#include "roles.qh"
-#include <common/weapons/_all.qh>
#include <common/stats.qh>
-#include <server/miscfunctions.qh>
+#include <common/mutators/mutator/powerups/_mod.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
+#include <common/weapons/_all.qh>
+#include <server/bot/default/bot.qh>
+#include <server/bot/default/cvars.qh>
+#include <server/bot/default/havocbot/havocbot.qh>
+#include <server/bot/default/navigation.qh>
#include <server/items/items.qh>
#include <server/items/spawning.qh>
+#include <server/mutators/_mod.qh>
#include <server/resources.qh>
-#include "havocbot.qh"
-
-#include "../cvars.qh"
-
-#include "../bot.qh"
-#include "../navigation.qh"
void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius)
{
t = bound(0, 1 + t, 3);
if (skill > 3)
{
- if (time < STAT(STRENGTH_FINISHED, this) - 1) t += 0.5;
- if (time < STAT(STRENGTH_FINISHED, it) - 1) t -= 0.5;
- if (time < STAT(INVINCIBLE_FINISHED, this) - 1) t += 0.2;
- if (time < STAT(INVINCIBLE_FINISHED, it) - 1) t -= 0.4;
+ if (time < StatusEffects_gettime(STATUSEFFECT_Strength, this) - 1) t += 0.5;
+ if (time < StatusEffects_gettime(STATUSEFFECT_Strength, it) - 1) t -= 0.5;
+ if (time < StatusEffects_gettime(STATUSEFFECT_Shield, this) - 1) t += 0.2;
+ if (time < StatusEffects_gettime(STATUSEFFECT_Shield, it) - 1) t -= 0.4;
}
t += max(0, 8 - skill) * 0.05; // less skilled bots attack more mindlessly
ratingscale *= t;