7 entity tracetossfaketarget;
8 vector findtrajectory_velocity;
15 // upto 5 queued messages
61 .float bot_badaimtime;
62 .float bot_aimthinktime;
63 .float bot_prevaimtime;
65 .float bot_aimlatency;
68 .vector bot_badaimoffset;
69 .vector bot_1st_order_aimfilter;
70 .vector bot_2nd_order_aimfilter;
71 .vector bot_3th_order_aimfilter;
72 .vector bot_4th_order_aimfilter;
73 .vector bot_5th_order_aimfilter;
74 .vector bot_olddesiredang;
76 // .vector bot_aimorigin;
77 // .vector bot_aimvelocity;
78 .vector bot_aimtargorigin;
79 .vector bot_aimtargvelocity;
87 float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
88 void lag_update(entity this);
89 void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
91 float bot_shouldattack(entity this, entity targ);
92 float bot_aimdir(entity this, vector v, float maxfiredeviation);
93 bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity);
94 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore);
96 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay);
98 .void(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;