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Properly link bots and spawn points in single player
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / bot.qc
1 #include "bot.qh"
2
3 #include "cvars.qh"
4
5 #include "aim.qh"
6 #include "navigation.qh"
7 #include "scripting.qh"
8 #include "waypoints.qh"
9
10 #include "havocbot/havocbot.qh"
11 #include "havocbot/scripting.qh"
12
13 #include "../../teamplay.qh"
14
15 #include "../../antilag.qh"
16 #include "../../autocvars.qh"
17 #include "../../campaign.qh"
18 #include "../../client.qh"
19 #include "../../constants.qh"
20 #include "../../defs.qh"
21 #include "../../race.qh"
22 #include <common/t_items.qh>
23
24 #include "../../mutators/_mod.qh"
25
26 #include "../../weapons/accuracy.qh"
27
28 #include <common/physics/player.qh>
29 #include <common/constants.qh>
30 #include <common/net_linked.qh>
31 #include <common/mapinfo.qh>
32 #include <common/teams.qh>
33 #include <common/util.qh>
34
35 #include <server/scores_rules.qh>
36
37 #include <common/weapons/_all.qh>
38
39 #include <lib/csqcmodel/sv_model.qh>
40
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/util_server.qh>
43
44 entity bot_spawn()
45 {
46         entity bot = spawnclient();
47         if (bot)
48         {
49                 bot_spawn_setup(bot);
50         }
51         return bot;
52 }
53
54 void bot_spawn_setup(entity bot)
55 {
56         setItemGroupCount();
57         currentbots = currentbots + 1;
58         bot_setnameandstuff(bot);
59         ClientConnect(bot);
60         PutClientInServer(bot);
61 }
62
63 void bot_think(entity this)
64 {
65         if (this.bot_nextthink > time)
66                 return;
67
68         this.flags &= ~FL_GODMODE;
69         if(autocvar_bot_god)
70                 this.flags |= FL_GODMODE;
71
72         this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * (0.5 ** this.bot_aiskill) * min(14 / (skill + 14), 1));
73
74         //if (this.bot_painintensity > 0)
75         //      this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime;
76
77         //this.bot_painintensity = this.bot_painintensity + this.bot_oldhealth - this.health;
78         //this.bot_painintensity = bound(0, this.bot_painintensity, 100);
79
80         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
81         {
82                 this.movement = '0 0 0';
83                 this.bot_nextthink = time + 0.5;
84                 return;
85         }
86
87         if (this.fixangle)
88         {
89                 this.v_angle = this.angles;
90                 this.v_angle_z = 0;
91                 this.fixangle = false;
92         }
93
94         this.dmg_take = 0;
95         this.dmg_save = 0;
96         this.dmg_inflictor = NULL;
97
98         // calculate an aiming latency based on the skill setting
99         // (simulated network latency + naturally delayed reflexes)
100         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
101         // minimum ping 20+10 random
102         this.ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
103         // skill 10 = ping 0.2 (adrenaline)
104         // skill 0 = ping 0.7 (slightly drunk)
105
106         // clear buttons
107         PHYS_INPUT_BUTTON_ATCK(this) = false;
108         PHYS_INPUT_BUTTON_JUMP(this) = false;
109         PHYS_INPUT_BUTTON_ATCK2(this) = false;
110         PHYS_INPUT_BUTTON_ZOOM(this) = false;
111         PHYS_INPUT_BUTTON_CROUCH(this) = false;
112         PHYS_INPUT_BUTTON_HOOK(this) = false;
113         PHYS_INPUT_BUTTON_INFO(this) = false;
114         PHYS_INPUT_BUTTON_DRAG(this) = false;
115         PHYS_INPUT_BUTTON_CHAT(this) = false;
116         PHYS_INPUT_BUTTON_USE(this) = false;
117
118         if (time < game_starttime)
119         {
120                 // block the bot during the countdown to game start
121                 this.movement = '0 0 0';
122                 this.bot_nextthink = game_starttime;
123                 return;
124         }
125
126         // if dead, just wait until we can respawn
127         if (IS_DEAD(this))
128         {
129                 this.movement = '0 0 0';
130                 if (this.deadflag == DEAD_DEAD)
131                 {
132                         PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
133                         this.bot_strategytime = 0;
134                 }
135         }
136         else if(this.aistatus & AI_STATUS_STUCK)
137                 navigation_unstuck(this);
138
139         // now call the current bot AI (havocbot for example)
140         this.bot_ai(this);
141 }
142
143 void bot_setnameandstuff(entity this)
144 {
145         string readfile, s;
146         float file, tokens, prio;
147
148         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
149         string name, prefix, suffix;
150
151         if(autocvar_g_campaign)
152         {
153                 prefix = "";
154                 suffix = "";
155         }
156         else
157         {
158                 prefix = autocvar_bot_prefix;
159                 suffix = autocvar_bot_suffix;
160         }
161
162         file = fopen(autocvar_bot_config_file, FILE_READ);
163
164         if(file < 0)
165         {
166                 LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
167                 readfile = "";
168         }
169         else
170         {
171                 RandomSelection_Init();
172                 while((readfile = fgets(file)))
173                 {
174                         if(substring(readfile, 0, 2) == "//")
175                                 continue;
176                         if(substring(readfile, 0, 1) == "#")
177                                 continue;
178                         tokens = tokenizebyseparator(readfile, "\t");
179                         if(tokens == 0)
180                                 continue;
181                         s = argv(0);
182                         prio = 1;
183                         FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
184                                 if(s == it.cleanname)
185                                 {
186                                         prio = 0;
187                                         break;
188                                 }
189                         ));
190                         RandomSelection_AddString(readfile, 1, prio);
191                 }
192                 readfile = RandomSelection_chosen_string;
193                 fclose(file);
194         }
195
196         tokens = tokenizebyseparator(readfile, "\t");
197         if(argv(0) != "") bot_name = argv(0);
198         else bot_name = "Bot";
199
200         if(argv(1) != "") bot_model = argv(1);
201         else bot_model = "";
202
203         if(argv(2) != "") bot_skin = argv(2);
204         else bot_skin = "0";
205
206         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
207         else bot_shirt = ftos(floor(random() * 15));
208
209         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
210         else bot_pants = ftos(floor(random() * 15));
211
212         this.bot_forced_team = stof(argv(5));
213
214         prio = 6;
215
216         #define READSKILL(f, w, r) MACRO_BEGIN { \
217                 if(argv(prio) != "") \
218                         this.f = stof(argv(prio)) * w; \
219                 else \
220                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
221                 prio++; \
222         } MACRO_END
223         //print(bot_name, ": ping=", argv(9), "\n");
224
225         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
226         READSKILL(bot_moveskill, 2, 0); // move skill
227         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
228
229         READSKILL(bot_pingskill, 0.5, 0); // ping skill
230
231         READSKILL(bot_weaponskill, 2, 0); // weapon skill
232         READSKILL(bot_aggresskill, 1, 0); // aggre skill
233         READSKILL(bot_rangepreference, 1, 0); // read skill
234
235         READSKILL(bot_aimskill, 2, 0); // aim skill
236         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
237         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
238
239         READSKILL(bot_thinkskill, 1, 0.5); // think skill
240         READSKILL(bot_aiskill, 2, 0); // "ai" skill
241
242         this.bot_config_loaded = true;
243
244         // this is really only a default, JoinBestTeam is called later
245         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
246         this.bot_preferredcolors = this.clientcolors;
247
248         // pick the name
249         if (autocvar_bot_usemodelnames)
250                 name = bot_model;
251         else
252                 name = bot_name;
253
254         // number bots with identical names
255         int j = 0;
256         FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
257                 if(it.cleanname == name)
258                         ++j;
259         ));
260         if (j)
261                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
262         else
263                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
264
265         this.cleanname = strzone(name);
266
267         // pick the model and skin
268         if(substring(bot_model, -4, 1) != ".")
269                 bot_model = strcat(bot_model, ".iqm");
270         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
271         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
272
273         this.cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the NULL
274         this.cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
275 }
276
277 void bot_custom_weapon_priority_setup()
278 {
279         float tokens, i, w;
280
281         bot_custom_weapon = false;
282
283         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
284                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
285                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
286                 autocvar_bot_ai_custom_weapon_priority_distances == ""
287         )
288                 return;
289
290         // Parse distances
291         tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
292
293         if (tokens!=2)
294                 return;
295
296         bot_distance_far = stof(argv(0));
297         bot_distance_close = stof(argv(1));
298
299         if(bot_distance_far < bot_distance_close){
300                 bot_distance_far = stof(argv(1));
301                 bot_distance_close = stof(argv(0));
302         }
303
304         // Initialize list of weapons
305         bot_weapons_far[0] = -1;
306         bot_weapons_mid[0] = -1;
307         bot_weapons_close[0] = -1;
308
309         // Parse far distance weapon priorities
310         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
311
312         int c = 0;
313         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
314                 w = stof(argv(i));
315                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
316                         bot_weapons_far[c] = w;
317                         ++c;
318                 }
319         }
320         if(c < Weapons_COUNT)
321                 bot_weapons_far[c] = -1;
322
323         // Parse mid distance weapon priorities
324         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
325
326         c = 0;
327         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
328                 w = stof(argv(i));
329                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
330                         bot_weapons_mid[c] = w;
331                         ++c;
332                 }
333         }
334         if(c < Weapons_COUNT)
335                 bot_weapons_mid[c] = -1;
336
337         // Parse close distance weapon priorities
338         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
339
340         c = 0;
341         for(i=0; i < tokens && i < Weapons_COUNT; ++i){
342                 w = stof(argv(i));
343                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
344                         bot_weapons_close[c] = w;
345                         ++c;
346                 }
347         }
348         if(c < Weapons_COUNT)
349                 bot_weapons_close[c] = -1;
350
351         bot_custom_weapon = true;
352 }
353
354 void bot_endgame()
355 {
356         bot_relinkplayerlist();
357         entity e = bot_list;
358         while (e)
359         {
360                 setcolor(e, e.bot_preferredcolors);
361                 e = e.nextbot;
362         }
363         // if dynamic waypoints are ever implemented, save them here
364 }
365
366 void bot_relinkplayerlist()
367 {
368         player_count = 0;
369         currentbots = 0;
370         bot_list = NULL;
371
372         entity prevbot = NULL;
373         FOREACH_CLIENT(true,
374         {
375                 ++player_count;
376
377                 if(IS_BOT_CLIENT(it))
378                 {
379                         if(prevbot)
380                                 prevbot.nextbot = it;
381                         else
382                                 bot_list = it;
383                         prevbot = it;
384                         ++currentbots;
385                 }
386         });
387         if(prevbot)
388                 prevbot.nextbot = NULL;
389         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
390         bot_strategytoken = bot_list;
391         bot_strategytoken_taken = true;
392 }
393
394 void bot_clientdisconnect(entity this)
395 {
396         if (!IS_BOT_CLIENT(this))
397                 return;
398         bot_clearqueue(this);
399         if(this.cleanname)
400                 strunzone(this.cleanname);
401         if(this.netname_freeme)
402                 strunzone(this.netname_freeme);
403         if(this.playermodel_freeme)
404                 strunzone(this.playermodel_freeme);
405         if(this.playerskin_freeme)
406                 strunzone(this.playerskin_freeme);
407         this.cleanname = string_null;
408         this.netname_freeme = string_null;
409         this.playermodel_freeme = string_null;
410         this.playerskin_freeme = string_null;
411         if(this.bot_cmd_current)
412                 delete(this.bot_cmd_current);
413         if(bot_waypoint_queue_owner == this)
414                 bot_waypoint_queue_owner = NULL;
415 }
416
417 void bot_clientconnect(entity this)
418 {
419         if (!IS_BOT_CLIENT(this)) return;
420         this.bot_preferredcolors = this.clientcolors;
421         this.bot_nextthink = time - random();
422         this.lag_func = bot_lagfunc;
423         this.isbot = true;
424         this.createdtime = this.bot_nextthink;
425
426         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
427                 bot_setnameandstuff(this);
428
429         if(this.bot_forced_team==1)
430                 this.team = NUM_TEAM_1;
431         else if(this.bot_forced_team==2)
432                 this.team = NUM_TEAM_2;
433         else if(this.bot_forced_team==3)
434                 this.team = NUM_TEAM_3;
435         else if(this.bot_forced_team==4)
436                 this.team = NUM_TEAM_4;
437         else
438                 JoinBestTeam(this, false, true);
439
440         havocbot_setupbot(this);
441 }
442
443 void bot_removefromlargestteam()
444 {
445         CheckAllowedTeams(NULL);
446         GetTeamCounts(NULL);
447
448         entity best = NULL;
449         float besttime = 0;
450         int bestcount = 0;
451
452         int bcount = 0;
453         FOREACH_CLIENT(it.isbot,
454         {
455                 ++bcount;
456
457                 if(!best)
458                 {
459                         best = it;
460                         besttime = it.createdtime;
461                 }
462
463                 int thiscount = 0;
464
465                 switch(it.team)
466                 {
467                         case NUM_TEAM_1: thiscount = c1; break;
468                         case NUM_TEAM_2: thiscount = c2; break;
469                         case NUM_TEAM_3: thiscount = c3; break;
470                         case NUM_TEAM_4: thiscount = c4; break;
471                 }
472
473                 if(thiscount > bestcount)
474                 {
475                         bestcount = thiscount;
476                         besttime = it.createdtime;
477                         best = it;
478                 }
479                 else if(thiscount == bestcount && besttime < it.createdtime)
480                 {
481                         besttime = it.createdtime;
482                         best = it;
483                 }
484         });
485         if(!bcount)
486                 return; // no bots to remove
487         currentbots = currentbots - 1;
488         dropclient(best);
489 }
490
491 void bot_removenewest()
492 {
493         if(teamplay)
494         {
495                 bot_removefromlargestteam();
496                 return;
497         }
498
499         float besttime = 0;
500         entity best = NULL;
501         int bcount = 0;
502
503         FOREACH_CLIENT(it.isbot,
504         {
505                 ++bcount;
506
507                 if(!best)
508                 {
509                         best = it;
510                         besttime = it.createdtime;
511                 }
512
513                 if(besttime < it.createdtime)
514                 {
515                         besttime = it.createdtime;
516                         best = it;
517                 }
518         });
519
520         if(!bcount)
521                 return; // no bots to remove
522
523         currentbots = currentbots - 1;
524         dropclient(best);
525 }
526
527 void autoskill(float factor)
528 {
529         float bestbot;
530         float bestplayer;
531
532         bestbot = -1;
533         bestplayer = -1;
534         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
535                 if(IS_REAL_CLIENT(it))
536                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
537                 else
538                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
539         ));
540
541         LOG_TRACE("autoskill: best player got ", ftos(bestplayer), ", ");
542         LOG_TRACE("best bot got ", ftos(bestbot), "; ");
543         if(bestbot < 0 || bestplayer < 0)
544         {
545                 LOG_TRACE("not doing anything");
546                 // don't return, let it reset all counters below
547         }
548         else if(bestbot <= bestplayer * factor - 2)
549         {
550                 if(autocvar_skill < 17)
551                 {
552                         LOG_TRACE("2 frags difference, increasing skill");
553                         cvar_set("skill", ftos(autocvar_skill + 1));
554                         bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
555                 }
556         }
557         else if(bestbot >= bestplayer * factor + 2)
558         {
559                 if(autocvar_skill > 0)
560                 {
561                         LOG_TRACE("2 frags difference, decreasing skill");
562                         cvar_set("skill", ftos(autocvar_skill - 1));
563                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
564                 }
565         }
566         else
567         {
568                 LOG_TRACE("not doing anything");
569                 return;
570                 // don't reset counters, wait for them to accumulate
571         }
572
573         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.totalfrags_lastcheck = it.totalfrags));
574 }
575
576 void bot_calculate_stepheightvec()
577 {
578         stepheightvec = autocvar_sv_stepheight * '0 0 1';
579         jumpstepheightvec = stepheightvec +
580                 ((autocvar_sv_jumpvelocity * autocvar_sv_jumpvelocity) / (2 * autocvar_sv_gravity)) * '0 0 0.85';
581                 // 0.75 factor is for safety to make the jumps easy
582 }
583
584 float bot_fixcount()
585 {
586         int activerealplayers = 0;
587         int realplayers = 0;
588         int bots = 0;
589
590         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers, bots)) {
591                 activerealplayers = M_ARGV(0, int);
592                 realplayers = M_ARGV(1, int);
593         bots = M_ARGV(2, int);
594         } else {
595                 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
596                         if(IS_PLAYER(it))
597                                 ++activerealplayers;
598                         ++realplayers;
599                 ));
600         }
601
602         // add/remove bots if needed to make sure there are at least
603         // minplayers+bot_number, or remove all bots if no one is playing
604         // But don't remove bots immediately on level change, as the real players
605         // usually haven't rejoined yet
606         bots_would_leave = false;
607         if (bots)
608         {
609                 // Nothing to do, number of bots set by the hook
610         }
611         else if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
612         {
613                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
614         }
615         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
616         {
617                 float realminplayers, minplayers;
618                 realminplayers = autocvar_minplayers;
619                 minplayers = max(0, floor(realminplayers));
620
621                 float realminbots, minbots;
622                 realminbots = autocvar_bot_number;
623                 minbots = max(0, floor(realminbots));
624
625                 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
626                 if(bots > minbots)
627                         bots_would_leave = true;
628         }
629         else
630         {
631                 // if there are no players, remove bots
632                 bots = 0;
633         }
634
635         // only add one bot per frame to avoid utter chaos
636         if(time > botframe_nextthink)
637         {
638                 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
639                 while (currentbots < bots)
640                 {
641                         if (bot_spawn() == NULL)
642                         {
643                                 bprint("Can not add bot, server full.\n");
644                                 return false;
645                         }
646                 }
647                 while (currentbots > bots)
648                         bot_removenewest();
649         }
650
651         return true;
652 }
653
654 void bot_remove_from_bot_list(entity this)
655 {
656         entity e = bot_list;
657         entity prev_bot = NULL;
658         while (e)
659         {
660                 if(e == this)
661                 {
662                         if(!prev_bot)
663                                 bot_list = this.nextbot;
664                         else
665                                 prev_bot.nextbot = this.nextbot;
666                         if(bot_strategytoken == this)
667                         {
668                                 bot_strategytoken = this.nextbot;
669                                 bot_strategytoken_taken = true;
670                         }
671                         this.nextbot = NULL;
672                         break;
673                 }
674                 prev_bot = e;
675                 e = e.nextbot;
676         }
677 }
678
679 void bot_clear(entity this)
680 {
681         bot_remove_from_bot_list(this);
682         if(bot_waypoint_queue_owner == this)
683                 bot_waypoint_queue_owner = NULL;
684         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
685 }
686
687 void bot_serverframe()
688 {
689         if (game_stopped)
690                 return;
691
692         if (time < 2)
693                 return;
694
695         bot_calculate_stepheightvec();
696         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
697
698         if(time > autoskill_nextthink)
699         {
700                 float a;
701                 a = autocvar_skill_auto;
702                 if(a)
703                         autoskill(a);
704                 autoskill_nextthink = time + 5;
705         }
706
707         if(time > botframe_nextthink)
708         {
709                 if(!bot_fixcount())
710                         botframe_nextthink = time + 10;
711         }
712
713         bot_ignore_bots = autocvar_bot_ignore_bots;
714
715         if(botframe_spawnedwaypoints)
716         {
717                 if(autocvar_waypoint_benchmark)
718                         localcmd("quit\n");
719         }
720
721         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
722         if (botframe_spawnedwaypoints)
723         {
724                 if(botframe_cachedwaypointlinks)
725                 {
726                         if(!botframe_loadedforcedlinks)
727                                 waypoint_load_links_hardwired();
728                 }
729                 else
730                 {
731                         // TODO: Make this check cleaner
732                         IL_EACH(g_waypoints, time - it.nextthink > 10,
733                         {
734                                 waypoint_save_links();
735                                 break;
736                         });
737                 }
738         }
739         else
740         {
741                 botframe_spawnedwaypoints = true;
742                 waypoint_loadall();
743                 if(!waypoint_load_links())
744                         waypoint_schedulerelinkall();
745         }
746
747         if (bot_list)
748         {
749                 // cycle the goal token from one bot to the next each frame
750                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
751                 //  frame, which causes choppy framerates)
752                 if (bot_strategytoken_taken)
753                 {
754                         bot_strategytoken_taken = false;
755                         if (bot_strategytoken)
756                                 bot_strategytoken = bot_strategytoken.nextbot;
757                         if (!bot_strategytoken)
758                                 bot_strategytoken = bot_list;
759                 }
760
761                 if (botframe_nextdangertime < time)
762                 {
763                         float interval;
764                         interval = autocvar_bot_ai_dangerdetectioninterval;
765                         if (botframe_nextdangertime < time - interval * 1.5)
766                                 botframe_nextdangertime = time;
767                         botframe_nextdangertime = botframe_nextdangertime + interval;
768                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
769                 }
770         }
771
772         if (autocvar_g_waypointeditor)
773                 botframe_showwaypointlinks();
774
775         if (autocvar_g_waypointeditor_auto)
776                 botframe_autowaypoints();
777
778         if(time > bot_cvar_nextthink)
779         {
780                 if(currentbots>0)
781                         bot_custom_weapon_priority_setup();
782                 bot_cvar_nextthink = time + 5;
783         }
784 }