* Globals and Fields
*/
-const int AI_STATUS_ROAMING = 1; // Bot is just crawling the map. No enemies at sight
-const int AI_STATUS_ATTACKING = 2; // There are enemies at sight
-const int AI_STATUS_RUNNING = 4; // Bot is bunny hopping
-const int AI_STATUS_DANGER_AHEAD = 8; // There is lava/slime/trigger_hurt ahead
-const int AI_STATUS_OUT_JUMPPAD = 16; // Trying to get out of a "vertical" jump pad
-const int AI_STATUS_OUT_WATER = 32; // Trying to get out of water
-const int AI_STATUS_WAYPOINT_PERSONAL_LINKING = 64; // Waiting for the personal waypoint to be linked
-const int AI_STATUS_WAYPOINT_PERSONAL_GOING = 128; // Going to a personal waypoint
-const int AI_STATUS_WAYPOINT_PERSONAL_REACHED = 256; // Personal waypoint reached
-const int AI_STATUS_JETPACK_FLYING = 512;
-const int AI_STATUS_JETPACK_LANDING = 1024;
-const int AI_STATUS_STUCK = 2048; // Cannot reach any goal
+const int AI_STATUS_ROAMING = BIT(0); // Bot is just crawling the map. No enemies at sight
+const int AI_STATUS_ATTACKING = BIT(1); // There are enemies at sight
+const int AI_STATUS_RUNNING = BIT(2); // Bot is bunny hopping
+const int AI_STATUS_DANGER_AHEAD = BIT(3); // There is lava/slime/trigger_hurt ahead
+const int AI_STATUS_OUT_JUMPPAD = BIT(4); // Trying to get out of a "vertical" jump pad
+const int AI_STATUS_OUT_WATER = BIT(5); // Trying to get out of water
+const int AI_STATUS_WAYPOINT_PERSONAL_LINKING = BIT(6); // Waiting for the personal waypoint to be linked
+const int AI_STATUS_WAYPOINT_PERSONAL_GOING = BIT(7); // Going to a personal waypoint
+const int AI_STATUS_WAYPOINT_PERSONAL_REACHED = BIT(8); // Personal waypoint reached
+const int AI_STATUS_JETPACK_FLYING = BIT(9);
+const int AI_STATUS_JETPACK_LANDING = BIT(10);
+const int AI_STATUS_STUCK = BIT(11); // Cannot reach any goal
.float isbot; // true if this client is actually a bot
.int aistatus;
float bot_distance_far;
float bot_distance_close;
-float bot_weapons_far[WEP_MAXCOUNT];
-float bot_weapons_mid[WEP_MAXCOUNT];
-float bot_weapons_close[WEP_MAXCOUNT];
+float bot_weapons_far[Weapons_MAX];
+float bot_weapons_mid[Weapons_MAX];
+float bot_weapons_close[Weapons_MAX];
entity bot_list;
entity player_list;
*/
entity bot_spawn();
+float bot_fixcount();
void bot_think();
void bot_setnameandstuff();
void() havocbot_setupbot;
-//float c1, c2, c3, c4;
-void CheckAllowedTeams(entity for_whom); void GetTeamCounts(entity other);
-float JoinBestTeam(entity pl, float only_return_best, float forcebestteam);
-
-void bot_calculate_stepheightvec(void);
+void bot_calculate_stepheightvec();
#endif