self = oldself;
}
return bot;
-};
+}
void bot_think()
{
// now call the current bot AI (havocbot for example)
self.bot_ai();
-};
+}
void bot_setnameandstuff()
{
self.cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
self.cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
-};
+}
void bot_custom_weapon_priority_setup()
{
bot_weapons_close[c] = -1;
bot_custom_weapon = TRUE;
-};
+}
void bot_endgame()
{
e = e.nextbot;
}
// if dynamic waypoints are ever implemented, save them here
-};
+}
void bot_relinkplayerlist()
{
dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
bot_strategytoken = bot_list;
bot_strategytoken_taken = TRUE;
-};
+}
void bot_clientdisconnect()
{
JoinBestTeam(self, FALSE, TRUE);
havocbot_setupbot();
-};
+}
void bot_removefromlargestteam()
{
}
currentbots = currentbots - 1;
dropclient(best);
-};
+}
void bot_removenewest()
{
}
currentbots = currentbots - 1;
dropclient(best);
-};
+}
void autoskill(float factor)
{
bot_custom_weapon_priority_setup();
bot_cvar_nextthink = time + 5;
}
-};
+}