ReGameDLL_CS/regamedll/dlls/bot/cs_bot_weapon.cpp
2019-09-23 04:09:58 +07:00

888 lines
22 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#include "precompiled.h"
// Fire our active weapon towards our current enemy
// NOTE: Aiming our weapon is handled in RunBotUpkeep()
void CCSBot::FireWeaponAtEnemy()
{
CBasePlayer *pEnemy = GetEnemy();
if (!pEnemy)
{
StopRapidFire();
return;
}
if (IsUsingSniperRifle())
{
// if we're using a sniper rifle, don't fire until we are standing still, are zoomed in, and not rapidly moving our view
if (!IsNotMoving())
{
return;
}
}
if (gpGlobals->time > m_fireWeaponTimestamp && GetTimeSinceAcquiredCurrentEnemy() >= GetProfile()->GetAttackDelay() && GetTimeSinceAcquiredCurrentEnemy() >= GetSurpriseDelay())
{
ClearSurpriseDelay();
if (!(IsRecognizedEnemyProtectedByShield() && IsPlayerFacingMe(pEnemy)) // dont shoot at enemies behind shields
&& !IsActiveWeaponReloading()
&& !IsActiveWeaponClipEmpty()
&& IsEnemyVisible())
{
// we have a clear shot - pull trigger if we are aiming at enemy
Vector2D toAimSpot = (m_aimSpot - pev->origin).Make2D();
float rangeToEnemy = toAimSpot.NormalizeInPlace();
const real_t halfPI = (M_PI / 180.0f);
real_t yaw = pev->v_angle[YAW] * halfPI;
Vector2D dir(Q_cos(yaw), Q_sin(yaw));
real_t onTarget = DotProduct(toAimSpot, dir);
// aim more precisely with a sniper rifle
// because rifles' bullets spray, dont have to be very precise
const real_t halfSize = (IsUsingSniperRifle()) ? HalfHumanWidth : 2.0f * HalfHumanWidth;
// aiming tolerance depends on how close the target is - closer targets subtend larger angles
real_t aimTolerance = Q_cos(Q_atan(halfSize / rangeToEnemy));
if (onTarget > aimTolerance)
{
bool doAttack;
// if friendly fire is on, don't fire if a teammate is blocking our line of fire
if (TheCSBots()->AllowFriendlyFireDamage())
{
if (IsFriendInLineOfFire())
doAttack = false;
else
doAttack = true;
}
else
{
// fire freely
doAttack = true;
}
if (doAttack)
{
// if we are using a knife, only swing it if we're close
if (IsUsingKnife())
{
const float knifeRange = 75.0f; // 50.0f
if (rangeToEnemy < knifeRange)
{
// since we've given ourselves away - run!
ForceRun(5.0f);
// if our prey is facing away, backstab him!
if (!IsPlayerFacingMe(pEnemy))
{
SecondaryAttack();
}
else
{
// randomly choose primary and secondary attacks with knife
const float knifeStabChance = 33.3f;
if (RANDOM_FLOAT(0, 100) < knifeStabChance)
SecondaryAttack();
else
PrimaryAttack();
}
}
}
else
{
PrimaryAttack();
}
}
if (IsUsingPistol())
{
// high-skill bots fire their pistols quickly at close range
const float closePistolRange = 999999.9f;
if (GetProfile()->GetSkill() > 0.75f && rangeToEnemy < closePistolRange)
{
StartRapidFire();
// fire as fast as possible
m_fireWeaponTimestamp = 0.0f;
}
else
{
// fire somewhat quickly
m_fireWeaponTimestamp = RANDOM_FLOAT(0.15f, 0.4f);
}
}
// not using a pistol
else
{
const float sprayRange = 400.0f;
if (GetProfile()->GetSkill() < 0.5f || rangeToEnemy < sprayRange || IsUsingMachinegun())
{
// spray 'n pray if enemy is close, or we're not that good, or we're using the big machinegun
m_fireWeaponTimestamp = 0.0f;
}
else
{
const float distantTargetRange = 800.0f;
if (!IsUsingSniperRifle() && rangeToEnemy > distantTargetRange)
{
// if very far away, fire slowly for better accuracy
m_fireWeaponTimestamp = RANDOM_FLOAT(0.3f, 0.7f);
}
else
{
// fire short bursts for accuracy
m_fireWeaponTimestamp = RANDOM_FLOAT(0.15f, 0.5f); // 0.15f, 0.25f
}
}
}
// subtract system latency
m_fireWeaponTimestamp -= g_flBotFullThinkInterval;
m_fireWeaponTimestamp += gpGlobals->time;
}
}
}
}
// Set the current aim offset using given accuracy (1.0 = perfect aim, 0.0f = terrible aim)
void CCSBot::SetAimOffset(float accuracy)
{
// if our accuracy is less than perfect, it will improve as we "focus in" while not rotating our view
if (accuracy < 1.0f)
{
// if we moved our view, reset our "focus" mechanism
if (IsViewMoving(100.0f))
{
m_aimSpreadTimestamp = gpGlobals->time;
}
// focusTime is the time it takes for a bot to "focus in" for very good aim, from 2 to 5 seconds
const float focusTime = Q_max(5.0f * (1.0f - accuracy), 2.0f);
float focusInterval = gpGlobals->time - m_aimSpreadTimestamp;
float focusAccuracy = focusInterval / focusTime;
// limit how much "focus" will help
const float maxFocusAccuracy = 0.75f;
if (focusAccuracy > maxFocusAccuracy)
focusAccuracy = maxFocusAccuracy;
accuracy = Q_max(accuracy, focusAccuracy);
}
PrintIfWatched("Accuracy = %4.3f\n", accuracy);
float range = (m_lastEnemyPosition - pev->origin).Length();
const real_t maxOffset = range * (real_t(m_iFOV) / DEFAULT_FOV) * 0.1;
float error = maxOffset * (1 - accuracy);
m_aimOffsetGoal[0] = RANDOM_FLOAT(-error, error);
m_aimOffsetGoal[1] = RANDOM_FLOAT(-error, error);
m_aimOffsetGoal[2] = RANDOM_FLOAT(-error, error);
// define time when aim offset will automatically be updated
m_aimOffsetTimestamp = gpGlobals->time + RANDOM_FLOAT(0.25f, 1.0f);
}
// Wiggle aim error based on GetProfile()->GetSkill()
void CCSBot::UpdateAimOffset()
{
if (gpGlobals->time >= m_aimOffsetTimestamp)
{
SetAimOffset(GetProfile()->GetSkill());
}
// move current offset towards goal offset
Vector d = m_aimOffsetGoal - m_aimOffset;
const float stiffness = 0.1f;
m_aimOffset.x += stiffness * d.x;
m_aimOffset.y += stiffness * d.y;
m_aimOffset.z += stiffness * d.z;
}
// Change our zoom level to be appropriate for the given range.
// Return true if the zoom level changed.
bool CCSBot::AdjustZoom(float range)
{
bool adjustZoom = false;
if (IsUsingSniperRifle())
{
// NOTE: This must be less than sniperMinRange in AttackState
const float sniperZoomRange = 300.0f; //150.0f
const float sniperFarZoomRange = 1500.0f;
// if range is too close, don't zoom
if (range <= sniperZoomRange)
{
// zoom out
if (GetZoomLevel() != NO_ZOOM)
{
adjustZoom = true;
}
}
else if (range < sniperFarZoomRange)
{
// maintain low zoom
if (GetZoomLevel() != LOW_ZOOM)
{
adjustZoom = true;
}
}
else
{
// maintain high zoom
if (GetZoomLevel() != HIGH_ZOOM)
{
adjustZoom = true;
}
}
}
else
{
// zoom out
if (GetZoomLevel() != NO_ZOOM)
{
adjustZoom = true;
}
}
if (adjustZoom)
{
SecondaryAttack();
}
return adjustZoom;
}
// Return true if the given weapon is a sniper rifle
bool isSniperRifle(CBasePlayerItem *item)
{
switch (item->m_iId)
{
case WEAPON_SCOUT:
case WEAPON_SG550:
case WEAPON_AWP:
case WEAPON_G3SG1:
return true;
default:
return false;
}
}
bool CCSBot::IsUsingAWP() const
{
CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
if (pCurrentWeapon && pCurrentWeapon->m_iId == WEAPON_AWP)
return true;
return false;
}
// Returns true if we are using a weapon with a removable silencer
bool CCSBot::DoesActiveWeaponHaveSilencer() const
{
CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
if (!pCurrentWeapon)
return false;
if (pCurrentWeapon->m_iId == WEAPON_M4A1 || pCurrentWeapon->m_iId == WEAPON_USP)
return true;
return false;
}
// Return true if we are using a sniper rifle
bool CCSBot::IsUsingSniperRifle() const
{
CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
if (pCurrentWeapon && isSniperRifle(pCurrentWeapon))
return true;
return false;
}
// Return true if we have a sniper rifle in our inventory
bool CCSBot::IsSniper() const
{
auto sniperItem = this->ForEachItem([](CBasePlayerItem *pItem) {
return isSniperRifle(pItem);
});
return sniperItem ? true : false;
}
// Return true if we are actively sniping (moving to sniper spot or settled in)
bool CCSBot::IsSniping() const
{
if (GetTask() == MOVE_TO_SNIPER_SPOT || GetTask() == SNIPING)
return true;
return false;
}
// Return true if we are using a shotgun
bool CCSBot::IsUsingShotgun() const
{
CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
if (!pCurrentWeapon)
return false;
if (pCurrentWeapon->m_iId == WEAPON_XM1014 || pCurrentWeapon->m_iId == WEAPON_M3)
return true;
return false;
}
// Returns true if using the big 'ol machinegun
bool CCSBot::IsUsingMachinegun() const
{
CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
if (pCurrentWeapon && pCurrentWeapon->m_iId == WEAPON_M249)
return true;
return false;
}
// Return true if primary weapon doesn't exist or is totally out of ammo
bool CCSBot::IsPrimaryWeaponEmpty() const
{
CBasePlayerWeapon *pCurrentWeapon = static_cast<CBasePlayerWeapon *>(m_rgpPlayerItems[PRIMARY_WEAPON_SLOT]);
if (!pCurrentWeapon)
return true;
// check if gun has any ammo left
if (HasAnyAmmo(pCurrentWeapon))
return false;
return true;
}
// Return true if pistol doesn't exist or is totally out of ammo
bool CCSBot::IsPistolEmpty() const
{
CBasePlayerWeapon *pCurrentWeapon = static_cast<CBasePlayerWeapon *>(m_rgpPlayerItems[PISTOL_SLOT]);
if (!pCurrentWeapon)
return true;
// check if gun has any ammo left
if (HasAnyAmmo(pCurrentWeapon))
{
return false;
}
return true;
}
// Equip the given item
bool CCSBot::DoEquip(CBasePlayerWeapon *pWeapon)
{
if (!pWeapon)
return false;
// check if weapon has any ammo left
if (!HasAnyAmmo(pWeapon))
return false;
// equip it
SelectItem(STRING(pWeapon->pev->classname));
m_equipTimer.Start();
return true;
}
// throttle how often equipping is allowed
const float minEquipInterval = 5.0f;
// Equip the best weapon we are carrying that has ammo
void CCSBot::EquipBestWeapon(bool mustEquip)
{
// throttle how often equipping is allowed
if (!mustEquip && m_equipTimer.GetElapsedTime() < minEquipInterval)
return;
CBasePlayerWeapon *pPrimary = static_cast<CBasePlayerWeapon *>(m_rgpPlayerItems[PRIMARY_WEAPON_SLOT]);
if (pPrimary)
{
WeaponClassType weaponClass = WeaponIDToWeaponClass(pPrimary->m_iId);
if ((TheCSBots()->AllowShotguns() && weaponClass == WEAPONCLASS_SHOTGUN)
|| (TheCSBots()->AllowMachineGuns() && weaponClass == WEAPONCLASS_MACHINEGUN)
|| (TheCSBots()->AllowRifles() && weaponClass == WEAPONCLASS_RIFLE)
|| (TheCSBots()->AllowSnipers() && weaponClass == WEAPONCLASS_SNIPERRIFLE)
|| (TheCSBots()->AllowSubMachineGuns() && weaponClass == WEAPONCLASS_SUBMACHINEGUN)
|| (TheCSBots()->AllowTacticalShield() && pPrimary->m_iId == WEAPON_SHIELDGUN))
{
if (DoEquip(pPrimary))
return;
}
}
if (TheCSBots()->AllowPistols())
{
if (DoEquip(static_cast<CBasePlayerWeapon *>(m_rgpPlayerItems[PISTOL_SLOT])))
return;
}
// always have a knife
EquipKnife();
}
// Equip our pistol
void CCSBot::EquipPistol()
{
// throttle how often equipping is allowed
if (m_equipTimer.GetElapsedTime() < minEquipInterval)
return;
if (TheCSBots()->AllowPistols() && !IsUsingPistol())
{
CBasePlayerWeapon *pistol = static_cast<CBasePlayerWeapon *>(m_rgpPlayerItems[PISTOL_SLOT]);
DoEquip(pistol);
}
}
// Equip the knife
void CCSBot::EquipKnife()
{
if (!IsUsingKnife())
{
CBasePlayerWeapon *pKnife = static_cast<CBasePlayerWeapon *>(m_rgpPlayerItems[KNIFE_SLOT]);
if (pKnife)
{
SelectItem(STRING(pKnife->pev->classname));
}
}
}
// Return true if we have a grenade in our inventory
bool CCSBot::HasGrenade() const
{
CBasePlayerWeapon *pGrenade = static_cast<CBasePlayerWeapon *>(m_rgpPlayerItems[GRENADE_SLOT]);
return pGrenade != nullptr;
}
// Equip a grenade, return false if we cant
bool CCSBot::EquipGrenade(bool noSmoke)
{
// snipers don't use grenades
if (IsSniper())
return false;
if (IsUsingGrenade())
return true;
if (HasGrenade())
{
CBasePlayerWeapon *pGrenade = static_cast<CBasePlayerWeapon *>(m_rgpPlayerItems[GRENADE_SLOT]);
if (pGrenade)
{
if (noSmoke && pGrenade->m_iId == WEAPON_SMOKEGRENADE)
return false;
SelectItem(STRING(pGrenade->pev->classname));
return true;
}
}
return false;
}
// Returns true if we have knife equipped
bool CCSBot::IsUsingKnife() const
{
CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
if (pCurrentWeapon && pCurrentWeapon->m_iId == WEAPON_KNIFE)
return true;
return false;
}
// Returns true if we have pistol equipped
bool CCSBot::IsUsingPistol() const
{
CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
if (pCurrentWeapon && pCurrentWeapon->IsPistol())
return true;
return false;
}
// Returns true if we have a grenade equipped
bool CCSBot::IsUsingGrenade() const
{
CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
if (!pCurrentWeapon)
return false;
if (pCurrentWeapon->m_iId == WEAPON_SMOKEGRENADE
|| pCurrentWeapon->m_iId == WEAPON_FLASHBANG
|| pCurrentWeapon->m_iId == WEAPON_HEGRENADE)
return true;
return false;
}
bool CCSBot::IsUsingHEGrenade() const
{
CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
if (pCurrentWeapon && pCurrentWeapon->m_iId == WEAPON_HEGRENADE)
return true;
return false;
}
// Begin the process of throwing the grenade
void CCSBot::ThrowGrenade(const Vector *target)
{
if (IsUsingGrenade() && !m_isWaitingToTossGrenade)
{
const float angleTolerance = 1.0f;
SetLookAt("GrenadeThrow", target, PRIORITY_UNINTERRUPTABLE, 3.0f, false, angleTolerance);
m_isWaitingToTossGrenade = true;
m_tossGrenadeTimer.Start(3.0f);
}
}
// Find spot to throw grenade ahead of us and "around the corner" along our path
bool CCSBot::FindGrenadeTossPathTarget(Vector *pos)
{
if (!HasPath())
return false;
// find farthest point we can see on the path
int i;
for (i = m_pathIndex; i < m_pathLength; i++)
{
if (!FVisible(m_path[i].pos + Vector(0, 0, HalfHumanHeight)))
break;
}
if (i == m_pathIndex)
return false;
// find exact spot where we lose sight
Vector dir = m_path[i].pos - m_path[i - 1].pos;
float length = dir.NormalizeInPlace();
const float inc = 25.0f;
Vector p;
Vector visibleSpot = m_path[i - 1].pos;
for (float t = 0.0f; t < length; t += inc)
{
p = m_path[i - 1].pos + t * dir;
p.z += HalfHumanHeight;
if (!FVisible(p))
break;
visibleSpot = p;
}
// massage the location a bit
visibleSpot.z += 10.0f;
const float bufferRange = 50.0f;
TraceResult result;
Vector check;
// check +X
check = visibleSpot + Vector(999.9f, 0, 0);
UTIL_TraceLine(visibleSpot, check, dont_ignore_monsters, ignore_glass, ENT(pev), &result);
if (result.flFraction < 1.0f)
{
float range = result.vecEndPos.x - visibleSpot.x;
if (range < bufferRange)
{
visibleSpot.x = result.vecEndPos.x - bufferRange;
}
}
// check -X
check = visibleSpot + Vector(-999.9f, 0, 0);
UTIL_TraceLine(visibleSpot, check, dont_ignore_monsters, ignore_glass, ENT(pev), &result);
if (result.flFraction < 1.0f)
{
float range = visibleSpot.x - result.vecEndPos.x;
if (range < bufferRange)
{
visibleSpot.x = result.vecEndPos.x + bufferRange;
}
}
// check +Y
check = visibleSpot + Vector(0, 999.9f, 0);
UTIL_TraceLine(visibleSpot, check, dont_ignore_monsters, ignore_glass, ENT(pev), &result);
if (result.flFraction < 1.0f)
{
float range = result.vecEndPos.y - visibleSpot.y;
if (range < bufferRange)
{
visibleSpot.y = result.vecEndPos.y - bufferRange;
}
}
// check -Y
check = visibleSpot + Vector(0, -999.9f, 0);
UTIL_TraceLine(visibleSpot, check, dont_ignore_monsters, ignore_glass, ENT(pev), &result);
if (result.flFraction < 1.0f)
{
float range = visibleSpot.y - result.vecEndPos.y;
if (range < bufferRange)
{
visibleSpot.y = result.vecEndPos.y + bufferRange;
}
}
*pos = visibleSpot;
return true;
}
// Reload our weapon if we must
void CCSBot::ReloadCheck()
{
const float safeReloadWaitTime = 3.0f;
const float reloadAmmoRatio = 0.6f;
// don't bother to reload if there are no enemies left
if (GetEnemiesRemaining() == 0)
return;
if (IsDefusingBomb() || IsActiveWeaponReloading())
return;
if (IsActiveWeaponClipEmpty())
{
// high-skill players switch to pistol instead of reloading during combat
if (GetProfile()->GetSkill() > 0.5f && IsAttacking())
{
if (!GetActiveWeapon()->IsPistol() && !IsPistolEmpty())
{
// switch to pistol instead of reloading
EquipPistol();
return;
}
}
}
else if (GetTimeSinceLastSawEnemy() > safeReloadWaitTime && GetActiveWeaponAmmoRatio() <= reloadAmmoRatio)
{
// high-skill players use all their ammo and switch to pistol instead of reloading during combat
if (GetProfile()->GetSkill() > 0.5f && IsAttacking())
return;
}
else
{
// do not need to reload
return;
}
// don't reload the AWP until it is totally out of ammo
if (IsUsingAWP() && !IsActiveWeaponClipEmpty())
return;
Reload();
// move to cover to reload if there are enemies nearby
if (GetNearbyEnemyCount())
{
// avoid enemies while reloading (above 0.75 skill always hide to reload)
const float hideChance = 25.0f + 100.0f * GetProfile()->GetSkill();
if (!IsHiding() && RANDOM_FLOAT(0.0f, 100.0f) < hideChance)
{
const float safeTime = 5.0f;
if (GetTimeSinceLastSawEnemy() < safeTime)
{
PrintIfWatched("Retreating to a safe spot to reload!\n");
const Vector *spot = FindNearbyRetreatSpot(this, 1000.0f);
if (spot)
{
// ignore enemies for a second to give us time to hide
// reaching our hiding spot clears our disposition
IgnoreEnemies(10.0f);
Run();
StandUp();
Hide(spot, 0.0f);
}
}
}
}
}
// Silence/unsilence our weapon if we must
void CCSBot::SilencerCheck()
{
// longer than reload check because reloading should take precedence
const float safeSilencerWaitTime = 3.5f;
if (IsDefusingBomb() || IsActiveWeaponReloading() || IsAttacking())
return;
// M4A1 and USP are the only weapons with removable silencers
if (!DoesActiveWeaponHaveSilencer())
return;
#ifdef REGAMEDLL_FIXES
if (GetTimeSinceLastSawEnemy() < safeSilencerWaitTime)
return;
#endif
// don't touch the silencer if there are enemies nearby
if (GetNearbyEnemyCount() == 0)
{
CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
if (!pCurrentWeapon)
return;
bool isSilencerOn = (pCurrentWeapon->m_iWeaponState & (WPNSTATE_M4A1_SILENCED | WPNSTATE_USP_SILENCED)) != 0;
#ifndef REGAMEDLL_FIXES
if (isSilencerOn != GetProfile()->PrefersSilencer() && !HasShield())
#else
if (pCurrentWeapon->m_flNextSecondaryAttack >= gpGlobals->time)
return;
// equip silencer if we want to and we don't have a shield.
if (isSilencerOn != (GetProfile()->PrefersSilencer() || GetProfile()->GetSkill() > 0.7f) && !HasShield())
#endif
{
PrintIfWatched("%s silencer!\n", (isSilencerOn) ? "Unequipping" : "Equipping");
pCurrentWeapon->SecondaryAttack();
}
}
}
// Invoked when in contact with a CWeaponBox
void CCSBot::OnTouchingWeapon(CWeaponBox *box)
{
auto pDroppedWeapon = box->m_rgpPlayerItems[PRIMARY_WEAPON_SLOT];
// right now we only care about primary weapons on the ground
if (pDroppedWeapon)
{
CBasePlayerWeapon *pWeapon = static_cast<CBasePlayerWeapon *>(m_rgpPlayerItems[PRIMARY_WEAPON_SLOT]);
// if the gun on the ground is the same one we have, dont bother
if (pWeapon && pWeapon->IsWeapon() && pDroppedWeapon->m_iId != pWeapon->m_iId)
{
// if we don't have a weapon preference, give up
if (GetProfile()->HasPrimaryPreference())
{
// don't change weapons if we've seen enemies recently
const float safeTime = 2.5f;
if (GetTimeSinceLastSawEnemy() >= safeTime)
{
// we have a primary weapon - drop it if the one on the ground is better
for (int i = 0; i < GetProfile()->GetWeaponPreferenceCount(); i++)
{
int prefID = GetProfile()->GetWeaponPreference(i);
if (!IsPrimaryWeapon(prefID))
continue;
// if the gun we are using is more desirable, give up
if (prefID == pWeapon->m_iId)
break;
if (prefID == pDroppedWeapon->m_iId)
{
// the gun on the ground is better than the one we have - drop our gun
DropPrimary();
break;
}
}
}
}
}
}
}
// Return true if a friend is in our weapon's way
// TODO: Check more rays for safety.
bool CCSBot::IsFriendInLineOfFire()
{
if (CSGameRules()->IsFreeForAll())
return false;
UTIL_MakeVectors(pev->punchangle + pev->v_angle);
// compute the unit vector along our view
Vector aimDir = gpGlobals->v_forward;
Vector target = GetGunPosition();
// trace the bullet's path
TraceResult result;
UTIL_TraceLine(GetGunPosition(), target + 10000.0f * aimDir, dont_ignore_monsters, ignore_glass, ENT(pev), &result);
if (result.pHit)
{
CBasePlayer *pVictim = CBasePlayer::Instance(result.pHit);
if (pVictim && pVictim->IsPlayer() && pVictim->IsAlive())
{
if (BotRelationship(pVictim) == BOT_TEAMMATE)
return true;
}
}
return false;
}
// Return line-of-sight distance to obstacle along weapon fire ray
// TODO: Re-use this computation with IsFriendInLineOfFire()
float CCSBot::ComputeWeaponSightRange()
{
UTIL_MakeVectors(pev->punchangle + pev->v_angle);
// compute the unit vector along our view
Vector aimDir = gpGlobals->v_forward;
Vector target = GetGunPosition();
// trace the bullet's path
TraceResult result;
UTIL_TraceLine(GetGunPosition(), target + 10000.0f * aimDir, dont_ignore_monsters, ignore_glass, ENT(pev), &result);
return (GetGunPosition() - result.vecEndPos).Length();
}