Bots can press use on objects, bots can use alt weapons properally
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81bf44639f
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@ -27,6 +27,7 @@ namespace Components
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std::int8_t forward;
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std::int8_t right;
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std::uint16_t weapon;
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std::uint16_t lastAltWeapon;
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bool active;
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};
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@ -316,6 +317,7 @@ namespace Components
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userCmd.forwardmove = g_botai[cl - Game::svs_clients].forward;
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userCmd.rightmove = g_botai[cl - Game::svs_clients].right;
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userCmd.weapon = g_botai[cl - Game::svs_clients].weapon;
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userCmd.primaryWeaponForAltMode = g_botai[cl - Game::svs_clients].lastAltWeapon;
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userCmd.angles[0] = ANGLE2SHORT((cl->gentity->client->ps.viewangles[0] - cl->gentity->client->ps.delta_angles[0]));
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userCmd.angles[1] = ANGLE2SHORT((cl->gentity->client->ps.viewangles[1] - cl->gentity->client->ps.delta_angles[1]));
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@ -339,11 +341,38 @@ namespace Components
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}
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}
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void Bots::G_SelectWeaponIndex(int clientNum, int iWeaponIndex)
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void Bots::G_SelectWeaponIndex(int clientNum, unsigned int iWeaponIndex)
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{
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if (g_botai[clientNum].active)
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{
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g_botai[clientNum].weapon = static_cast<uint16_t>(iWeaponIndex);
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g_botai[clientNum].lastAltWeapon = 0;
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auto* def = Game::BG_GetWeaponCompleteDef(iWeaponIndex);
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if (def->weapDef->inventoryType == Game::WEAPINVENTORY_ALTMODE)
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{
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auto* ps = &Game::g_entities[clientNum].client->ps;
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auto num_weaps = Game::BG_GetNumWeapons();
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for (auto i = 1u; i < num_weaps; i++)
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{
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if (!Game::BG_PlayerHasWeapon(ps, i))
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{
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continue;
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}
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auto* this_def = Game::BG_GetWeaponCompleteDef(i);
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if (this_def->altWeaponIndex != iWeaponIndex)
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{
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continue;
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}
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g_botai[clientNum].lastAltWeapon = static_cast<uint16_t>(i);
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break;
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}
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}
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}
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}
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@ -472,6 +501,11 @@ namespace Components
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});
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}
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bool Bots::Player_UpdateActivate_stub(int)
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{
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return false;
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}
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Bots::Bots()
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{
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AssertOffset(Game::client_s, bIsTestClient, 0x41AF0);
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@ -489,6 +523,9 @@ namespace Components
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Utils::Hook(0x441B80, G_SelectWeaponIndex_Hk, HOOK_JUMP).install()->quick();
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// fix bots using objects
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Utils::Hook(0x4D79C5, Player_UpdateActivate_stub, HOOK_CALL).install()->quick();
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Utils::Hook(0x459654, SV_GetClientPing_Hk, HOOK_CALL).install()->quick();
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sv_randomBotNames = Game::Dvar_RegisterBool("sv_randomBotNames", false, Game::DVAR_NONE, "Randomize the bots' names");
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@ -32,9 +32,11 @@ namespace Components
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static void BotAiAction(Game::client_s* cl);
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static void SV_BotUserMove_Hk();
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static void G_SelectWeaponIndex(int clientNum, int iWeaponIndex);
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static void G_SelectWeaponIndex(int clientNum, unsigned int iWeaponIndex);
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static void G_SelectWeaponIndex_Hk();
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static bool Player_UpdateActivate_stub(int);
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static int SV_GetClientPing_Hk(int clientNum);
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static bool IsFull();
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@ -11,4 +11,6 @@ namespace Game
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BG_IsWeaponValid_t BG_IsWeaponValid = BG_IsWeaponValid_t(0x415BA0);
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BG_GetEquippedWeaponIndex_t BG_GetEquippedWeaponIndex = BG_GetEquippedWeaponIndex_t(0x4D8BA0);
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BG_GetEquippedWeaponState_t BG_GetEquippedWeaponState = BG_GetEquippedWeaponState_t(0x4E79E0);
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BG_PlayerHasWeapon_t BG_PlayerHasWeapon = BG_PlayerHasWeapon_t(0x4AB530);
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BG_GetWeaponCompleteDef_t BG_GetWeaponCompleteDef = BG_GetWeaponCompleteDef_t(0x44CE00);
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}
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@ -28,4 +28,10 @@ namespace Game
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typedef PlayerEquippedWeaponState*(*BG_GetEquippedWeaponState_t)(playerState_s* ps, unsigned int weaponIndex);
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extern BG_GetEquippedWeaponState_t BG_GetEquippedWeaponState;
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typedef int*(*BG_PlayerHasWeapon_t)(playerState_s* ps, unsigned int weaponIndex);
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extern BG_PlayerHasWeapon_t BG_PlayerHasWeapon;
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typedef Game::WeaponCompleteDef*(*BG_GetWeaponCompleteDef_t)(unsigned int weaponIndex);
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extern BG_GetWeaponCompleteDef_t BG_GetWeaponCompleteDef;
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}
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