void havocbot_aim(entity this)
{
- vector selfvel, enemyvel;
+ vector myvel, enemyvel;
// if(this.flags & FL_INWATER)
// return;
if (time < this.nextaim)
return;
this.nextaim = time + 0.1;
- selfvel = this.velocity;
+ myvel = this.velocity;
if (!this.waterlevel)
- selfvel.z = 0;
+ myvel.z = 0;
if (this.enemy)
{
enemyvel = this.enemy.velocity;
if (!this.enemy.waterlevel)
enemyvel.z = 0;
- lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, selfvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
+ lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
}
else
- lag_additem(this, time + this.ping, 0, 0, world, this.origin, selfvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
+ lag_additem(this, time + this.ping, 0, 0, world, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
}
bool havocbot_moveto_refresh_route(entity this)
// LordHavoc: disabled because this is too expensive
return '0 0 0';
#if 0
+SELFPARAM();
entity head;
vector dodge, v, n;
float danger, bestdanger, vl, d;
head = findchainfloat(bot_dodge, true);
while(head)
{
- if (head.owner != self)
+ if (head.owner != this)
{
vl = vlen(head.velocity);
if (vl > autocvar_sv_maxspeed * 0.3)
{
n = normalize(head.velocity);
- v = self.origin - head.origin;
+ v = this.origin - head.origin;
d = v * n;
if (d > (0 - head.bot_dodgerating))
if (d < (vl * 0.2 + head.bot_dodgerating))
}
else
{
- danger = head.bot_dodgerating - vlen(head.origin - self.origin);
+ danger = head.bot_dodgerating - vlen(head.origin - this.origin);
if (bestdanger < danger)
{
bestdanger = danger;
- dodge = normalize(self.origin - head.origin);
+ dodge = normalize(this.origin - head.origin);
}
}
}