return;
buf_del(bot.bot_cmdqueuebuf);
bot.bot_cmdqueuebuf_allocated = false;
- LOG_TRACE("bot ", bot.netname, " queue cleared\n");
+ LOG_TRACE("bot ", bot.netname, " queue cleared");
}
void bot_queuecommand(entity bot, string cmdstring)
{
float f = bot_cmd.bot_cmd_parm_float;
- int slot = 0;
+ int slot = 0; // TODO: unhardcode?
.entity weaponentity = weaponentities[slot];
if(this.(weaponentity).state != WS_READY)
{