#include "bot_null.qh"
#if 0
-bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, float applygravity) { return false; }
+bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, float applygravity, bool shot_accurate) { return false; }
void bot_clientconnect(entity this) { }
void bot_clientdisconnect(entity this) { }
void bot_cmdhelp(string scmd) { }
void bot_endgame() { }
-bool bot_fixcount() { return true; }
+bool bot_fixcount(bool multiple_per_frame) { return true; }
void bot_list_commands() { }
void bot_queuecommand(entity bot, string cmdstring) { }
void bot_relinkplayerlist() { }
void waypoint_spawnforitem_force(entity e, vector org) { }
void waypoint_spawnforteleporter(entity e, vector destination, float timetaken, entity tracetest_ent) { }
void waypoint_spawnforteleporter_wz(entity e, entity tracetest_ent) { }
-void waypoint_spawn_fromeditor(entity pl) { }
+void waypoint_spawn_fromeditor(entity pl, bool at_crosshair, bool is_jump_wp, bool is_crouch_wp, bool is_support_wp) { }
entity waypoint_spawn(vector m1, vector m2, float f) { return NULL; }
#endif