self.bot_strategytime = 0;
}
}
-
- //
- if(self.aistatus & AI_STATUS_STUCK)
+ else if(self.aistatus & AI_STATUS_STUCK)
navigation_unstuck();
// now call the current bot AI (havocbot for example)
self.playermodel_freeme = string_null;
self.playerskin_freeme = string_null;
remove(self.bot_cmd_current);
- if(navigation_wander_owner==self)
- navigation_wander_owner = world;
+ if(bot_waypoint_queue_owner==self)
+ bot_waypoint_queue_owner = world;
}
void bot_clientconnect()
local float besttime;
local entity best, head;
- if(teams_matter)
+ if(teamplay)
{
bot_removefromlargestteam();
return;
// But don't remove bots immediately on level change, as the real players
// usually haven't rejoined yet
bots_would_leave = FALSE;
- if (teams_matter && autocvar_bot_vs_human && (c3==-1 && c4==-1))
+ if (teamplay && autocvar_bot_vs_human && (c3==-1 && c4==-1))
bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
{