if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
if(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && self.goalcurrent.owner==self)
{
- self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
+ self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
}
navigation_poproute();
// HACK: remove players/bots as goals, they can lead a bot to unexpected places (cliffs, lava, etc)
// TODO: rate waypoints near the targetted player at that moment, instead of the player itself
- if(self.goalcurrent.classname=="player")
+ if(IS_PLAYER(self.goalcurrent))
navigation_poproute();
// aid for detecting jump pads better (distance based check fails sometimes)
if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
if(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && self.goalcurrent.owner==self)
{
- self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
+ self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
}
if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
if(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && self.goalcurrent.owner==self)
{
- self.aistatus &~= AI_STATUS_WAYPOINT_PERSONAL_GOING;
+ self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_REACHED;
}
bot_debug(strcat(self.netname, " stuck, reachable waypoint found, heading to it\n"));
navigation_routetogoal(bot_waypoint_queue_bestgoal, self.origin);
self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
- self.aistatus &~= AI_STATUS_STUCK;
+ self.aistatus &= ~AI_STATUS_STUCK;
}
else
{
void debugnode(vector node)
{
- if not(self.classname=="player")
+ if not(IS_PLAYER(self))
return;
if(debuglastnode=='0 0 0')