}
void lag_update()
-{
+{SELFPARAM();
if (self.lag1_time) if (time > self.lag1_time) {self.lag_func(self.lag1_time, self.lag1_float1, self.lag1_float2, self.lag1_entity1, self.lag1_vec1, self.lag1_vec2, self.lag1_vec3, self.lag1_vec4);self.lag1_time = 0;}
if (self.lag2_time) if (time > self.lag2_time) {self.lag_func(self.lag2_time, self.lag2_float1, self.lag2_float2, self.lag2_entity1, self.lag2_vec1, self.lag2_vec2, self.lag2_vec3, self.lag2_vec4);self.lag2_time = 0;}
if (self.lag3_time) if (time > self.lag3_time) {self.lag_func(self.lag3_time, self.lag3_float1, self.lag3_float2, self.lag3_entity1, self.lag3_vec1, self.lag3_vec2, self.lag3_vec3, self.lag3_vec4);self.lag3_time = 0;}
}
float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{
+{SELFPARAM();
if (self.lag1_time == 0) {self.lag1_time = t;self.lag1_float1 = f1;self.lag1_float2 = f2;self.lag1_entity1 = e1;self.lag1_vec1 = v1;self.lag1_vec2 = v2;self.lag1_vec3 = v3;self.lag1_vec4 = v4;return true;}
if (self.lag2_time == 0) {self.lag2_time = t;self.lag2_float1 = f1;self.lag2_float2 = f2;self.lag2_entity1 = e1;self.lag2_vec1 = v1;self.lag2_vec2 = v2;self.lag2_vec3 = v3;self.lag2_vec4 = v4;return true;}
if (self.lag3_time == 0) {self.lag3_time = t;self.lag3_float1 = f1;self.lag3_float2 = f2;self.lag3_entity1 = e1;self.lag3_vec1 = v1;self.lag3_vec2 = v2;self.lag3_vec3 = v3;self.lag3_vec4 = v4;return true;}
}
float bot_shouldattack(entity e)
-{
+{SELFPARAM();
if (e.team == self.team)
{
if (e == self)
}
void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{
+{SELFPARAM();
if(self.flags & FL_INWATER)
{
self.bot_aimtarg = world;
}
float bot_aimdir(vector v, float maxfiredeviation)
-{
+{SELFPARAM();
float dist, delta_t, blend;
vector desiredang, diffang;
}
float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
-{
+{SELFPARAM();
float f, r, hf, distanceratio;
vector v;
/*