// if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
if(self.deadflag != DEAD_NO)
if(self.goalcurrent==world)
- if(self.waterlevel==WATERLEVEL_SWIMMING || self.aistatus & AI_STATUS_OUT_WATER)
+ if(self.waterlevel==WATERLEVEL_SWIMMING || (self.aistatus & AI_STATUS_OUT_WATER))
{
// Look for the closest waypoint out of water
entity newgoal, head;
if (self.bot_aimtarg)
{
self.aistatus |= AI_STATUS_ATTACKING;
- self.aistatus &~= AI_STATUS_ROAMING;
+ self.aistatus &= ~AI_STATUS_ROAMING;
- if(!WEPSET_EMPTY_E(self))
+ if(self.weapons)
{
weapon_action(self.weapon, WR_AIM);
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
else if (self.goalcurrent)
{
self.aistatus |= AI_STATUS_ROAMING;
- self.aistatus &~= AI_STATUS_ATTACKING;
+ self.aistatus &= ~AI_STATUS_ATTACKING;
vector now,v,next;//,heading;
float aimdistance,skillblend,distanceblend,blend;
//heading = self.velocity;
//dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
if(
- self.goalstack01 != self && self.goalstack01 != world && self.aistatus & AI_STATUS_RUNNING == 0 &&
+ self.goalstack01 != self && self.goalstack01 != world && ((self.aistatus & AI_STATUS_RUNNING) == 0) &&
!(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
)
next = ((self.goalstack01.absmin + self.goalstack01.absmax) * 0.5) - (self.origin + self.view_ofs);
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- if (WEPSET_CONTAINS_EW(self, i) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo"))))
+ if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo"))))
self.switchweapon = i;
}
}
float maxspeed;
vector gco, gno;
- if(autocvar_g_midair)
- return;
-
// Don't jump when attacking
if(self.aistatus & AI_STATUS_ATTACKING)
return;
if(self.aistatus & AI_STATUS_DANGER_AHEAD)
{
- self.aistatus &~= AI_STATUS_RUNNING;
+ self.aistatus &= ~AI_STATUS_RUNNING;
self.BUTTON_JUMP = FALSE;
self.bot_canruntogoal = 0;
self.bot_timelastseengoal = 0;
if(self.waterlevel > WATERLEVEL_WETFEET)
{
- self.aistatus &~= AI_STATUS_RUNNING;
+ self.aistatus &= ~AI_STATUS_RUNNING;
return;
}
if(checkdistance)
{
- self.aistatus &~= AI_STATUS_RUNNING;
+ self.aistatus &= ~AI_STATUS_RUNNING;
if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
self.BUTTON_JUMP = TRUE;
}
#if 0
// Release jump button
if(!cvar("sv_pogostick"))
- if(self.flags & FL_ONGROUND == 0)
+ if((self.flags & FL_ONGROUND) == 0)
{
if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
self.BUTTON_JUMP = FALSE;
}
// Switch to normal mode
self.navigation_jetpack_goal = world;
- self.aistatus &~= AI_STATUS_JETPACK_LANDING;
- self.aistatus &~= AI_STATUS_JETPACK_FLYING;
+ self.aistatus &= ~AI_STATUS_JETPACK_LANDING;
+ self.aistatus &= ~AI_STATUS_JETPACK_FLYING;
return;
}
}
else if(checkpvs(self.origin,self.goalcurrent))
{
// If I can see the goal switch to landing code
- self.aistatus &~= AI_STATUS_JETPACK_FLYING;
+ self.aistatus &= ~AI_STATUS_JETPACK_FLYING;
self.aistatus |= AI_STATUS_JETPACK_LANDING;
return;
}
self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
navigation_clearroute();
navigation_routetogoal(newgoal, self.origin);
- self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
+ self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
}
}
else
}
}
else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
- self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
+ self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
// If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
if(skill>6)
else
{
if(self.aistatus & AI_STATUS_OUT_WATER)
- self.aistatus &~= AI_STATUS_OUT_WATER;
+ self.aistatus &= ~AI_STATUS_OUT_WATER;
// jump if going toward an obstacle that doesn't look like stairs we
// can walk up directly
// Check for water/slime/lava and dangerous edges
// (only when the bot is on the ground or jumping intentionally)
- self.aistatus &~= AI_STATUS_DANGER_AHEAD;
+ self.aistatus &= ~AI_STATUS_DANGER_AHEAD;
if(trace_fraction == 1 && self.jumppadcount == 0 && !self.goalcurrent.wphardwired )
- if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
+ if((self.flags & FL_ONGROUND) || (self.aistatus & AI_STATUS_RUNNING) || self.BUTTON_JUMP == TRUE)
{
// Look downwards
traceline(dst_ahead , dst_down, TRUE, world);
// I want to do a second scan if no enemy was found or I don't have weapons
// TODO: Perform the scan when using the rifle (requires changes on the rifle code)
- if(best || !WEPSET_EMPTY_E(self)) // || self.weapon == WEP_RIFLE
+ if(best || self.weapons) // || self.weapon == WEP_RIFLE
break;
if(i)
break;
float i;
// ;)
- if(WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
+ if(g_weaponarena_weapons == WEPSET_TUBA)
{
self.switchweapon = WEP_TUBA;
return;
if(self.havocbot_personal_waypoint==world)
{
dprint("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
- self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
+ self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
return CMD_STATUS_ERROR;
}
if(self.havocbot_personal_waypoint_failcounter >= 30)
{
dprint("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
- self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
+ self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
remove(self.havocbot_personal_waypoint);
return CMD_STATUS_ERROR;
}
// Step 5: Waypoint reached
dprint(self.netname, "'s personal waypoint reached\n");
remove(self.havocbot_personal_waypoint);
- self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
+ self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
return CMD_STATUS_FINISHED;
}
}
self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
- self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
+ self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
// Step 3: Route to waypoint