#include <common/items/_mod.qh>
#include <common/wepent.qh>
+#include <common/mapobjects/func/ladder.qh>
#include <common/mapobjects/teleporters.qh>
#include <common/mapobjects/trigger/jumppads.qh>
if(this.draggedby)
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;
}
havocbot_aim(this);
lag_update(this);
+
if (this.bot_aimtarg)
{
this.aistatus |= AI_STATUS_ATTACKING;
else
{
if(IS_PLAYER(this.bot_aimtarg))
- bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
+ bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
}
}
else if (this.goalcurrent)
{
this.aistatus |= AI_STATUS_ROAMING;
this.aistatus &= ~AI_STATUS_ATTACKING;
-
- vector now, next;
- float aimdistance,skillblend,distanceblend,blend;
-
- vector v = get_closer_dest(this.goalcurrent, this.origin);
- if(this.goalcurrent.wpisbox)
- {
- // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet
- if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT
- && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15)
- v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5;
- // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet
- else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
- v = this.goalcurrent.origin;
- }
- next = now = v - (this.origin + this.view_ofs);
- aimdistance = vlen(now);
-
- //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
- if(
- this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
- !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
- )
- next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
-
- skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
- distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
- blend = skillblend * (1-distanceblend);
- //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
- //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
- //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
- v = now + blend * (next - now);
- //dprint(etos(this), " ");
- //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
- //v = now * (distanceblend) + next * (1-distanceblend);
- if (this.waterlevel < WATERLEVEL_SWIMMING)
- v.z = 0;
- //dprint("walk at:", vtos(v), "\n");
- //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
- bot_aimdir(this, v, -1);
}
+
havocbot_movetogoal(this);
+ if (!this.bot_aimdir_executed && this.goalcurrent)
+ {
+ // Heading
+ vector dir = get_closer_dest(this.goalcurrent, this.origin);
+ dir -= this.origin + this.view_ofs;
+ dir.z = 0;
+ bot_aimdir(this, dir, 0);
+ }
// if the bot is not attacking, consider reloading weapons
if (!(this.aistatus & AI_STATUS_ATTACKING))
vector flatdir;
vector evadeobstacle;
vector evadelava;
+ float dodge_enemy_factor = 1;
float maxspeed;
//float dist;
vector dodge;
// Jetpack navigation
if(this.navigation_jetpack_goal)
if(this.goalcurrent==this.navigation_jetpack_goal)
- if(this.ammo_fuel)
+ if(GetResourceAmount(this, RESOURCE_FUEL))
{
if(autocvar_bot_debug_goalstack)
{
{
// Calculate brake distance in xy
float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
- float v = vlen(vec2(this.velocity));
- float db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
+ float vel2 = vlen2(vec2(this.velocity));
+ float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
//LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
if(d < db || d < 500)
{
// Brake
- if(v > maxspeed * 0.3)
+ if (vel2 > (maxspeed * 0.3) ** 2)
{
CS(this).movement_x = dir * v_forward * -maxspeed;
return;
if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
{
this.aistatus |= AI_STATUS_OUT_JUMPPAD;
- navigation_poptouchedgoals(this);
- return;
+ if(navigation_poptouchedgoals(this))
+ return;
}
else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
{
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))
return;
}
- else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE())
+ else if(!this.jumppadcount && !this.goalcurrent.wphardwired
+ && GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
{
if(this.velocity.z < 0)
{
else
PHYS_INPUT_BUTTON_JUMP(this) = false;
makevectors(this.v_angle.y * '0 1 0');
- CS(this).movement_x = dir * v_forward * maxspeed;
- CS(this).movement_y = dir * v_right * maxspeed;
- CS(this).movement_z = dir * v_up * maxspeed;
+ vector v = dir * maxspeed;
+ CS(this).movement.x = v * v_forward;
+ CS(this).movement.y = v * v_right;
+ CS(this).movement.z = v * v_up;
}
// if there is nowhere to go, exit
if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
locked_goal = true;
- navigation_shortenpath(this);
+ if (navigation_shortenpath(this))
+ {
+ if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
+ && navigation_goalrating_timeout_can_be_anticipated(this))
+ {
+ navigation_goalrating_timeout_force(this);
+ }
+ }
- if (IS_MOVABLE(this.goalcurrent))
+ bool goalcurrent_can_be_removed = false;
+ if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
{
- if (IS_DEAD(this.goalcurrent))
+ bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
+ if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
{
+ goalcurrent_can_be_removed = true;
+ // don't remove if not visible
if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
{
- navigation_goalrating_timeout_force(this);
- return;
+ if (IS_DEAD(this.goalcurrent))
+ {
+ IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
+ {
+ if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
+ {
+ navigation_clearroute(this);
+ navigation_pushroute(this, it);
+ // loot can't be immediately rated since it isn't on ground yet
+ // it will be rated after a second when on ground, meanwhile head to it
+ navigation_goalrating_timeout_expire(this, 1);
+ return;
+ }
+ });
+ }
+ if (!Item_IsLoot(this.goalcurrent))
+ {
+ navigation_goalrating_timeout_force(this);
+ return;
+ }
}
}
- else if (this.bot_tracewalk_time < time)
+ else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
{
set_tracewalk_dest(this.goalcurrent, this.origin, true);
if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
}
}
+
if(!locked_goal)
{
// optimize path finding by anticipating goalrating when bot is near a waypoint;
{
if (this.goalcurrent)
{
- if (IS_MOVABLE(this.goalcurrent) && IS_DEAD(this.goalcurrent))
+ if (goalcurrent_can_be_removed)
{
// remove even if not visible
navigation_goalrating_timeout_force(this);
bool bunnyhop_forbidden = false;
vector destorg = get_closer_dest(this.goalcurrent, this.origin);
-
- // in case bot ends up inside the teleport waypoint without touching
- // the teleport itself, head to the teleport origin
- if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
+ if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
{
- bunnyhop_forbidden = true;
+ // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
destorg = this.goalcurrent.origin;
- if(destorg.z > this.origin.z)
- PHYS_INPUT_BUTTON_JUMP(this) = true;
+ }
+ else if (this.goalcurrent.wpisbox)
+ {
+ // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
+ // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
+ if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
+ || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
+ {
+ bunnyhop_forbidden = true;
+ destorg = this.goalcurrent.origin;
+ if(destorg.z > this.origin.z)
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ }
}
diff = destorg - this.origin;
- // 1. stop if too close to target player (even if frozen)
- // 2. stop if the locked goal has been reached
- if ((IS_PLAYER(this.goalcurrent) && vdist(diff, <, 80))
+ if (time < this.bot_stop_moving_timeout
|| (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
{
+ // stop if the locked goal has been reached
destorg = this.origin;
- diff = '0 0 0';
+ diff = dir = '0 0 0';
}
-
- dir = normalize(diff);
+ else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
+ {
+ if (vdist(diff, <, 80))
+ {
+ // stop if too close to target player (even if frozen)
+ destorg = this.origin;
+ diff = dir = '0 0 0';
+ }
+ else
+ {
+ // move destorg out of target players, otherwise bot will consider them
+ // an obstacle that needs to be jumped (especially if frozen)
+ dir = normalize(diff);
+ destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
+ diff = destorg - this.origin;
+ }
+ }
+ else
+ dir = normalize(diff);
flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
//if (this.bot_dodgevector_time < time)
this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
makevectors(this.v_angle.y * '0 1 0');
- if (this.waterlevel)
+ if (this.waterlevel > WATERLEVEL_WETFEET)
{
- if(this.waterlevel>WATERLEVEL_SWIMMING)
+ if (this.waterlevel > WATERLEVEL_SWIMMING)
{
if(!this.goalcurrent)
this.aistatus |= AI_STATUS_OUT_WATER;
}
else
{
- dir = flatdir;
if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
- ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
+ (this.aistatus & AI_STATUS_OUT_WATER))
+ {
PHYS_INPUT_BUTTON_JUMP(this) = true;
+ dir = flatdir;
+ }
else
+ {
PHYS_INPUT_BUTTON_JUMP(this) = false;
+ if (destorg.z > this.origin.z)
+ dir = flatdir;
+ }
}
}
else
// jump if going toward an obstacle that doesn't look like stairs we
// can walk up directly
vector deviation = '0 0 0';
- if (this.velocity)
+ float current_speed = vlen(vec2(this.velocity));
+ if (current_speed < maxspeed * 0.2)
+ current_speed = maxspeed * 0.2;
+ else
{
deviation = vectoangles(diff) - vectoangles(this.velocity);
while (deviation.y < -180) deviation.y += 360;
while (deviation.y > 180) deviation.y -= 360;
}
+ float turning = false;
vector flat_diff = vec2(diff);
- offset = max(32, vlen(vec2(this.velocity)) * cos(deviation.y * DEG2RAD) * 0.2) * flatdir;
+ offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
vector actual_destorg = this.origin + offset;
- if (!this.goalstack01 || this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
+ if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
{
if (vlen2(flat_diff) < vlen2(offset))
{
- actual_destorg.x = destorg.x;
- actual_destorg.y = destorg.y;
+ if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
+ {
+ // oblique warpzones need a jump otherwise bots gets stuck
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ }
+ else
+ {
+ actual_destorg.x = destorg.x;
+ actual_destorg.y = destorg.y;
+ }
}
}
else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
{
vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
vector next_dir = normalize(vec2(next_goal_org - destorg));
- float next_dist = vlen(vec2(this.origin + offset - destorg));
- actual_destorg = vec2(destorg) + next_dist * next_dir;
+ float dist = vlen(vec2(this.origin + offset - destorg));
+ // if current and next goal are close to each other make sure
+ // actual_destorg isn't set beyond next_goal_org
+ if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
+ actual_destorg = next_goal_org;
+ else
+ actual_destorg = vec2(destorg) + dist * next_dir;
actual_destorg.z = this.origin.z;
+ turning = true;
}
- tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
- if (trace_fraction < 1)
- if (trace_plane_normal.z < 0.7)
+ LABEL(jump_check);
+ dir = flatdir = normalize(actual_destorg - this.origin);
+
+ if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
{
- s = trace_fraction;
- tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
- if (trace_fraction < s + 0.01)
- if (trace_plane_normal.z < 0.7)
+ tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
+ if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
{
s = trace_fraction;
- tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, actual_destorg + jumpstepheightvec, false, this);
- if (trace_fraction > s)
- PHYS_INPUT_BUTTON_JUMP(this) = true;
+ tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
+ if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
+ {
+ // found an obstacle
+ if (turning && fabs(deviation.y) > 5)
+ {
+ // check if the obstacle is still there without turning
+ actual_destorg = destorg;
+ turning = false;
+ this.bot_tracewalk_time = time + 0.25;
+ goto jump_check;
+ }
+ s = trace_fraction;
+ // don't artificially reduce max jump height in real-time
+ // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
+ vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
+ tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
+ if (trace_fraction > s)
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ else
+ {
+ jump_height = stepheightvec + jumpheight_vec / 2;
+ tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
+ if (trace_fraction > s)
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ }
+ }
}
}
// Check for water/slime/lava and dangerous edges
// (only when the bot is on the ground or jumping intentionally)
+ if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
+ && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
+ {
+ this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
+ }
+
offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
vector dst_ahead = this.origin + this.view_ofs + offset;
vector dst_down = dst_ahead - '0 0 3000';
if(IS_PLAYER(this.goalcurrent))
unreachable = true;
}
+
+ // slow down if bot is in the air and goal is under it
+ if (!this.goalcurrent.wphardwired
+ && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
+ && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
+ {
+ // tracebox wouldn't work when bot is still on the ledge
+ traceline(this.origin, this.origin - '0 0 200', true, this);
+ if (this.origin.z - trace_endpos.z > 120)
+ evadeobstacle = normalize(this.velocity) * -1;
+ }
+
if(unreachable)
{
navigation_clearroute(this);
}
dodge = havocbot_dodge(this);
- dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
+ if (dodge)
+ dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
+ dodge += evadeobstacle + evadelava;
evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
- traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
- if(IS_PLAYER(trace_ent))
- dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
-
- dir = normalize(dir + dodge + evadeobstacle + evadelava);
+ if (this.enemy)
+ {
+ traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
+ if (IS_PLAYER(trace_ent))
+ dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
+ }
// this.bot_dodgevector = dir;
// this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
}
+ float ladder_zdir = 0;
if(time < this.ladder_time)
{
if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
{
if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
- dir.z = 1;
+ ladder_zdir = 1;
}
else
{
if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
- dir.z = -1;
+ ladder_zdir = -1;
}
+ if (ladder_zdir)
+ {
+ if (vdist(vec2(diff), <, 40))
+ dir.z = ladder_zdir * 4;
+ else
+ dir.z = ladder_zdir * 2;
+ dir = normalize(dir);
+ }
+ }
+
+ if (this.goalcurrent.wpisbox
+ && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
+ {
+ // bot is inside teleport waypoint but hasn't touched the real teleport yet
+ // head to teleport origin
+ dir = (this.goalcurrent.origin - this.origin);
+ dir.z = 0;
+ dir = normalize(dir);
}
+ // already executed when bot targets an enemy
+ if (!this.bot_aimdir_executed)
+ {
+ if (time < this.bot_stop_moving_timeout)
+ bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
+ else
+ bot_aimdir(this, dir, 0);
+ }
+
+ if (!ladder_zdir)
+ {
+ dir *= dodge_enemy_factor;
+ dir = normalize(dir + dodge);
+ }
+
+ makevectors(this.v_angle);
//dir = this.bot_dodgevector;
//if (this.bot_dodgevector_jumpbutton)
// PHYS_INPUT_BUTTON_JUMP(this) = true;
traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
if (trace_ent == this.enemy || trace_fraction == 1)
if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
- if (this.health > 30)
+ if (GetResourceAmount(this, RESOURCE_HEALTH) > 30)
{
// remain tracking him for a shot while (case he went after a small corner or pilar
this.havocbot_chooseenemy_finished = time + 0.5;
// Should it do a weapon combo?
float af, ct, combo_time, combo;
- af = ATTACK_FINISHED(this, 0);
+ af = ATTACK_FINISHED(this, weaponentity);
ct = autocvar_bot_ai_weapon_combo_threshold;
// Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
if(autocvar_bot_debug_goalstack)
debuggoalstack(this);
- // Heading
- vector dir = get_closer_dest(this.goalcurrent, this.origin);
- dir = dir - (this.origin + this.view_ofs);
- dir.z = 0;
- bot_aimdir(this, dir, -1);
// Go!
havocbot_movetogoal(this);
+ if (!this.bot_aimdir_executed && this.goalcurrent)
+ {
+ // Heading
+ vector dir = get_closer_dest(this.goalcurrent, this.origin);
+ dir -= this.origin + this.view_ofs;
+ dir.z = 0;
+ bot_aimdir(this, dir, 0);
+ }
+
if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
{
// 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;
}
this.cmd_moveto = havocbot_moveto;
this.cmd_resetgoal = havocbot_resetgoal;
+ // NOTE: bot is not player yet
havocbot_chooserole(this);
}