#include "havocbot.qh"
-#include "role_onslaught.qc"
-#include "role_keyhunt.qc"
-#include "roles.qc"
+#include "../../_all.qh"
+
+#include "../aim.qh"
+#include "../bot.qh"
+#include "../navigation.qh"
+#include "../scripting.qh"
+#include "../waypoints.qh"
+
+#include "../../../common/constants.qh"
+
#include "../../../common/triggers/trigger/jumppads.qh"
+#include "../../../warpzonelib/common.qh"
+
void havocbot_ai()
{
if(self.draggedby)
// if the bot is not attacking, consider reloading weapons
if (!(self.aistatus & AI_STATUS_ATTACKING))
{
- float i;
- entity e;
-
// we are currently holding a weapon that's not fully loaded, reload it
if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
if(self.clip_load < self.clip_size)
if(skill >= 5) // bots can only look for unloaded weapons past this skill
if(self.clip_load >= 0) // only if we're not reloading a weapon already
{
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ for (int i = WEP_FIRST; i <= WEP_LAST; ++i)
{
- e = get_weaponinfo(i);
+ entity e = get_weaponinfo(i);
if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < e.reloading_ammo))
self.switchweapon = i;
}