void havocbot_chooseenemy()
{
entity head, best, head2;
- float rating, bestrating, i, hf;
+ float rating, bestrating, hf;
vector eye, v;
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
{
self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- for(i = 0; ; ++i)
+ bool scan_transparent = false;
+ bool scan_secondary_targets = false;
+ while(true)
{
- while (head)
+ scan_secondary_targets = false;
+ for ( ; head; head = head.chain)
{
+ if(!scan_secondary_targets)
+ {
+ if(head.classname == "misc_breakablemodel")
+ continue;
+ }
+ else
+ {
+ if(head.classname != "misc_breakablemodel")
+ continue;
+ }
+
v = (head.absmin + head.absmax) * 0.5;
rating = vlen(v - eye);
if (rating<autocvar_bot_ai_enemydetectionradius)
bestrating = rating;
}
}
- head = head.chain;
+
+ if(!best && !scan_secondary_targets)
+ {
+ scan_secondary_targets = true;
+ head = head2;
+ bestrating = 100000000;
+ }
}
// I want to do a second scan if no enemy was found or I don't have weapons
// TODO: Perform the scan when using the rifle (requires changes on the rifle code)
if(best || self.weapons) // || self.weapon == WEP_RIFLE.m_id
break;
- if(i)
+ if(scan_transparent)
break;
// Set flags to see through transparent objects
self.dphitcontentsmask |= DPCONTENTS_OPAQUE;
head = head2;
+ scan_transparent = true;
}
// Restore hit flags
self.enemy = best;
self.havocbot_stickenemy = true;
+ if(best && best.classname == "misc_breakablemodel")
+ self.havocbot_stickenemy = false;
}
float havocbot_chooseweapon_checkreload(int new_weapon)
targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
targ.revive_speed = freeze_time;
+ self.bot_attack = false;
entity ice, head;
ice = spawn();
void Unfreeze (entity targ)
{
+ if(!targ.frozen)
+ return;
+
if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
targ.frozen = 0;
targ.revive_progress = 0;
targ.revival_time = time;
+ self.bot_attack = true;
WaypointSprite_Kill(targ.waypointsprite_attached);