#include "aim.qh"
-#include "../_all.qh"
#include "bot.qh"
-#include "../mutators/mutators_include.qh"
+#include "../weapons/weaponsystem.qh"
+
+#include "../mutators/all.qh"
// traces multiple trajectories to find one that will impact the target
// 'end' vector is the place it aims for,
tracetossfaketarget = spawn();
tracetossfaketarget.solid = savesolid;
tracetossfaketarget.movetype = targ.movetype;
- setmodel(tracetossfaketarget, targ.model); // no low precision
+ _setmodel(tracetossfaketarget, targ.model); // no low precision
tracetossfaketarget.model = targ.model;
tracetossfaketarget.modelindex = targ.modelindex;
setsize(tracetossfaketarget, targ.mins, targ.maxs);
}
void lag_update()
-{
+{SELFPARAM();
if (self.lag1_time) if (time > self.lag1_time) {self.lag_func(self.lag1_time, self.lag1_float1, self.lag1_float2, self.lag1_entity1, self.lag1_vec1, self.lag1_vec2, self.lag1_vec3, self.lag1_vec4);self.lag1_time = 0;}
if (self.lag2_time) if (time > self.lag2_time) {self.lag_func(self.lag2_time, self.lag2_float1, self.lag2_float2, self.lag2_entity1, self.lag2_vec1, self.lag2_vec2, self.lag2_vec3, self.lag2_vec4);self.lag2_time = 0;}
if (self.lag3_time) if (time > self.lag3_time) {self.lag_func(self.lag3_time, self.lag3_float1, self.lag3_float2, self.lag3_entity1, self.lag3_vec1, self.lag3_vec2, self.lag3_vec3, self.lag3_vec4);self.lag3_time = 0;}
}
float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{
+{SELFPARAM();
if (self.lag1_time == 0) {self.lag1_time = t;self.lag1_float1 = f1;self.lag1_float2 = f2;self.lag1_entity1 = e1;self.lag1_vec1 = v1;self.lag1_vec2 = v2;self.lag1_vec3 = v3;self.lag1_vec4 = v4;return true;}
if (self.lag2_time == 0) {self.lag2_time = t;self.lag2_float1 = f1;self.lag2_float2 = f2;self.lag2_entity1 = e1;self.lag2_vec1 = v1;self.lag2_vec2 = v2;self.lag2_vec3 = v3;self.lag2_vec4 = v4;return true;}
if (self.lag3_time == 0) {self.lag3_time = t;self.lag3_float1 = f1;self.lag3_float2 = f2;self.lag3_entity1 = e1;self.lag3_vec1 = v1;self.lag3_vec2 = v2;self.lag3_vec3 = v3;self.lag3_vec4 = v4;return true;}
}
float bot_shouldattack(entity e)
-{
+{SELFPARAM();
if (e.team == self.team)
{
if (e == self)
if(e.frozen)
return false;
- // If neither player has ball then don't attack unless the ball is on the
- // ground.
- if (g_keepaway)
- if (!e.ballcarried && !self.ballcarried && ka_ball.owner)
- return false;
-
if(teamplay)
{
if(e.team==0)
}
void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{
+{SELFPARAM();
if(self.flags & FL_INWATER)
{
self.bot_aimtarg = world;
}
float bot_aimdir(vector v, float maxfiredeviation)
-{
+{SELFPARAM();
float dist, delta_t, blend;
vector desiredang, diffang;
}
float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
-{
+{SELFPARAM();
float f, r, hf, distanceratio;
vector v;
/*