if(this.draggedby)
return;
+ this.bot_aimdir_executed = false;
+ // lock aim if teleported or passing through a warpzone
+ if (this.lastteleporttime && !this.jumppadcount)
+ this.bot_aimdir_executed = true;
+
if(bot_execute_commands(this))
return;
havocbot_aim(this);
lag_update(this);
- this.bot_aimdir_executed = false;
-
if (this.bot_aimtarg)
{
this.aistatus |= AI_STATUS_ATTACKING;
else
{
if(IS_PLAYER(this.bot_aimtarg))
- bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
+ bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
}
}
else if (this.goalcurrent)
vector dir = get_closer_dest(this.goalcurrent, this.origin);
dir -= this.origin + this.view_ofs;
dir.z = 0;
- bot_aimdir(this, dir, -1);
+ bot_aimdir(this, dir, 0);
}
// if the bot is not attacking, consider reloading weapons
// Jetpack navigation
if(this.navigation_jetpack_goal)
if(this.goalcurrent==this.navigation_jetpack_goal)
- if(GetResourceAmount(this, RESOURCE_FUEL))
+ if(GetResource(this, RES_FUEL))
{
if(autocvar_bot_debug_goalstack)
{
this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
}
}
- else
+ else //if (this.goalcurrent)
{
if (this.goalcurrent.bot_pickup)
{
return;
}
}
- else
+ else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
{
- if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
+ if(this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
{
vector velxy = this.velocity; velxy_z = 0;
if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
return;
}
else if(!this.jumppadcount && !this.goalcurrent.wphardwired
- && GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
+ && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
{
if(this.velocity.z < 0)
{
// don't remove if not visible
if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
{
- navigation_goalrating_timeout_force(this);
- return;
+ if (IS_DEAD(this.goalcurrent))
+ {
+ IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
+ {
+ if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
+ {
+ navigation_clearroute(this);
+ navigation_pushroute(this, it);
+ // loot can't be immediately rated since it isn't on ground yet
+ // it will be rated after a second when on ground, meanwhile head to it
+ navigation_goalrating_timeout_expire(this, 1);
+ return;
+ }
+ });
+ }
+ if (!Item_IsLoot(this.goalcurrent))
+ {
+ navigation_goalrating_timeout_force(this);
+ return;
+ }
}
}
else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
if (!this.bot_aimdir_executed)
{
if (time < this.bot_stop_moving_timeout)
- bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), -1);
+ bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
else
- bot_aimdir(this, dir, -1);
+ bot_aimdir(this, dir, 0);
}
if (!ladder_zdir)
traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
if (trace_ent == this.enemy || trace_fraction == 1)
if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
- if (GetResourceAmount(this, RESOURCE_HEALTH) > 30)
+ if (GetResource(this, RES_HEALTH) > 30)
{
// remain tracking him for a shot while (case he went after a small corner or pilar
this.havocbot_chooseenemy_finished = time + 0.5;
vector dir = get_closer_dest(this.goalcurrent, this.origin);
dir -= this.origin + this.view_ofs;
dir.z = 0;
- bot_aimdir(this, dir, -1);
+ bot_aimdir(this, dir, 0);
}
if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
{
// Step 5: Waypoint reached
LOG_TRACE(this.netname, "'s personal waypoint reached");
- delete(this.havocbot_personal_waypoint);
+ waypoint_remove(this.havocbot_personal_waypoint);
this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
return CMD_STATUS_FINISHED;
}