83 #define IN_LAVA(pos) (_content_type = pointcontents(pos), (_content_type == CONTENT_LAVA || _content_type == CONTENT_SLIME)) 84 #define IN_LIQUID(pos) (_content_type = pointcontents(pos), (_content_type == CONTENT_WATER || _content_type == CONTENT_LAVA || _content_type == CONTENT_SLIME)) 85 #define SUBMERGED(pos) IN_LIQUID(pos + autocvar_sv_player_viewoffset) 86 #define WETFEET(pos) IN_LIQUID(pos + eZ * (m1.z + 1)) 107 .void(
entity this) bot_ai;
void bot_clientconnect(entity this)
void bot_think(entity this)
float autoskill_nextthink
float bot_preferredcolors
bool bot_fixcount(bool multiple_per_frame)
const int AI_STATUS_ROAMING
const int AI_STATUS_JETPACK_LANDING
void bot_removefromlargestteam()
const int AI_STATUS_WAYPOINT_PERSONAL_GOING
bool bot_pickup_respawning
float bot_pickupbasevalue
const int AI_STATUS_OUT_JUMPPAD
string playermodel_freeme
float botframe_spawnedwaypoints
const int AI_STATUS_WAYPOINT_PERSONAL_LINKING
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
float bot_rangepreference
void bot_setnameandstuff(entity this)
void bot_relinkplayerlist()
float botframe_nextdangertime
float totalfrags_lastcheck
const int AI_STATUS_WAYPOINT_PERSONAL_REACHED
const int AI_STATUS_OUT_WATER
const int AI_STATUS_DANGER_AHEAD
void bot_clientdisconnect(entity this)
void havocbot_setupbot(entity this)
void bot_custom_weapon_priority_setup()
void bot_calculate_stepheightvec()
const int AI_STATUS_STUCK
const int AI_STATUS_ATTACKING
const int AI_STATUS_JETPACK_FLYING
const int AI_STATUS_RUNNING
void autoskill(float factor)
float bot_strategytoken_taken