//self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
//self.bot_painintensity = bound(0, self.bot_painintensity, 100);
- if (autocvar_g_campaign && !campaign_bots_may_start)
+ if (!IS_PLAYER(self) || (autocvar_g_campaign && !campaign_bots_may_start))
{
self.bot_nextthink = time + 0.5;
return;
{
self.v_angle = self.angles;
self.v_angle_z = 0;
- self.fixangle = FALSE;
+ self.fixangle = false;
}
self.dmg_take = 0;
READSKILL(bot_thinkskill, 1, 0.5); // think skill
READSKILL(bot_aiskill, 2, 0); // "ai" skill
- self.bot_config_loaded = TRUE;
+ self.bot_config_loaded = true;
// this is really only a default, JoinBestTeam is called later
setcolor(self, stof(bot_shirt) * 16 + stof(bot_pants));
{
float tokens, i, c, w;
- bot_custom_weapon = FALSE;
+ bot_custom_weapon = false;
if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
autocvar_bot_ai_custom_weapon_priority_mid == "" ||
if(c < WEP_COUNT)
bot_weapons_close[c] = -1;
- bot_custom_weapon = TRUE;
+ bot_custom_weapon = true;
}
void bot_endgame()
}
dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
bot_strategytoken = bot_list;
- bot_strategytoken_taken = TRUE;
+ bot_strategytoken_taken = true;
}
void bot_clientdisconnect()
{
- if not(IS_BOT_CLIENT(self))
+ if (!IS_BOT_CLIENT(self))
return;
bot_clearqueue(self);
if(self.cleanname)
void bot_clientconnect()
{
- if not(IS_BOT_CLIENT(self))
+ if (!IS_BOT_CLIENT(self))
return;
self.bot_preferredcolors = self.clientcolors;
self.bot_nextthink = time - random();
self.lag_func = bot_lagfunc;
- self.isbot = TRUE;
+ self.isbot = true;
self.createdtime = self.bot_nextthink;
if(!self.bot_config_loaded) // This is needed so team overrider doesn't break between matches
else if(self.bot_forced_team==4)
self.team = NUM_TEAM_4;
else
- JoinBestTeam(self, FALSE, TRUE);
+ JoinBestTeam(self, false, true);
havocbot_setupbot();
}
entity best, head;
CheckAllowedTeams(world);
GetTeamCounts(world);
- head = findchainfloat(isbot, TRUE);
+ head = findchainfloat(isbot, true);
if (!head)
return;
best = head;
return;
}
- head = findchainfloat(isbot, TRUE);
+ head = findchainfloat(isbot, true);
if (!head)
return;
best = head;
FOR_EACH_REALCLIENT(head)
{
- if(IS_PLAYER(head) || g_lms || g_arena || head.caplayer == 1)
+ if(IS_PLAYER(head) || g_lms || head.caplayer == 1)
++activerealplayers;
++realplayers;
}
// minplayers+bot_number, or remove all bots if no one is playing
// But don't remove bots immediately on level change, as the real players
// usually haven't rejoined yet
- bots_would_leave = FALSE;
+ bots_would_leave = false;
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)))
bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
if(bots > minbots)
- bots_would_leave = TRUE;
+ bots_would_leave = true;
}
else
{
if (bot_spawn() == world)
{
bprint("Can not add bot, server full.\n");
- return FALSE;
+ return false;
}
}
while (currentbots > bots)
bot_removenewest();
}
- return TRUE;
+ return true;
}
void bot_serverframe()
}
else
{
- botframe_spawnedwaypoints = TRUE;
+ botframe_spawnedwaypoints = true;
waypoint_loadall();
if(!waypoint_load_links())
waypoint_schedulerelinkall();
// frame, which causes choppy framerates)
if (bot_strategytoken_taken)
{
- bot_strategytoken_taken = FALSE;
+ bot_strategytoken_taken = false;
if (bot_strategytoken)
bot_strategytoken = bot_strategytoken.nextbot;
if (!bot_strategytoken)