if(bot_execute_commands(this))
return;
- if(this.goalcurrent)
- if(wasfreed(this.goalcurrent))
+ while(this.goalcurrent && wasfreed(this.goalcurrent))
+ {
navigation_poproute(this);
+ if(!this.goalcurrent)
+ this.bot_strategytime = 0;
+ }
if (bot_strategytoken == this)
if (!bot_strategytoken_taken)
// TODO: tracewalk() should take care of this job (better path finding under water)
// if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
- if(IS_DEAD(this))
+ if(!(IS_DEAD(this)))
if(!this.goalcurrent)
if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
{
//heading = this.velocity;
//dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
if(
- this.goalstack01 != this && this.goalstack01 != NULL && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
+ this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
!(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
)
next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
if(this.goalcurrent.classname=="waypoint")
if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
- if(this.goalstack01!=NULL)
+ if(this.goalstack01 && !wasfreed(this.goalstack01))
{
gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
// Flying
PHYS_INPUT_BUTTON_HOOK(this) = true;
- if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z)
+ if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
{
this.movement_x = dir * v_forward * maxspeed;
this.movement_y = dir * v_right * maxspeed;