Health and ammo for navbot
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55e93a5627
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39473c9992
@ -11,6 +11,8 @@ enum task : uint8_t
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none = 0,
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sniper_spot,
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stay_near,
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health,
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ammo
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};
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}
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struct bot_class_config
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@ -8,11 +8,13 @@ namespace hacks::tf2::NavBot
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static settings::Bool enabled("navbot.enabled", "false");
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static settings::Bool stay_near("navbot.stay-near", "true");
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static settings::Bool heavy_mode("navbot.other-mode", "false");
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static settings::Bool get_health("navbot.get-health-and-ammo", "true");
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// -Forward declarations-
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bool init(bool first_cm);
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static bool navToSniperSpot();
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static bool stayNear();
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static bool getHealthAndAmmo();
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// -Variables-
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static std::vector<std::pair<CNavArea *, Vector>> sniper_spots;
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@ -34,8 +36,12 @@ static void CreateMove()
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else
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current_task = task::none;
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// Try to near enemies to increase efficiency
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if (stay_near)
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if (get_health)
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if (getHealthAndAmmo())
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return;
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// Try to stay near enemies to increase efficiency
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if (stay_near || heavy_mode)
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if (stayNear())
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return;
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// We don't have anything else to do. Just nav to sniper spots.
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@ -113,6 +119,7 @@ static bool isValidNearPosition(Vector vec, Vector target,
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static bool stayNearPlayer(CachedEntity *ent, const bot_class_config &config,
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CNavArea **result)
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{
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// Get some valid areas
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std::vector<CNavArea *> areas;
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for (auto &area : nav::navfile->m_areas)
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{
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@ -122,7 +129,9 @@ static bool stayNearPlayer(CachedEntity *ent, const bot_class_config &config,
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}
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if (areas.empty())
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return false;
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const Vector ent_orig = ent->m_vecOrigin();
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// Area dist to target should be as close as possible to config.preferred
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std::sort(areas.begin(), areas.end(), [&](CNavArea *a, CNavArea *b) {
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return std::abs(a->m_center.DistTo(ent_orig) - config.preferred) <
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std::abs(b->m_center.DistTo(ent_orig) - config.preferred);
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@ -131,6 +140,8 @@ static bool stayNearPlayer(CachedEntity *ent, const bot_class_config &config,
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size_t size = 20;
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if (areas.size() < size)
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size = areas.size();
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// Get some areas that are close to the player
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std::vector<CNavArea *> preferred_areas(areas.begin(),
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areas.begin() + size / 2);
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std::sort(preferred_areas.begin(), preferred_areas.end(),
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@ -145,10 +156,12 @@ static bool stayNearPlayer(CachedEntity *ent, const bot_class_config &config,
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std::vector<CNavArea *>::iterator it;
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if (attempts <= size / 4)
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{
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// First try getting preferred areas (5 tries)
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it = preferred_areas.begin() + attempts;
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}
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else
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{
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// Then get random ones
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it = select_randomly(areas.begin(), areas.end());
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}
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@ -166,7 +179,6 @@ static bool stayNearPlayer(CachedEntity *ent, const bot_class_config &config,
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static bool stayNearPlayers(const bot_class_config &config,
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CachedEntity **result_ent, CNavArea **result_area)
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{
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logging::Info("Stay near players called!");
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for (int i = 0; i < g_IEngine->GetMaxClients(); i++)
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{
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CachedEntity *ent = ENTITY(i);
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@ -185,8 +197,11 @@ static bool stayNearPlayers(const bot_class_config &config,
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// Main stay near function
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static bool stayNear()
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{
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static CachedEntity *lastTarget = nullptr;
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static CNavArea *result = nullptr;
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static CachedEntity *last_target = nullptr;
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static CNavArea *last_area = nullptr;
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bool last_target_good = CE_GOOD(last_target) &&
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last_target->m_bAlivePlayer() &&
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last_target->m_bEnemy();
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// What distances do we have to use?
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const bot_class_config *config;
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@ -202,18 +217,18 @@ static bool stayNear()
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if (current_task == task::stay_near)
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{
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// Do we already have a stay near target? Check if its still good.
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if (CE_BAD(lastTarget))
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if (CE_BAD(last_target))
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{
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current_task = task::none;
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}
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else if (!lastTarget->m_bAlivePlayer() || !lastTarget->m_bEnemy())
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else if (!last_target->m_bAlivePlayer() || !last_target->m_bEnemy())
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{
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nav::clearInstructions();
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current_task = task::none;
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}
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// Check if we still have LOS and are close enough/far enough
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else if (!stayNearHelpers::isValidNearPosition(
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result->m_center, lastTarget->m_vecOrigin(), *config))
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last_area->m_center, last_target->m_vecOrigin(), *config))
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{
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current_task = task::none;
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nav::clearInstructions();
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@ -221,23 +236,125 @@ static bool stayNear()
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}
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// Are we doing nothing? Check if our current location can still attack our
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// last target
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else if (current_task == task::none && CE_GOOD(lastTarget) &&
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lastTarget->m_bAlivePlayer() && lastTarget->m_bEnemy())
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else if (current_task == task::none && last_target_good)
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{
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if (stayNearHelpers::isValidNearPosition(
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g_pLocalPlayer->v_Origin, lastTarget->m_vecOrigin(), *config))
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g_pLocalPlayer->v_Origin, last_target->m_vecOrigin(), *config))
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return true;
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}
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// Can we try pathing to our last target again?
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else if (last_target_good)
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{
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if (stayNearHelpers::stayNearPlayer(last_target, *config, &last_area))
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return true;
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}
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static Timer wait_until_stay_near{};
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if (current_task == task::stay_near)
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{
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return true;
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}
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else
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else if (wait_until_stay_near.test_and_set(1000))
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{
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// We're doing nothing? Do something!
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return stayNearHelpers::stayNearPlayers(*config, &lastTarget, &result);
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return stayNearHelpers::stayNearPlayers(*config, &last_target,
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&last_area);
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}
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return false;
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}
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static inline bool hasLowAmmo()
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{
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if (CE_BAD(LOCAL_W))
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return false;
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int *weapon_list =
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(int *) ((uint64_t)(RAW_ENT(LOCAL_E)) + netvar.hMyWeapons);
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if (g_pLocalPlayer->holding_sniper_rifle &&
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CE_INT(LOCAL_E, netvar.m_iAmmo + 4) <= 5)
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return true;
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for (int i = 0; weapon_list[i]; i++)
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{
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int handle = weapon_list[i];
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int eid = handle & 0xFFF;
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if (eid >= 32 && eid <= HIGHEST_ENTITY)
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{
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IClientEntity *weapon = g_IEntityList->GetClientEntity(eid);
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if (weapon and re::C_BaseCombatWeapon::IsBaseCombatWeapon(weapon) &&
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re::C_TFWeaponBase::UsesPrimaryAmmo(weapon) &&
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!re::C_TFWeaponBase::HasPrimaryAmmo(weapon))
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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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static bool getHealthAndAmmo()
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{
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static Timer health_ammo_timer{};
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if (!health_ammo_timer.check(3000))
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return false;
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if (current_task == task::health)
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return true;
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if (float(LOCAL_E->m_iHealth()) / float(LOCAL_E->m_iMaxHealth()) < 0.64f)
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{
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std::vector<Vector> healthpacks;
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for (int i = 0; i < HIGHEST_ENTITY; i++)
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{
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CachedEntity *ent = ENTITY(i);
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if (CE_BAD(ent) || ent->m_iClassID() != CL_CLASS(CBaseAnimating))
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continue;
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if (ent->m_ItemType() != ITEM_HEALTH_SMALL &&
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ent->m_ItemType() != ITEM_HEALTH_MEDIUM &&
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ent->m_ItemType() != ITEM_HEALTH_LARGE)
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continue;
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healthpacks.push_back(ent->m_vecOrigin());
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}
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std::sort(healthpacks.begin(), healthpacks.end(),
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[](Vector &a, Vector &b) {
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return g_pLocalPlayer->v_Origin.DistTo(a) <
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g_pLocalPlayer->v_Origin.DistTo(b);
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});
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for (auto &pack : healthpacks)
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{
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if (nav::navTo(pack, 10, true, true))
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{
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current_task = task::health;
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return true;
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}
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}
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}
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if (current_task == task::ammo)
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return true;
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if (hasLowAmmo())
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{
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std::vector<Vector> ammopacks;
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for (int i = 0; i < HIGHEST_ENTITY; i++)
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{
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CachedEntity *ent = ENTITY(i);
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if (CE_BAD(ent) || ent->m_iClassID() != CL_CLASS(CBaseAnimating))
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continue;
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if (ent->m_ItemType() != ITEM_AMMO_SMALL &&
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ent->m_ItemType() != ITEM_AMMO_MEDIUM &&
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ent->m_ItemType() != ITEM_AMMO_LARGE)
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continue;
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ammopacks.push_back(ent->m_vecOrigin());
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}
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std::sort(ammopacks.begin(), ammopacks.end(), [](Vector &a, Vector &b) {
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return g_pLocalPlayer->v_Origin.DistTo(a) <
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g_pLocalPlayer->v_Origin.DistTo(b);
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});
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for (auto &pack : ammopacks)
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{
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if (nav::navTo(pack, 9, true, true))
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{
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current_task = task::ammo;
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return true;
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}
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}
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}
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return false;
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}
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static HookedFunction cm(HookedFunctions_types::HF_CreateMove, "NavBot", 16,
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