mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
8508f2d517
Update README.md Cleanup.
518 lines
11 KiB
C++
518 lines
11 KiB
C++
#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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// 30 times per second, just like human clients
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float g_flBotCommandInterval = 1.0 / 30.0;
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// full AI only 10 times per second
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float g_flBotFullThinkInterval = 1.0 / 10.0;
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const char *BotArgs[4] = { NULL };
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bool UseBotArgs = false;
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#else // HOOK_GAMEDLL
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float g_flBotCommandInterval;
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float g_flBotFullThinkInterval;
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const char *BotArgs[4];
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bool UseBotArgs;
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#endif // HOOK_GAMEDLL
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/* <48fed0> ../game_shared/bot/bot.cpp:28 */
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NOBODY CBot::CBot(void)
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{
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// CBasePlayer(CBasePlayer *const this); // 28
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// {
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// unsigned int nextID; // 34
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// }
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}
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/* <48f6ef> ../game_shared/bot/bot.cpp:50 */
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bool CBot::__MAKE_VHOOK(Initialize)(const BotProfile *profile)
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{
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m_profile = profile;
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return true;
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}
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/* <48fbbd> ../game_shared/bot/bot.cpp:57 */
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NOBODY void CBot::__MAKE_VHOOK(Spawn)(void)
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{
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// ResetCommand(CBot *const this); // 80
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}
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/* <48fa37> ../game_shared/bot/bot.cpp:88 */
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NOBODY Vector CBot::__MAKE_VHOOK(GetAutoaimVector)(float flDelta)
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{
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// operator+(const Vector *const this,
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// const Vector &v); // 90
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// Vector(Vector *const this,
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// const Vector &v); // 92
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}
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/* <48ffa8> ../game_shared/bot/bot.cpp:97 */
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void CBot::BotThink(void)
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{
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if (gpGlobals->time >= m_flNextBotThink)
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{
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m_flNextBotThink = gpGlobals->time + g_flBotCommandInterval;
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Upkeep();
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if (gpGlobals->time >= m_flNextFullBotThink)
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{
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m_flNextFullBotThink = gpGlobals->time + g_flBotFullThinkInterval;
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ResetCommand();
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Update();
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}
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ExecuteCommand();
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}
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}
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/* <48f723> ../game_shared/bot/bot.cpp:119 */
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NOBODY void CBot::__MAKE_VHOOK(MoveForward)(void)
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{
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// GetMoveSpeed(CBot *const this); // 121
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}
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/* <48f761> ../game_shared/bot/bot.cpp:130 */
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NOBODY void CBot::__MAKE_VHOOK(MoveBackward)(void)
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{
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// GetMoveSpeed(CBot *const this); // 132
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}
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/* <48f79f> ../game_shared/bot/bot.cpp:140 */
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NOBODY void CBot::__MAKE_VHOOK(StrafeLeft)(void)
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{
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// GetMoveSpeed(CBot *const this); // 142
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}
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/* <48f7dd> ../game_shared/bot/bot.cpp:150 */
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NOBODY void CBot::__MAKE_VHOOK(StrafeRight)(void)
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{
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// GetMoveSpeed(CBot *const this); // 152
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}
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/* <48fe00> ../game_shared/bot/bot.cpp:160 */
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NOBODY bool CBot::__MAKE_VHOOK(Jump)(bool mustJump)
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{
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// {
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// float const sanityInterval; // 173
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// IsJumping(CBot *const this); // 162
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// {
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// float const minJumpInterval; // 167
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// }
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// }
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// Jump(CBot *const this,
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// bool mustJump); // 160
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}
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/* <48f81b> ../game_shared/bot/bot.cpp:187 */
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NOBODY void CBot::__MAKE_VHOOK(ClearMovement)(void)
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{
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// ResetCommand(CBot *const this); // 189
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}
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/* <48ffe7> ../game_shared/bot/bot.cpp:196 */
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NOBODY bool CBot::IsJumping(void)
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{
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}
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/* <48f859> ../game_shared/bot/bot.cpp:214 */
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NOBODY void CBot::__MAKE_VHOOK(Crouch)(void)
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{
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}
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/* <48f87f> ../game_shared/bot/bot.cpp:220 */
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NOBODY void CBot::__MAKE_VHOOK(StandUp)(void)
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{
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}
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/* <48f8a5> ../game_shared/bot/bot.cpp:227 */
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NOBODY void CBot::__MAKE_VHOOK(UseEnvironment)(void)
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{
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}
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/* <48f8cb> ../game_shared/bot/bot.cpp:234 */
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NOBODY void CBot::__MAKE_VHOOK(PrimaryAttack)(void)
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{
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}
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/* <48f8f1> ../game_shared/bot/bot.cpp:240 */
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NOBODY void CBot::__MAKE_VHOOK(ClearPrimaryAttack)(void)
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{
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}
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/* <48f917> ../game_shared/bot/bot.cpp:246 */
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void CBot::__MAKE_VHOOK(TogglePrimaryAttack)(void)
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{
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if (m_buttonFlags & IN_ATTACK)
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m_buttonFlags &= ~IN_ATTACK;
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else
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m_buttonFlags |= IN_ATTACK;
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}
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/* <48f93d> ../game_shared/bot/bot.cpp:260 */
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NOBODY void CBot::__MAKE_VHOOK(SecondaryAttack)(void)
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{
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}
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/* <48f963> ../game_shared/bot/bot.cpp:266 */
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NOBODY void CBot::__MAKE_VHOOK(Reload)(void)
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{
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}
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/* <490008> ../game_shared/bot/bot.cpp:275 */
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NOBODY float CBot::GetActiveWeaponAmmoRatio(void) const
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{
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// {
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// class CBasePlayerWeapon *gun; // 277
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// iMaxClip(CBasePlayerItem *const this); // 286
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// }
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}
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/* <490058> ../game_shared/bot/bot.cpp:293 */
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NOBODY bool CBot::IsActiveWeaponClipEmpty(void) const
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{
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// {
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// class CBasePlayerWeapon *gun; // 295
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// }
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}
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/* <490096> ../game_shared/bot/bot.cpp:307 */
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NOBODY bool CBot::IsActiveWeaponOutOfAmmo(void) const
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{
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// {
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// class CBasePlayerWeapon *gun; // 309
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// }
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}
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/* <4900d4> ../game_shared/bot/bot.cpp:327 */
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bool CBot::IsUsingScope(void) const
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{
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// if our field of view is less than 90, we're looking thru a scope (maybe only true for CS...)
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if (m_iFOV < 90.0f)
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return true;
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return false;
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}
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/* <48f989> ../game_shared/bot/bot.cpp:338 */
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void CBot::__MAKE_VHOOK(ExecuteCommand)(void)
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{
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byte adjustedMSec;
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// Adjust msec to command time interval
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adjustedMSec = ThrottledMsec();
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// player model is "munged"
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pev->angles = pev->v_angle;
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pev->angles.x /= -3.0f;
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// save the command time
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m_flPreviousCommandTime = gpGlobals->time;
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if (IsCrouching())
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{
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m_buttonFlags |= IN_DUCK;
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}
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// Run the command
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PLAYER_RUN_MOVE(edict(), pev->v_angle, m_forwardSpeed, m_strafeSpeed, m_verticalSpeed, m_buttonFlags, 0, adjustedMSec);
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}
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/* <4900fa> ../game_shared/bot/bot.cpp:362 */
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NOXREF void CBot::ResetCommand(void)
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{
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m_forwardSpeed = 0.0f;
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m_strafeSpeed = 0.0f;
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m_verticalSpeed = 0.0f;
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m_buttonFlags = 0;
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}
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/* <49011b> ../game_shared/bot/bot.cpp:372 */
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NOXREF byte CBot::ThrottledMsec(void) const
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{
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int iNewMsec;
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// Estimate Msec to use for this command based on time passed from the previous command
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iNewMsec = (int)((gpGlobals->time - m_flPreviousCommandTime) * 1000);
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// Doh, bots are going to be slower than they should if this happens.
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// Upgrade that CPU or use less bots!
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if (iNewMsec > 255)
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iNewMsec = 255;
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return (byte)iNewMsec;
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}
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/* <49016e> ../game_shared/bot/bot.cpp:389 */
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void CBot::ClientCommand(const char *cmd, const char *arg1, const char *arg2, const char *arg3)
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{
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BotArgs[0] = cmd;
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BotArgs[1] = arg1;
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BotArgs[2] = arg2;
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BotArgs[3] = arg3;
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UseBotArgs = true;
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::ClientCommand(ENT(pev));
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UseBotArgs = false;
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}
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/* <4901ac> ../game_shared/bot/bot.cpp:410 */
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NOBODY bool CBot::IsEnemy(CBaseEntity *ent) const
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{
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// {
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// class CBasePlayer *player; // 420
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// }
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// IsEnemy(const class CBot *const this,
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// class CBaseEntity *ent); // 410
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}
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/* <49021a> ../game_shared/bot/bot.cpp:434 */
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NOBODY int CBot::GetEnemiesRemaining(void) const
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{
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// {
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// int count; // 436
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// {
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// int i; // 438
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// {
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// class CBaseEntity *player; // 440
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// FNullEnt(entvars_t *pev); // 445
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// IsEnemy(const class CBot *const this,
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// class CBaseEntity *ent); // 451
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// }
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// }
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// }
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}
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/* <490338> ../game_shared/bot/bot.cpp:467 */
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NOBODY int CBot::GetFriendsRemaining(void) const
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{
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// {
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// int count; // 469
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// {
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// int i; // 471
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// {
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// class CBaseEntity *player; // 473
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// FNullEnt(entvars_t *pev); // 478
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// IsEnemy(const class CBot *const this,
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// class CBaseEntity *ent); // 484
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// }
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// }
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// }
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}
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/* <490489> ../game_shared/bot/bot.cpp:503 */
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bool CBot::IsLocalPlayerWatchingMe(void) const
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{
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// avoid crash during spawn
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if (pev == NULL)
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return false;
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int myIndex = const_cast<CBot *>(this)->entindex();
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CBasePlayer *player = UTIL_GetLocalPlayer();
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if (player == NULL)
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return false;
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if ((player->pev->flags & FL_SPECTATOR || player->m_iTeam == SPECTATOR) && player->pev->iuser2 == myIndex)
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{
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switch (player->pev->iuser1)
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{
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case OBS_CHASE_LOCKED:
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case OBS_CHASE_FREE:
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case OBS_IN_EYE:
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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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/* <4904f2> ../game_shared/bot/bot.cpp:536 */
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NOXREF void CBot::Print(char *format, ...) const
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{
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va_list varg;
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char buffer[1024];
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// prefix the message with the bot's name
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Q_sprintf(buffer, "%s: ", STRING(pev->netname));
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SERVER_PRINT(buffer);
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va_start(varg, format);
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vsprintf(buffer, format, varg);
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va_end(varg);
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SERVER_PRINT(buffer);
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}
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/* <490561> ../game_shared/bot/bot.cpp:557 */
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void CBot::PrintIfWatched(char *format, ...) const
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{
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if (!cv_bot_debug.value)
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return;
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if ((IsLocalPlayerWatchingMe() && (cv_bot_debug.value == 1 || cv_bot_debug.value == 3))
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|| (cv_bot_debug.value == 2 || cv_bot_debug.value == 4))
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{
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va_list varg;
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char buffer[1024];
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// prefix the message with the bot's name (this can be NULL if bot was just added)
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const char *name;
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if (pev == NULL)
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name = "(NULL pev)";
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else
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name = STRING(pev->netname);
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Q_sprintf(buffer, "%s: ", (name != NULL) ? name : "(NULL netname)");
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SERVER_PRINT(buffer);
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va_start(varg, format);
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vsprintf(buffer, format, varg);
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va_end(varg);
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SERVER_PRINT(buffer);
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}
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}
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/* <49066c> ../game_shared/bot/bot.cpp:588 */
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ActiveGrenade::ActiveGrenade(int weaponID, CGrenade *grenadeEntity)
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{
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m_id = weaponID;
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m_entity = grenadeEntity;
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m_detonationPosition = grenadeEntity->pev->origin;
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m_dieTimestamp = 0;
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}
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/* <49069d> ../game_shared/bot/bot.cpp:597 */
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void ActiveGrenade::OnEntityGone(void)
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{
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if (m_id == WEAPON_SMOKEGRENADE)
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{
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// smoke lingers after grenade is gone
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const float smokeLingerTime = 4.0f;
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m_dieTimestamp = gpGlobals->time + smokeLingerTime;
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}
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m_entity = NULL;
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}
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/* <4906e1> ../game_shared/bot/bot.cpp:610 */
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bool ActiveGrenade::IsValid(void) const
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{
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if (!m_entity)
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{
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if (gpGlobals->time > m_dieTimestamp)
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return false;
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}
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return true;
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}
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/* <490710> ../game_shared/bot/bot.cpp:622 */
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NOXREF const Vector *ActiveGrenade::GetPosition(void) const
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{
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return &m_entity->pev->origin;
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}
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#ifdef HOOK_GAMEDLL
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void CBot::Spawn(void)
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{
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Spawn_();
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}
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Vector CBot::GetAutoaimVector(float flDelta)
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{
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return GetAutoaimVector_(flDelta);
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}
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bool CBot::Initialize(const BotProfile *profile)
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{
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return Initialize_(profile);
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}
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void CBot::Crouch(void)
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{
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Crouch_();
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}
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void CBot::StandUp(void)
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{
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StandUp_();
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}
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void CBot::MoveForward(void)
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{
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MoveForward_();
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}
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void CBot::MoveBackward(void)
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{
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MoveBackward_();
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}
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void CBot::StrafeLeft(void)
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{
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StrafeLeft_();
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}
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void CBot::StrafeRight(void)
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{
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StrafeRight_();
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}
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bool CBot::Jump(bool mustJump)
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{
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return Jump_(mustJump);
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}
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void CBot::ClearMovement(void)
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{
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ClearMovement_();
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}
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void CBot::UseEnvironment(void)
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{
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UseEnvironment_();
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}
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void CBot::PrimaryAttack(void)
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{
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PrimaryAttack_();
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}
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void CBot::ClearPrimaryAttack(void)
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{
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ClearPrimaryAttack_();
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}
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void CBot::TogglePrimaryAttack(void)
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{
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TogglePrimaryAttack_();
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}
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void CBot::SecondaryAttack(void)
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{
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SecondaryAttack_();
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}
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void CBot::Reload(void)
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{
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Reload_();
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}
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void CBot::ExecuteCommand(void)
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{
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ExecuteCommand_();
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}
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#endif // HOOK_GAMEDLL
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