = RANDOM_FLOAT(0.5, 1.5) + gpGlobals->time;
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}
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// TODO: implement checking of the movement to fall down
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switch (m_wiggleDirection)
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{
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case LEFT:
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StrafeLeft();
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break;
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case RIGHT:
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StrafeRight();
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break;
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case FORWARD:
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MoveForward();
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break;
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case BACKWARD:
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MoveBackward();
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break;
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}
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if (gpGlobals->time >= m_stuckJumpTimestamp)
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{
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if (Jump())
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{
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m_stuckJumpTimestamp = RANDOM_FLOAT(1.0, 2.0) + gpGlobals->time;
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}
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}
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}
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// Determine approach points from eye position and approach areas of current area
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void CCSBot::ComputeApproachPoints()
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{
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m_approachPointCount = 0;
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if (!m_lastKnownArea)
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{
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return;
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}
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// assume we're crouching for now
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Vector eye = pev->origin;
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Vector ap;
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float halfWidth;
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for (int i = 0; i < m_lastKnownArea->GetApproachInfoCount() && m_approachPointCount < MAX_APPROACH_POINTS; i++)
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{
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const CNavArea::ApproachInfo *info = m_lastKnownArea->GetApproachInfo(i);
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if (!info->here.area || !info->prev.area)
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{
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continue;
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}
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// compute approach point (approach area is "info->here")
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if (info->prevToHereHow <= GO_WEST)
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{
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info->prev.area->ComputePortal(info->here.area, (NavDirType)info->prevToHereHow, &ap, &halfWidth);
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ap.z = info->here.area->GetZ(&ap);
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}
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else
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{
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// use the area's center as an approach point
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ap = *info->here.area->GetCenter();
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}
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// "bend" our line of sight around corners until we can see the approach point
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Vector bendPoint;
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if (BendLineOfSight(&eye, &ap, &bendPoint))
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{
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m_approachPoint[m_approachPointCount++] = bendPoint;
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}
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}
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}
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void CCSBot::DrawApproachPoints()
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{
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for (int i = 0; i < m_approachPointCount; i++)
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{
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UTIL_DrawBeamPoints(m_approachPoint[i], m_approachPoint[i] + Vector(0, 0, 50), 3, 0, 255, 255);
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}
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}
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// Find the approach point that is nearest to our current path, ahead of us
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NOXREF bool CCSBot::FindApproachPointNearestPath(Vector *pos)
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{
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if (!HasPath())
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return false;
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// make sure approach points are accurate
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ComputeApproachPoints();
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if (m_approachPointCount == 0)
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return false;
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Vector target(0, 0, 0), close;
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float targetRangeSq = 0.0f;
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bool found = false;
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int start = m_pathIndex;
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int end = m_pathLength;
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// We dont want the strictly closest point, but the farthest approach point
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// from us that is near our path
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const float nearPathSq = 10000.0f;
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for (int i = 0; i < m_approachPointCount; i++)
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{
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if (FindClosestPointOnPath(&m_approachPoint[i], start, end, &close) == false)
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continue;
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float rangeSq = (m_approachPoint[i] - close).LengthSquared();
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if (rangeSq > nearPathSq)
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continue;
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if (rangeSq > targetRangeSq)
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{
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target = close;
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targetRangeSq = rangeSq;
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found = true;
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}
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}
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if (found)
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{
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*pos = target + Vector(0, 0, HalfHumanHeight);
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return true;
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}
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return false;
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}
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