return;
this.bot_aimdir_executed = false;
+ // lock aim if teleported or passing through a warpzone
+ if (this.lastteleporttime && !this.jumppadcount)
+ this.bot_aimdir_executed = true;
if(bot_execute_commands(this))
return;
this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
}
}
- else
+ else //if (this.goalcurrent)
{
if (this.goalcurrent.bot_pickup)
{
return;
}
}
- else
+ else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
{
- if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
+ if(this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
{
vector velxy = this.velocity; velxy_z = 0;
if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
{
// Step 5: Waypoint reached
LOG_TRACE(this.netname, "'s personal waypoint reached");
- delete(this.havocbot_personal_waypoint);
+ waypoint_remove(this.havocbot_personal_waypoint);
this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
return CMD_STATUS_FINISHED;
}