6 const int AI_STATUS_ROAMING = BIT(0); // Bot is just crawling the map. No enemies at sight
7 const int AI_STATUS_ATTACKING = BIT(1); // There are enemies at sight
8 const int AI_STATUS_RUNNING = BIT(2); // Bot is bunny hopping
9 const int AI_STATUS_DANGER_AHEAD = BIT(3); // There is lava/slime/trigger_hurt ahead
10 const int AI_STATUS_OUT_JUMPPAD = BIT(4); // Trying to get out of a "vertical" jump pad
11 const int AI_STATUS_OUT_WATER = BIT(5); // Trying to get out of water
12 const int AI_STATUS_WAYPOINT_PERSONAL_LINKING = BIT(6); // Waiting for the personal waypoint to be linked
13 const int AI_STATUS_WAYPOINT_PERSONAL_GOING = BIT(7); // Going to a personal waypoint
14 const int AI_STATUS_WAYPOINT_PERSONAL_REACHED = BIT(8); // Personal waypoint reached
15 const int AI_STATUS_JETPACK_FLYING = BIT(9);
16 const int AI_STATUS_JETPACK_LANDING = BIT(10);
17 const int AI_STATUS_STUCK = BIT(11); // Cannot reach any goal
19 .bool isbot; // true if this client is actually a bot
23 float autoskill_nextthink;
25 // havocbot_keyboardskill // keyboard movement
26 .float bot_moveskill; // moving technique
27 .float bot_dodgeskill; // dodging
29 .float bot_pingskill; // ping offset
31 .float bot_weaponskill; // weapon usage skill (combos, e.g.)
32 .float bot_aggresskill; // aggressivity, controls "think before fire" behaviour
33 .float bot_rangepreference; // weapon choice offset for range (>0 = prefer long range earlier "sniper", <0 = prefer short range "spammer")
35 .float bot_aimskill; // aim accuracy
36 .float bot_offsetskill; // aim breakage
37 .float bot_mouseskill; // mouse "speed"
39 .float bot_thinkskill; // target choice
40 .float bot_aiskill; // strategy choice
42 .float totalfrags_lastcheck;
44 // Custom weapon priorities
45 float bot_distance_far;
46 float bot_distance_close;
51 // the *_freeme fields exist only to avoid an engine crash
52 // when trying to strunzone the original fields
53 .string netname_freeme;
54 .string playermodel_freeme;
55 .string playerskin_freeme;
60 .float bot_preferredcolors;
63 .float bot_dodgerating;
66 .float bot_pickupbasevalue;
67 .bool bot_pickup_respawning;
68 .float bot_strategytime;
71 .float bot_forced_team;
72 .float bot_config_loaded;
74 float bot_strategytoken_taken;
75 entity bot_strategytoken;
77 float botframe_spawnedwaypoints;
78 float botframe_nextthink;
79 float botframe_nextdangertime;
82 #define IN_LAVA(pos) (_content_type = pointcontents(pos), (_content_type == CONTENT_LAVA || _content_type == CONTENT_SLIME))
83 #define IN_LIQUID(pos) (_content_type = pointcontents(pos), (_content_type == CONTENT_WATER || _content_type == CONTENT_LAVA || _content_type == CONTENT_SLIME))
84 #define SUBMERGED(pos) IN_LIQUID(pos + autocvar_sv_player_viewoffset)
85 #define WETFEET(pos) IN_LIQUID(pos + eZ * (m1.z + 1))
92 bool bot_fixcount(bool multiple_per_frame);
94 void bot_think(entity this);
95 void bot_setnameandstuff(entity this);
96 void bot_custom_weapon_priority_setup();
98 void bot_relinkplayerlist();
99 void bot_clientdisconnect(entity this);
100 void bot_clientconnect(entity this);
101 void bot_removefromlargestteam();
102 void bot_removenewest();
103 void autoskill(float factor);
104 void bot_serverframe();
106 .void(entity this) bot_ai;
107 .float(entity player, entity item) bot_pickupevalfunc;
113 void(entity this) havocbot_setupbot;
115 void bot_calculate_stepheightvec();