entity tracetossfaketarget;
vector findtrajectory_velocity;
-
-
vector shotorg;
vector shotdir;
-// lag simulation
-// upto 5 queued messages
-.float lag1_time;
-.float lag1_float1;
-.float lag1_float2;
-.entity lag1_entity1;
-.vector lag1_vec1;
-.vector lag1_vec2;
-.vector lag1_vec3;
-.vector lag1_vec4;
-
-.float lag2_time;
-.float lag2_float1;
-.float lag2_float2;
-.entity lag2_entity1;
-.vector lag2_vec1;
-.vector lag2_vec2;
-.vector lag2_vec3;
-.vector lag2_vec4;
-
-.float lag3_time;
-.float lag3_float1;
-.float lag3_float2;
-.entity lag3_entity1;
-.vector lag3_vec1;
-.vector lag3_vec2;
-.vector lag3_vec3;
-.vector lag3_vec4;
-
-.float lag4_time;
-.float lag4_float1;
-.float lag4_float2;
-.entity lag4_entity1;
-.vector lag4_vec1;
-.vector lag4_vec2;
-.vector lag4_vec3;
-.vector lag4_vec4;
-
-.float lag5_time;
-.float lag5_float1;
-.float lag5_float2;
-.entity lag5_entity1;
-.vector lag5_vec1;
-.vector lag5_vec2;
-.vector lag5_vec3;
-.vector lag5_vec4;
-
+.bool bot_aimdir_executed;
.float bot_badaimtime;
.float bot_aimthinktime;
.float bot_prevaimtime;
.vector bot_5th_order_aimfilter;
.vector bot_olddesiredang;
-//.vector bot_aimorigin;
-//.vector bot_aimvelocity;
-.vector bot_aimtargorigin;
-.vector bot_aimtargvelocity;
-
-.entity bot_aimtarg;
/*
* Functions
*/
-float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
-void lag_update(entity this);
-void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
-
float bot_shouldattack(entity this, entity targ);
void bot_aimdir(entity this, vector v, float maxfiredeviation);
-bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity);
+bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity, bool shot_accurate);
+void bot_aim_reset(entity this);
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);
-
-.void(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;