this.aistatus |= AI_STATUS_ROAMING;
this.aistatus &= ~AI_STATUS_ATTACKING;
- vector v, now, next;
+ vector v = '0 0 0', now, next;
float aimdistance,skillblend,distanceblend,blend;
SET_DESTCOORDS(this.goalcurrent, this.origin, v);
float bunnyhopdistance;
vector deviation;
float maxspeed;
- vector gco, gno;
+ vector gco = '0 0 0', gno;
// Don't jump when attacking
if(this.aistatus & AI_STATUS_ATTACKING)
void havocbot_movetogoal(entity this)
{
- vector destorg;
+ vector destorg = '0 0 0';
vector diff;
vector dir;
vector flatdir;
debuggoalstack(this);
// Heading
- vector dir;
+ vector dir = '0 0 0';
SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
dir = dir - (this.origin + this.view_ofs);
dir.z = 0;