if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
{
- this.movement = '0 0 0';
+ CS(this).movement = '0 0 0';
this.bot_nextthink = time + 0.5;
return;
}
// (simulated network latency + naturally delayed reflexes)
//this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
// minimum ping 20+10 random
- 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
+ CS(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
// skill 10 = ping 0.2 (adrenaline)
// skill 0 = ping 0.7 (slightly drunk)
if (time < game_starttime)
{
// block the bot during the countdown to game start
- this.movement = '0 0 0';
+ CS(this).movement = '0 0 0';
this.bot_nextthink = game_starttime;
return;
}
// if dead, just wait until we can respawn
if (IS_DEAD(this))
{
- this.movement = '0 0 0';
+ CS(this).movement = '0 0 0';
if (this.deadflag == DEAD_DEAD)
{
PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
if (time < 2)
return;
+ if(autocvar_skill != skill)
+ {
+ float wpcost_update = false;
+ if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
+ wpcost_update = true;
+ if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
+ wpcost_update = true;
+
+ skill = autocvar_skill;
+ if (wpcost_update)
+ waypoint_updatecost_foralllinks();
+ }
+
bot_calculate_stepheightvec();
bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);