Engie mode
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e8f9133764
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f2f58403a9
@ -23,4 +23,3 @@ libtinfo.so.5.9.4.2
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libudev.so.1.6.6.4.7
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libwrap.so.0.7.6.1.5
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libz.so.1.2.1.1.2.4
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@ -61,6 +61,7 @@
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<AutoVariable width="fill" target="navbot.enable" label="Enable NavBot"/>
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<AutoVariable width="fill" target="navbot.spy-mode" label="Enable Spy Mode"/>
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<AutoVariable width="fill" target="navbot.heavy-mode" label="Enable Heavy Mode"/>
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<AutoVariable width="fill" target="navbot.engi-mode" label="Enable Engie Mode"/>
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<AutoVariable width="fill" target="navbot.primary-only" label="Best Weapon only"/>
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</List>
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<Box name="Nav FollowBot" width="content" height="content" padding="12 6 6 6" y="90">
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@ -63,6 +63,7 @@ public:
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offset_t hActiveWeapon;
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offset_t flChargedDamage;
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offset_t iUpgradeLevel;
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offset_t m_hBuilder;
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offset_t iPipeType;
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offset_t iBuildingHealth;
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offset_t iBuildingMaxHealth;
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@ -120,6 +120,8 @@ void NetVars::Init()
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"DT_TFSniperRifle", "SniperRifleLocalData", "m_flChargedDamage");
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this->iUpgradeLevel =
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gNetvars.get_offset("DT_BaseObject", "m_iUpgradeLevel");
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this->m_hBuilder =
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gNetvars.get_offset("DT_BaseObject", "m_hBuilder");
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this->iPipeType =
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gNetvars.get_offset("DT_TFProjectile_Pipebomb", "m_iType");
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this->iBuildingHealth =
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@ -12,6 +12,7 @@ namespace hacks::tf2::NavBot
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static settings::Bool enable("navbot.enable", "false");
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static settings::Bool spy_mode("navbot.spy-mode", "false");
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static settings::Bool heavy_mode("navbot.heavy-mode", "false");
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static settings::Bool engi_mode("navbot.engi-mode", "false");
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static settings::Bool primary_only("navbot.primary-only", "true");
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static settings::Bool enable_fb{ "navbot.medbot", "false" };
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@ -157,16 +158,27 @@ CachedEntity *NearestEnemy()
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Timer cdr{};
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Timer cd2{};
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Timer cd3{};
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Timer engi_spot_cd{};
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std::vector<Vector> preferred_sniper_spots;
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std::vector<Vector> sniper_spots;
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std::vector<Vector> nest_spots;
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void Init()
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{
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sniper_spots.clear();
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preferred_sniper_spots.clear();
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nest_spots.clear();
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for (auto area : nav::areas)
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{
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if (area.m_attributeFlags & NAV_MESH_NO_HOSTAGES)
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preferred_sniper_spots.push_back(area.m_center);
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if (area.m_attributeFlags & NAV_MESH_RUN)
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nest_spots.push_back(area.m_center);
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for (auto hide : area.m_hidingSpots)
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if (hide.IsGoodSniperSpot() || hide.IsIdealSniperSpot() ||
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hide.IsExposed())
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sniper_spots.push_back(hide.m_pos);
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logging::Info("%d", sniper_spots.size());
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}
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logging::Info("Sniper spots: %d, Manual Sniper Spots: %d, Sentry Spots: %d", sniper_spots.size(), preferred_sniper_spots.size(), nest_spots.size());
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}
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void initonce()
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{
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@ -175,6 +187,7 @@ void initonce()
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cdr.update();
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cd2.update();
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cd3.update();
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engi_spot_cd.update();
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return;
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}
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@ -191,7 +204,7 @@ void UpdateSlot()
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{
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int slot = re::C_BaseCombatWeapon::GetSlot(weapon);
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int newslot = 1;
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if (spy_mode)
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if (spy_mode || engi_mode)
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newslot = 3;
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if (slot != newslot - 1)
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g_IEngine->ClientCmd_Unrestricted(
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@ -199,6 +212,76 @@ void UpdateSlot()
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}
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}
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}
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enum BuildingNum
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{
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DISPENSER = 0,
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TELEPORT_ENT,
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SENTRY,
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TELEPORT_EXT,
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};
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std::vector<int> GetBuildings()
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{
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float bestscr = FLT_MAX;
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std::vector<int> buildings;
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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))
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continue;
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if (ent->m_Type() != ENTITY_BUILDING)
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continue;
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if ((CE_INT(ent, netvar.m_hBuilder) & 0xFFF) != g_pLocalPlayer->entity_idx)
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continue;
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if (ent->m_vecOrigin().DistTo(LOCAL_E->m_vecOrigin()) < bestscr)
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{
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buildings.push_back(i);
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bestscr = ent->m_vecOrigin().DistTo(LOCAL_E->m_vecOrigin());
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}
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}
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return buildings;
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}
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int cost[4] = {100, 50, 130, 50};
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int GetBestBuilding(int metal)
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{
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bool hasSentry, hasDispenser;
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if (!GetBuildings().empty())
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for (auto build : GetBuildings())
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{
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CachedEntity *building = ENTITY(build);
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if (building->m_iClassID() == CL_CLASS(CObjectSentrygun))
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hasSentry = true;
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if (building->m_iClassID() == CL_CLASS(CObjectDispenser))
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hasDispenser = true;
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}
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if (metal >= cost[SENTRY] && !hasSentry)
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return SENTRY;
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else if (metal >= cost[DISPENSER] && !hasDispenser)
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return DISPENSER;
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if (hasSentry && hasDispenser)
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return 3;
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return -1;
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}
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int GetClosestBuilding()
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{
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float bestscr = FLT_MAX;
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int BestBuilding = -1;
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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))
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continue;
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if (ent->m_Type() != ENTITY_BUILDING)
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continue;
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if ((CE_INT(ent, netvar.m_hBuilder) & 0xFFF) != g_pLocalPlayer->entity_idx)
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continue;
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if (ent->m_vecOrigin().DistTo(LOCAL_E->m_vecOrigin()) < bestscr)
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{
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BestBuilding = i;
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bestscr = ent->m_vecOrigin().DistTo(LOCAL_E->m_vecOrigin());
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}
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}
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return BestBuilding;
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}
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int follow_target = 0;
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void CreateMove()
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{
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@ -212,42 +295,40 @@ void CreateMove()
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{
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CachedEntity *med = nearestHealth();
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if (CE_GOOD(med))
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{
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nav::NavTo(med->m_vecOrigin(), true, true, 7);
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}
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}
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if (HasLowAmmo() && cdr.test_and_set(5000))
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{
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CachedEntity *ammo = nearestAmmo();
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if (CE_GOOD(ammo))
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{
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nav::NavTo(ammo->m_vecOrigin(), true, true, 6);
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}
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}
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if ((!HasLowHealth() && nav::priority == 7) || (!HasLowAmmo() && nav::priority == 6))
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nav::clearInstructions();
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if (enable)
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{
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if (!nav::ReadyForCommands && !spy_mode && !heavy_mode)
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if (!nav::ReadyForCommands && !spy_mode && !heavy_mode && !engi_mode)
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cd3.update();
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bool isready = (spy_mode || heavy_mode) ? 1 : nav::ReadyForCommands;
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int waittime = (spy_mode || heavy_mode) ? 100 : 5000;
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bool isready = (spy_mode || heavy_mode || engi_mode) ? 1 : nav::ReadyForCommands;
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int waittime = (spy_mode || heavy_mode || engi_mode) ? 100 : 5000;
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if (isready && cd3.test_and_set(waittime))
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{
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if (!spy_mode && !heavy_mode)
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if (!spy_mode && !heavy_mode && !engi_mode)
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{
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cd3.update();
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Vector random_spot;
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if (cd2.test_and_set(5000))
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Init();
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if (!sniper_spots.size())
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if (!sniper_spots.size() && !preferred_sniper_spots.size())
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return;
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int rng = rand() % sniper_spots.size();
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random_spot = sniper_spots.at(rng);
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auto snip_spot = preferred_sniper_spots.size() ? preferred_sniper_spots : sniper_spots;
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int rng = rand() % snip_spot.size();
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random_spot = snip_spot.at(rng);
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if (random_spot.z)
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nav::NavTo(random_spot, true, true);
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return;
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}
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else
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else if (!engi_mode)
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{
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CachedEntity *tar = NearestEnemy();
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if (CE_BAD(tar) && last_tar == -1 && nav::ReadyForCommands)
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@ -255,10 +336,11 @@ void CreateMove()
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Vector random_spot;
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if (cd2.test_and_set(5000))
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Init();
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if (!sniper_spots.size())
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if (!sniper_spots.size() && !preferred_sniper_spots.size())
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return;
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int rng = rand() % sniper_spots.size();
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random_spot = sniper_spots.at(rng);
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auto snip_spot = preferred_sniper_spots.size() ? preferred_sniper_spots : sniper_spots;
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int rng = rand() % snip_spot.size();
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random_spot = snip_spot.at(rng);
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if (random_spot.z)
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nav::NavTo(random_spot, false);
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return;
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@ -279,6 +361,120 @@ void CreateMove()
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}
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}
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}
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// Engi Mode
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else
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{
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// Init things
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if (cd2.test_and_set(5000))
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Init();
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// If No spots set just return
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if (nest_spots.empty())
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return;
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// Get Metal (offset of MAX metal is +8 and current metal +12)
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int metal = CE_INT(LOCAL_E, netvar.m_iAmmo + 12);
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// Best spot storage
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static Vector best_spot{};
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// Get Best spot based on distance
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if (engi_spot_cd.test_and_set(10000))
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{
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float bestscr = FLT_MAX;
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for (auto spot : nest_spots)
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{
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if (spot.DistTo(LOCAL_E->m_vecOrigin()) < bestscr)
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{
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bestscr = spot.DistTo(LOCAL_E->m_vecOrigin());
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best_spot = spot;
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}
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}
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}
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if (nav::priority == 1)
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{
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CachedEntity *ammo = nearestAmmo();
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if (CE_GOOD(ammo))
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{
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nav::NavTo(ammo->m_vecOrigin(), false, true);
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return;
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}
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}
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// If Near The best spot and ready for commands
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if (best_spot.DistTo(LOCAL_E->m_vecOrigin()) < 300.0f && (nav::ReadyForCommands || nav::priority == 1))
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{
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// Get the closest Building
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int ClosestBuilding = GetClosestBuilding();
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// If A Building was found
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if (ClosestBuilding != -1)
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{
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CachedEntity *ent = ENTITY(ClosestBuilding);
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// If we have more than 25 metal and the building is damaged or not fully upgraded hit it with the wrench
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if (metal > 25 && (CE_INT(ent, netvar.iUpgradeLevel) < 3 || CE_INT(ent, netvar.iBuildingHealth) < CE_INT(ent, netvar.iBuildingMaxHealth)))
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{
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auto collide = RAW_ENT(ent)->GetCollideable();
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Vector min = ent->m_vecOrigin() + collide->OBBMins();
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Vector max = ent->m_vecOrigin() + collide->OBBMaxs();
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// Distance check
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if (min.DistTo(g_pLocalPlayer->v_Eye) > re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W)) && max.DistTo(g_pLocalPlayer->v_Eye) > re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W)) && GetBuildingPosition(ent).DistTo(g_pLocalPlayer->v_Eye) > re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W)))
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{
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float min = min.DistTo(g_pLocalPlayer->v_Eye);
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float max = max.DistTo(g_pLocalPlayer->v_Eye);
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float center = GetBuildingPosition(ent).DistTo(g_pLocalPlayer->v_Eye);
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float closest = fminf(min, fminf(max, center));
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nav::NavTo(closest, false, false);
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}
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Vector tr = GetBuildingPosition(ent) - g_pLocalPlayer->v_Eye;
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Vector angles;
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VectorAngles(tr, angles);
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// Clamping is important
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fClampAngle(angles);
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current_user_cmd->viewangles = angles;
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current_user_cmd->buttons |= IN_ATTACK;
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g_pLocalPlayer->bUseSilentAngles = true;
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return;
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}
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}
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// Get A building, Sentry > Dispenser
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int tobuild = GetBestBuilding(metal);
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// If not enough metal then Find ammo
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if (tobuild == -1)
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{
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CachedEntity *ammo = nearestAmmo();
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if (CE_GOOD(ammo))
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{
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nav::NavTo(ammo->m_vecOrigin(), false, true);
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return;
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}
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// Ammo is dormant, go and find it!
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else if (sniper_spots.size() && nav::ReadyForCommands)
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{
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Vector random_spot;
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if (cd2.test_and_set(5000))
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Init();
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if (!sniper_spots.size() && !preferred_sniper_spots.size())
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return;
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auto snip_spot = preferred_sniper_spots.size() ? preferred_sniper_spots : sniper_spots;
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int rng = rand() % snip_spot.size();
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random_spot = snip_spot.at(rng);
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if (random_spot.z)
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nav::NavTo(random_spot, false, false, 1);
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return;
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}
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}
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// Build Building
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else if (tobuild != 3)
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{
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// Make ENgi look slightly down
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current_user_cmd->viewangles.x = 20.0f;
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// Build buildings in a 360° angle around player
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current_user_cmd->viewangles.y = 90.0f * (tobuild + 1);
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// Build new one
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g_IEngine->ServerCmd(format("build ", tobuild).c_str(), true);
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current_user_cmd->buttons |= IN_ATTACK;
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g_pLocalPlayer->bUseSilentAngles = true;
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}
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}
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// If not near best spot then navigate to it
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else if (nav::ReadyForCommands)
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nav::NavTo(best_spot, false, true);
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}
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}
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}
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else if (enable_fb)
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