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https://github.com/openmoh/openmohaa.git
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Add BotRotation class to handle bot turning
This commit is contained in:
parent
4157a49c7e
commit
1a33e9a15b
3 changed files with 227 additions and 170 deletions
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@ -35,45 +35,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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cvar_t *bot_manualmove;
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CLASS_DECLARATION(Player, PlayerBot, NULL) {
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{&EV_Killed, &PlayerBot::Killed },
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{&EV_GotKill, &PlayerBot::GotKill },
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{&EV_Player_StuffText, &PlayerBot::EventStuffText},
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{NULL, NULL }
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};
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PlayerBot::PlayerBot()
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{
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entflags |= ECF_BOT;
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controller = NULL;
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}
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void PlayerBot::setController(BotController *controlledBy)
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{
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controller = controlledBy;
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}
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void PlayerBot::Spawned(void)
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{
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controller->Spawned();
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Player::Spawned();
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}
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void PlayerBot::Killed(Event *ev)
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{
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Player::Killed(ev);
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controller->Killed(ev);
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}
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void PlayerBot::GotKill(Event *ev)
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{
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Player::GotKill(ev);
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controller->GotKill(ev);
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}
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CLASS_DECLARATION(Listener, BotController, NULL) {
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{NULL, NULL}
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};
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@ -103,11 +64,6 @@ BotController::BotController()
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m_botEyes.ofs[1] = 0;
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m_botEyes.ofs[2] = DEFAULT_VIEWHEIGHT;
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m_vAngSpeed = vec_zero;
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m_vTargetAng = vec_zero;
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m_vCurrentAng = vec_zero;
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m_fYawSpeedMult = 1.0f;
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m_iCuriousTime = 0;
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m_iAttackTime = 0;
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@ -138,69 +94,6 @@ void BotController::Init(void)
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InitState_Weapon(&botfuncs[4]);
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}
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float AngleDifference(float ang1, float ang2)
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{
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float diff;
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diff = ang1 - ang2;
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if (ang1 > ang2) {
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if (diff > 180.0) {
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diff -= 360.0;
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}
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} else {
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if (diff < -180.0) {
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diff += 360.0;
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}
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}
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return diff;
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}
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void BotController::TurnThink(void)
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{
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float diff, factor, maxchange, anglespeed, desired_speed;
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int i;
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if (m_vTargetAng[PITCH] > 180) {
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m_vTargetAng[PITCH] -= 360;
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}
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factor = 0.25f;
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maxchange = 360;
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if (maxchange < 240) {
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maxchange = 240;
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}
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maxchange *= level.frametime;
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for (i = 0; i < 2; i++) {
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//over reaction view model
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m_vCurrentAng[i] = AngleMod(m_vCurrentAng[i]);
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m_vTargetAng[i] = AngleMod(m_vTargetAng[i]);
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diff = AngleDifference(m_vCurrentAng[i], m_vTargetAng[i]);
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desired_speed = diff * factor;
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m_vAngSpeed[i] = Q_clamp_float(m_vAngSpeed[i] + (m_vAngSpeed[i] - desired_speed), -180, 180);
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anglespeed = Q_clamp_float(m_vAngSpeed[i], -maxchange, maxchange);
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m_vCurrentAng[i] += anglespeed;
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m_vCurrentAng[i] = AngleMod(m_vCurrentAng[i]);
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//demping
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m_vAngSpeed[i] *= 0.2 * (1 - factor);
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}
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if (m_vCurrentAng[PITCH] > 180) {
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m_vCurrentAng[PITCH] -= 360;
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}
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m_botEyes.angles[0] = m_vCurrentAng[0];
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m_botEyes.angles[1] = m_vCurrentAng[1];
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m_botCmd.angles[0] = ANGLE2SHORT(m_vCurrentAng[0]) - controlledEnt->client->ps.delta_angles[0];
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m_botCmd.angles[1] = ANGLE2SHORT(m_vCurrentAng[1]) - controlledEnt->client->ps.delta_angles[1];
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m_botCmd.angles[2] = ANGLE2SHORT(m_vCurrentAng[2]) - controlledEnt->client->ps.delta_angles[2];
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}
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void BotController::GetUsercmd(usercmd_t *ucmd)
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{
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*ucmd = m_botCmd;
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@ -231,8 +124,7 @@ void BotController::UpdateBotStates(void)
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}
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if (controlledEnt->GetTeam() == TEAM_NONE || controlledEnt->GetTeam() == TEAM_SPECTATOR) {
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Event *event;
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float time;
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float time;
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// Add some delay to avoid telefragging
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time = controlledEnt->entnum / 20.0;
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@ -266,7 +158,7 @@ void BotController::UpdateBotStates(void)
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CheckStates();
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movement.MoveThink(m_botCmd);
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TurnThink();
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rotation.TurnThink(m_botCmd, m_botEyes);
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CheckUse();
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}
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@ -356,33 +248,6 @@ void BotController::SendCommand(const char *text)
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}
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}
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/*
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====================
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SetTargetAngles
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Set the bot's angle
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====================
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*/
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void BotController::SetTargetAngles(Vector vAngles)
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{
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m_vTargetAng = vAngles;
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}
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/*
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====================
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AimAt
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Make the bot face to the specified direction
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====================
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*/
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void BotController::AimAt(Vector vPos)
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{
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Vector vDelta = vPos - controlledEnt->centroid;
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VectorNormalize(vDelta);
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vectoangles(vDelta, m_vTargetAng);
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}
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/*
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====================
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AimAtAimNode
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@ -400,10 +265,12 @@ void BotController::AimAtAimNode(void)
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goal = movement.GetCurrentGoal();
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if (goal != controlledEnt->origin) {
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AimAt(goal);
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rotation.AimAt(goal);
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}
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m_vTargetAng[PITCH] = 0;
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Vector targetAngles = rotation.GetTargetAngles();
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targetAngles.x = 0;
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rotation.SetTargetAngles(targetAngles);
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}
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/*
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@ -881,13 +748,14 @@ void BotController::State_Attack(void)
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fMinDistanceSquared = 0;
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}
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AimAt(m_pEnemy->centroid + Vector(G_CRandom(8), G_CRandom(8), G_CRandom(8)));
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rotation.AimAt(m_pEnemy->centroid + Vector(G_CRandom(8), G_CRandom(8), G_CRandom(8)));
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if (bNoMove) {
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return;
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}
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if ((!movement.MoveToBestAttractivePoint(5) && !movement.IsMoving()) || (m_vOldEnemyPos != m_vLastEnemyPos && !movement.MoveDone())) {
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if ((!movement.MoveToBestAttractivePoint(5) && !movement.IsMoving())
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|| (m_vOldEnemyPos != m_vLastEnemyPos && !movement.MoveDone())) {
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if (!bMelee) {
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if ((controlledEnt->origin - m_vLastEnemyPos).lengthSquared() < fMinDistanceSquared) {
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Vector vDir = controlledEnt->origin - m_vLastEnemyPos;
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@ -1048,6 +916,7 @@ void BotController::setControlledEntity(Player *player)
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{
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controlledEnt = player;
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movement.SetControlledEntity(player);
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rotation.SetControlledEntity(player);
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}
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Player *BotController::getControlledEntity() const
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@ -1123,3 +992,42 @@ void BotControllerManager::ThinkControllers()
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controller->Think();
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}
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}
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CLASS_DECLARATION(Player, PlayerBot, NULL) {
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{&EV_Killed, &PlayerBot::Killed },
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{&EV_GotKill, &PlayerBot::GotKill },
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{&EV_Player_StuffText, &PlayerBot::EventStuffText},
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{NULL, NULL }
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};
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PlayerBot::PlayerBot()
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{
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entflags |= ECF_BOT;
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controller = NULL;
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}
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void PlayerBot::setController(BotController *controlledBy)
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{
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controller = controlledBy;
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}
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void PlayerBot::Spawned(void)
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{
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controller->Spawned();
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Player::Spawned();
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}
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void PlayerBot::Killed(Event *ev)
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{
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Player::Killed(ev);
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controller->Killed(ev);
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}
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void PlayerBot::GotKill(Event *ev)
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{
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Player::GotKill(ev);
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controller->GotKill(ev);
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}
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@ -36,25 +36,6 @@ typedef struct nodeAttract_s {
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class BotController;
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class PlayerBot : public Player
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{
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public:
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CLASS_PROTOTYPE(PlayerBot);
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public:
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PlayerBot();
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void setController(BotController *controlledBy);
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void Spawned(void);
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void Killed(Event *ev);
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void GotKill(Event *ev);
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private:
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BotController *controller;
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};
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class BotMovement
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{
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public:
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@ -109,7 +90,25 @@ private:
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};
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class BotRotation
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{};
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{
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public:
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BotRotation();
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void SetControlledEntity(Player *newEntity);
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void TurnThink(usercmd_t& botcmd, usereyes_t& eyeinfo);
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const Vector& GetTargetAngles() const;
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void SetTargetAngles(Vector vAngles);
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void AimAt(Vector vPos);
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private:
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SafePtr<Player> controlledEntity;
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Vector m_vTargetAng;
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Vector m_vCurrentAng;
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Vector m_vAngSpeed;
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float m_fYawSpeedMult;
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};
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class BotController : public Listener
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{
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@ -125,6 +124,7 @@ private:
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static botfunc_t botfuncs[];
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BotMovement movement;
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BotRotation rotation;
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// States
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int m_iCuriousTime;
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@ -140,12 +140,6 @@ private:
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usercmd_t m_botCmd;
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usereyes_t m_botEyes;
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// Direction
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Vector m_vTargetAng;
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Vector m_vCurrentAng;
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Vector m_vAngSpeed;
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float m_fYawSpeedMult;
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// States
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int m_StateCount;
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unsigned int m_StateFlags;
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@ -155,7 +149,6 @@ private:
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int m_iNextTauntTime;
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private:
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void TurnThink(void);
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void CheckUse(void);
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void State_DefaultBegin(void);
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@ -204,12 +197,10 @@ public:
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void GetEyeInfo(usereyes_t *eyeinfo);
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void GetUsercmd(usercmd_t *ucmd);
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void SetTargetAngles(Vector vAngles);
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void UpdateBotStates(void);
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void CheckReload(void);
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void AimAt(Vector vPos);
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void AimAtAimNode(void);
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void NoticeEvent(Vector vPos, int iType, Entity *pEnt, float fDistanceSquared, float fRadiusSquared);
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@ -274,3 +265,22 @@ private:
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};
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extern BotManager botManager;
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class PlayerBot : public Player
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{
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public:
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CLASS_PROTOTYPE(PlayerBot);
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public:
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PlayerBot();
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void setController(BotController *controlledBy);
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void Spawned(void);
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void Killed(Event *ev);
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void GotKill(Event *ev);
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private:
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BotController *controller;
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};
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139
code/fgame/playerbot_rotation.cpp
Normal file
139
code/fgame/playerbot_rotation.cpp
Normal file
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@ -0,0 +1,139 @@
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/*
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===========================================================================
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Copyright (C) 2024 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// playerbot_rotation.cpp: Manages bot rotation
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#include "playerbot.h"
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BotRotation::BotRotation()
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{
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m_vAngSpeed = vec_zero;
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m_vTargetAng = vec_zero;
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m_vCurrentAng = vec_zero;
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m_fYawSpeedMult = 1.0f;
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}
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void BotRotation::SetControlledEntity(Player *newEntity)
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{
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controlledEntity = newEntity;
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}
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float AngleDifference(float ang1, float ang2)
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{
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float diff;
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diff = ang1 - ang2;
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if (ang1 > ang2) {
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if (diff > 180.0) {
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diff -= 360.0;
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}
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} else {
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if (diff < -180.0) {
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diff += 360.0;
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}
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}
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return diff;
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}
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void BotRotation::TurnThink(usercmd_t& botcmd, usereyes_t& eyeinfo)
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{
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float diff, factor, maxchange, anglespeed, desired_speed;
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int i;
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if (m_vTargetAng[PITCH] > 180) {
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m_vTargetAng[PITCH] -= 360;
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}
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factor = 0.25f;
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maxchange = 360;
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if (maxchange < 240) {
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maxchange = 240;
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}
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maxchange *= level.frametime;
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for (i = 0; i < 2; i++) {
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//over reaction view model
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m_vCurrentAng[i] = AngleMod(m_vCurrentAng[i]);
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m_vTargetAng[i] = AngleMod(m_vTargetAng[i]);
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diff = AngleDifference(m_vCurrentAng[i], m_vTargetAng[i]);
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desired_speed = diff * factor;
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m_vAngSpeed[i] = Q_clamp_float(m_vAngSpeed[i] + (m_vAngSpeed[i] - desired_speed), -180, 180);
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anglespeed = Q_clamp_float(m_vAngSpeed[i], -maxchange, maxchange);
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m_vCurrentAng[i] += anglespeed;
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m_vCurrentAng[i] = AngleMod(m_vCurrentAng[i]);
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//demping
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m_vAngSpeed[i] *= 0.2 * (1 - factor);
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}
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if (m_vCurrentAng[PITCH] > 180) {
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m_vCurrentAng[PITCH] -= 360;
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}
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eyeinfo.angles[0] = m_vCurrentAng[0];
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eyeinfo.angles[1] = m_vCurrentAng[1];
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botcmd.angles[0] = ANGLE2SHORT(m_vCurrentAng[0]) - controlledEntity->client->ps.delta_angles[0];
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botcmd.angles[1] = ANGLE2SHORT(m_vCurrentAng[1]) - controlledEntity->client->ps.delta_angles[1];
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botcmd.angles[2] = ANGLE2SHORT(m_vCurrentAng[2]) - controlledEntity->client->ps.delta_angles[2];
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}
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/*
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====================
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GetTargetAngles
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Return the target angle
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====================
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*/
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const Vector& BotRotation::GetTargetAngles() const
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{
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return m_vTargetAng;
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}
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/*
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====================
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SetTargetAngles
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Set the bot's angle
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====================
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*/
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void BotRotation::SetTargetAngles(Vector vAngles)
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{
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m_vTargetAng = vAngles;
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}
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/*
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====================
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AimAt
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Make the bot face to the specified direction
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====================
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*/
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void BotRotation::AimAt(Vector vPos)
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{
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Vector vDelta = vPos - controlledEntity->centroid;
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VectorNormalize(vDelta);
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vectoangles(vDelta, m_vTargetAng);
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}
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