#include "../scripting.qh"
#include "../waypoints.qh"
-#include "../../../common/constants.qh"
-#include "../../../common/items/all.qh"
+#include <common/constants.qh>
+#include <common/physics/player.qh>
+#include <common/state.qh>
+#include <common/items/all.qh>
-#include "../../../common/triggers/trigger/jumppads.qh"
+#include <common/triggers/trigger/jumppads.qh>
-#include "../../../lib/warpzone/common.qh"
+#include <lib/warpzone/common.qh>
.float speed;
// 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(self.deadflag != DEAD_NO)
+ if(IS_DEAD(self))
if(self.goalcurrent==world)
if(self.waterlevel==WATERLEVEL_SWIMMING || (self.aistatus & AI_STATUS_OUT_WATER))
{
bot_strategytoken_taken = true;
}
- if(self.deadflag != DEAD_NO)
+ if(IS_DEAD(self))
return;
havocbot_chooseenemy();
w.wr_aim(w);
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
{
- self.BUTTON_ATCK = false;
- self.BUTTON_ATCK2 = false;
+ PHYS_INPUT_BUTTON_ATCK(self) = false;
+ PHYS_INPUT_BUTTON_ATCK2(self) = false;
}
else
{
- if(self.BUTTON_ATCK||self.BUTTON_ATCK2)
+ if(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self))
self.lastfiredweapon = PS(self).m_weapon.m_id;
}
}
keyboard.z = 0;
self.havocbot_keyboard = keyboard * maxspeed;
- if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=true;
+ if (self.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(self) = true;
keyboard = self.havocbot_keyboard;
blend = bound(0,vlen(destorg-self.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
if(self.aistatus & AI_STATUS_DANGER_AHEAD)
{
self.aistatus &= ~AI_STATUS_RUNNING;
- self.BUTTON_JUMP = false;
+ PHYS_INPUT_BUTTON_JUMP(self) = false;
self.bot_canruntogoal = 0;
self.bot_timelastseengoal = 0;
return;
bunnyhopdistance = vlen(self.origin - gco);
// Run only to visible goals
- if(self.flags & FL_ONGROUND)
+ if(IS_ONGROUND(self))
if(self.speed==maxspeed)
if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
{
{
self.aistatus &= ~AI_STATUS_RUNNING;
if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
- self.BUTTON_JUMP = true;
+ PHYS_INPUT_BUTTON_JUMP(self) = true;
}
else
{
self.aistatus |= AI_STATUS_RUNNING;
- self.BUTTON_JUMP = true;
+ PHYS_INPUT_BUTTON_JUMP(self) = true;
}
}
}
#if 0
// Release jump button
if(!cvar("sv_pogostick"))
- if((self.flags & FL_ONGROUND) == 0)
+ if((IS_ONGROUND(self)) == 0)
{
if(self.velocity.z < 0 || vlen(self.velocity)<maxspeed)
- self.BUTTON_JUMP = false;
+ PHYS_INPUT_BUTTON_JUMP(self) = false;
// Strafe
if(self.aistatus & AI_STATUS_RUNNING)
}
// Flying
- self.BUTTON_HOOK = true;
- if(self.navigation_jetpack_point.z - PL_MAX.z + PL_MIN.z < self.origin.z)
+ PHYS_INPUT_BUTTON_HOOK(self) = true;
+ if(self.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < self.origin.z)
{
self.movement_x = dir * v_forward * maxspeed;
self.movement_y = dir * v_right * maxspeed;
// If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
if(skill>6)
- if (!(self.flags & FL_ONGROUND))
+ if (!(IS_ONGROUND(self)))
{
tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
{
if(self.velocity.z<0)
{
- self.BUTTON_HOOK = true;
+ PHYS_INPUT_BUTTON_HOOK(self) = true;
}
}
else
- self.BUTTON_HOOK = true;
+ PHYS_INPUT_BUTTON_HOOK(self) = true;
// If there is no goal try to move forward
{
if(time > self.rocketjumptime)
{
- self.BUTTON_ATCK2 = true;
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
self.rocketjumptime = 0;
}
return;
PS(self).m_switchweapon = WEP_DEVASTATOR;
self.v_angle_x = 90;
- self.BUTTON_ATCK = true;
+ PHYS_INPUT_BUTTON_ATCK(self) = true;
self.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
return;
}
if(self.waterlevel>WATERLEVEL_SWIMMING)
dir.z = 1;
else if(self.velocity.z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
- self.BUTTON_JUMP = true;
+ PHYS_INPUT_BUTTON_JUMP(self) = true;
else
- self.BUTTON_JUMP = false;
+ PHYS_INPUT_BUTTON_JUMP(self) = false;
makevectors(self.v_angle.y * '0 1 0');
self.movement_x = dir * v_forward * maxspeed;
self.movement_y = dir * v_right * maxspeed;
{
if(self.velocity.z >= 0 && !(self.watertype == CONTENT_WATER && gco.z < self.origin.z) &&
( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
- self.BUTTON_JUMP = true;
+ PHYS_INPUT_BUTTON_JUMP(self) = true;
else
- self.BUTTON_JUMP = false;
+ PHYS_INPUT_BUTTON_JUMP(self) = false;
}
dir = normalize(flatdir);
makevectors(self.v_angle.y * '0 1 0');
s = trace_fraction;
tracebox(self.origin + jumpstepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + jumpstepheightvec, false, self);
if (trace_fraction > s)
- self.BUTTON_JUMP = 1;
+ PHYS_INPUT_BUTTON_JUMP(self) = true;
}
}
// Check head-banging against walls
if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
{
- self.BUTTON_JUMP = true;
+ PHYS_INPUT_BUTTON_JUMP(self) = true;
if(self.facingwalltime && time > self.facingwalltime)
{
self.ignoregoal = self.goalcurrent;
self.aistatus &= ~AI_STATUS_DANGER_AHEAD;
if(trace_fraction == 1 && self.jumppadcount == 0 && !self.goalcurrent.wphardwired )
- if((self.flags & FL_ONGROUND) || (self.aistatus & AI_STATUS_RUNNING) || self.BUTTON_JUMP == true)
+ if((IS_ONGROUND(self)) || (self.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(self))
{
// Look downwards
traceline(dst_ahead , dst_down, true, world);
dir = normalize(dir + dodge + evadeobstacle + evadelava);
// self.bot_dodgevector = dir;
- // self.bot_dodgevector_jumpbutton = self.BUTTON_JUMP;
+ // self.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(self);
}
if(time < self.ladder_time)
//dir = self.bot_dodgevector;
//if (self.bot_dodgevector_jumpbutton)
- // self.BUTTON_JUMP = 1;
+ // PHYS_INPUT_BUTTON_JUMP(self) = true;
self.movement_x = dir * v_forward * maxspeed;
self.movement_y = dir * v_right * maxspeed;
self.movement_z = dir * v_up * maxspeed;
if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
havocbot_bunnyhop(dir);
- if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
- if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=true;
+ if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(self))) PHYS_INPUT_BUTTON_JUMP(self) = true;
+ if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(self) = true;
if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill+self.bot_dodgeskill,10);
}