Beispiel #1
0
/*
==================
BotChat_HitNoKill
==================
*/
int BotChat_HitNoKill( bot_state_t *bs ) {
	char name[32];
    const char* weap;
	float rnd;
	aas_entityinfo_t entinfo;

	if ( bot_nochat.integer ) {
		return qfalse;
	}
	if ( bs->lastchat_time > trap_AAS_Time() - 3 ) {
		return qfalse;
	}
	if ( BotNumActivePlayers() <= 1 ) {
		return qfalse;
	}
	rnd = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_HITNOKILL, 0, 1 );
	//don't chat in teamplay
	if ( TeamPlayIsOn() ) {
		return qfalse;
	}
	//if fast chat is off
	if ( !bot_fastchat.integer ) {
		if ( random() > rnd * 0.5 ) {
			return qfalse;
		}
	}
	if ( !BotValidChatPosition( bs ) ) {
		return qfalse;
	}
	//if the enemy is visible
	if ( BotEntityVisible( bs->client, bs->eye, bs->viewangles, 360, bs->enemy ) ) {
		return qfalse;
	}
	//
	BotEntityInfo( bs->enemy, &entinfo );
	if ( EntityIsShooting( &entinfo ) ) {
		return qfalse;
	}
	//
	ClientName( bs->enemy, name, sizeof( name ) );
	weap = BotWeaponNameForMeansOfDeath( g_entities[bs->enemy].client->lasthurt_mod );
	//
	BotAI_BotInitialChat( bs, "hit_nokill", name, weap, NULL );
	bs->lastchat_time = trap_AAS_Time();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Beispiel #2
0
/*
=======================================================================================================================================
BotVisibleEnemies
=======================================================================================================================================
*/
int BotVisibleEnemies(bot_state_t *bs) {
	int i;
	aas_entityinfo_t entinfo;

	for (i = 0; i < level.maxclients; i++) {
		if (i == bs->client) {
			continue;
		}
		// if on the same team
		if (BotSameTeam(bs, i)) {
			continue;
		}
		// get the entity information
		BotEntityInfo(i, &entinfo);
		// if this player is active
		if (!entinfo.valid) {
			continue;
		}
		// if the entity isn't the bot self
		if (entinfo.number == bs->entitynum) {
			continue;
		}
		// if the entity isn't dead
		if (EntityIsDead(&entinfo)) {
			continue;
		}
		// if the enemy is invisible
		if (EntityIsInvisible(&entinfo)) {
			continue;
		}
		// check if the enemy is visible
		if (BotEntityVisible(&bs->cur_ps, 360, i)) {
			return qtrue;
		}
	}

	return qfalse;
}