ATTRIB(Armor, m_mins, vector, '-16 -16 0');
ATTRIB(Armor, m_maxs, vector, '16 16 48');
ATTRIB(Armor, m_pickupevalfunc, float(entity player, entity item), healtharmor_pickupevalfunc);
- ATTRIB(Armor, m_botvalue, int, 3000);
+ ATTRIB(Armor, m_botvalue, int, 5000);
#endif
ENDCLASS(Armor)
ATTRIB(Health, m_mins, vector, '-16 -16 0');
ATTRIB(Health, m_maxs, vector, '16 16 48');
ATTRIB(Health, m_pickupevalfunc, float(entity player, entity item), healtharmor_pickupevalfunc);
- ATTRIB(Health, m_botvalue, int, 2500);
+ ATTRIB(Health, m_botvalue, int, 5000);
#endif
ENDCLASS(Health)
if (player.ammo_fuel < g_pickup_fuel_max)
c = item.ammo_fuel / player.ammo_fuel;
- rating *= min(3, 1 + c);
+ rating *= min(2, c);
if(wpn)
// Skilled bots will grab more
rating += wpn.bot_pickupbasevalue * (0.1 + 0.1 * bound(0, skill / 10, 1));
if (item.armorvalue)
if (player.armorvalue < item.max_armorvalue)
- c = item.armorvalue / (max(1, player.armorvalue + player.health));
+ c = item.armorvalue / max(1, player.armorvalue * 2/3 + player.health * 1/3);
if (item.health)
if (player.health < item.max_health)
c = item.health / max(1, player.health);
- rating *= min(3, 1 + c);
+ rating *= min(2, c);
return rating;
}