95 bool bot_aim(
entity this, .
entity weaponentity,
float shotspeed,
float shotspeedupward,
float maxshottime,
bool applygravity);
void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
vector bot_1st_order_aimfilter
vector findtrajectory_velocity
float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
bool bot_aim(entity this,.entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
vector bot_5th_order_aimfilter
vector bot_4th_order_aimfilter
float bot_shouldattack(entity this, entity targ)
void bot_aim_reset(entity this)
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1
vector bot_aimtargvelocity
entity tracetossfaketarget
spree_inf s1 s2 s3loc s2 spree_inf s1 s2 s3loc s2 spree_inf s1 s2 s3loc s2 s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2 f1 f1points f2
vector bot_3th_order_aimfilter
vector(float skel, float bonenum) _skel_get_boneabs_hidden
vector bot_2nd_order_aimfilter
void lag_update(entity this)
void bot_aimdir(entity this, vector v, float maxfiredeviation)
float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)