Merge branch 'master' into terencehill/bot_waypoints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include "../cvars.qh"
6
7 #include "../aim.qh"
8 #include "../bot.qh"
9 #include "../navigation.qh"
10 #include "../scripting.qh"
11 #include "../waypoints.qh"
12
13 #include <common/constants.qh>
14 #include <common/impulses/all.qh>
15 #include <common/net_linked.qh>
16 #include <common/physics/player.qh>
17 #include <common/state.qh>
18 #include <common/items/_mod.qh>
19 #include <common/wepent.qh>
20
21 #include <common/mapobjects/func/ladder.qh>
22 #include <common/mapobjects/teleporters.qh>
23 #include <common/mapobjects/trigger/jumppads.qh>
24
25 #include <lib/warpzone/common.qh>
26
27 .float speed;
28
29 void havocbot_ai(entity this)
30 {
31         if(this.draggedby)
32                 return;
33
34         this.bot_aimdir_executed = false;
35         // lock aim if teleported or passing through a warpzone
36         if (this.lastteleporttime && !this.jumppadcount)
37                 this.bot_aimdir_executed = true;
38
39         if(bot_execute_commands(this))
40                 return;
41
42         if (bot_strategytoken == this && !bot_strategytoken_taken)
43         {
44                 if(this.havocbot_blockhead)
45                 {
46                         this.havocbot_blockhead = false;
47                 }
48                 else
49                 {
50                         if (!this.jumppadcount && !STAT(FROZEN, this))
51                                 this.havocbot_role(this); // little too far down the rabbit hole
52                 }
53
54                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
55                 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
56                 if(!this.goalcurrent)
57                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
58                 {
59                         // Look for the closest waypoint out of water
60                         entity newgoal = NULL;
61                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
62                         {
63                                 if(it.origin.z < this.origin.z)
64                                         continue;
65
66                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
67                                         continue;
68
69                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
70                                         continue;
71
72                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
73
74                                 if(trace_fraction < 1)
75                                         continue;
76
77                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
78                                         newgoal = it;
79                         });
80
81                         if(newgoal)
82                         {
83                         //      te_wizspike(newgoal.origin);
84                                 navigation_pushroute(this, newgoal);
85                         }
86                 }
87
88                 // token has been used this frame
89                 bot_strategytoken_taken = true;
90         }
91
92         if(IS_DEAD(this) || STAT(FROZEN, this))
93         {
94                 if (this.goalcurrent)
95                         navigation_clearroute(this);
96                 return;
97         }
98
99         havocbot_chooseenemy(this);
100
101         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
102         {
103                 .entity weaponentity = weaponentities[slot];
104                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
105                 if(this.(weaponentity).bot_chooseweapontime < time)
106                 {
107                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
108                         havocbot_chooseweapon(this, weaponentity);
109                 }
110         }
111         havocbot_aim(this);
112         lag_update(this);
113
114         if (this.bot_aimtarg)
115         {
116                 this.aistatus |= AI_STATUS_ATTACKING;
117                 this.aistatus &= ~AI_STATUS_ROAMING;
118
119                 if(STAT(WEAPONS, this))
120                 {
121                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
122                         {
123                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
124                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
125                         }
126                         else
127                         {
128                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
129                                 {
130                                         .entity weaponentity = weaponentities[slot];
131                                         Weapon w = this.(weaponentity).m_weapon;
132                                         if(w == WEP_Null && slot != 0)
133                                                 continue;
134                                         w.wr_aim(w, this, weaponentity);
135                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
136                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
137                                 }
138                         }
139                 }
140                 else
141                 {
142                         if(IS_PLAYER(this.bot_aimtarg))
143                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
144                 }
145         }
146         else if (this.goalcurrent)
147         {
148                 this.aistatus |= AI_STATUS_ROAMING;
149                 this.aistatus &= ~AI_STATUS_ATTACKING;
150         }
151
152         havocbot_movetogoal(this);
153         if (!this.bot_aimdir_executed && this.goalcurrent)
154         {
155                 // Heading
156                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
157                 dir -= this.origin + this.view_ofs;
158                 dir.z = 0;
159                 bot_aimdir(this, dir, 0);
160         }
161
162         // if the bot is not attacking, consider reloading weapons
163         if (!(this.aistatus & AI_STATUS_ATTACKING))
164         {
165                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
166                 {
167                         .entity weaponentity = weaponentities[slot];
168
169                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
170                                 continue;
171
172                         // we are currently holding a weapon that's not fully loaded, reload it
173                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
174                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
175                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
176
177                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
178                         // the code above executes next frame, starting the reloading then
179                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
180                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
181                         {
182                                 FOREACH(Weapons, it != WEP_Null, {
183                                         if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
184                                         {
185                                                 this.(weaponentity).m_switchweapon = it;
186                                                 break;
187                                         }
188                                 });
189                         }
190                 }
191         }
192 }
193
194 void havocbot_keyboard_movement(entity this, vector destorg)
195 {
196         vector keyboard;
197
198         if (time > this.havocbot_keyboardtime)
199         {
200                 float sk = skill + this.bot_moveskill;
201                 this.havocbot_keyboardtime =
202                         max(
203                                 this.havocbot_keyboardtime
204                                         + 0.05 / max(1, sk + this.havocbot_keyboardskill)
205                                         + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
206                         , time);
207                 keyboard = CS(this).movement / autocvar_sv_maxspeed;
208
209                 float trigger = autocvar_bot_ai_keyboard_threshold;
210
211                 // categorize forward movement
212                 // at skill < 1.5 only forward
213                 // at skill < 2.5 only individual directions
214                 // at skill < 4.5 only individual directions, and forward diagonals
215                 // at skill >= 4.5, all cases allowed
216                 if (keyboard.x > trigger)
217                 {
218                         keyboard.x = 1;
219                         if (sk < 2.5)
220                                 keyboard.y = 0;
221                 }
222                 else if (keyboard.x < -trigger && sk > 1.5)
223                 {
224                         keyboard.x = -1;
225                         if (sk < 4.5)
226                                 keyboard.y = 0;
227                 }
228                 else
229                 {
230                         keyboard.x = 0;
231                         if (sk < 1.5)
232                                 keyboard.y = 0;
233                 }
234                 if (sk < 4.5)
235                         keyboard.z = 0;
236
237                 if (keyboard.y > trigger)
238                         keyboard.y = 1;
239                 else if (keyboard.y < -trigger)
240                         keyboard.y = -1;
241                 else
242                         keyboard.y = 0;
243
244                 if (keyboard.z > trigger)
245                         keyboard.z = 1;
246                 else if (keyboard.z < -trigger)
247                         keyboard.z = -1;
248                 else
249                         keyboard.z = 0;
250
251                 // make sure bots don't get stuck if havocbot_keyboardtime is very high
252                 if (keyboard == '0 0 0')
253                         this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
254
255                 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
256                 if (this.havocbot_ducktime > time)
257                         PHYS_INPUT_BUTTON_CROUCH(this) = true;
258
259                 keyboard = this.havocbot_keyboard;
260                 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
261                 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
262                 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
263         }
264 }
265
266 void havocbot_bunnyhop(entity this, vector dir)
267 {
268         float bunnyhopdistance;
269         vector deviation;
270         float maxspeed;
271
272         // Don't jump when attacking
273         if(this.aistatus & AI_STATUS_ATTACKING)
274                 return;
275
276         if(IS_PLAYER(this.goalcurrent))
277                 return;
278
279         maxspeed = autocvar_sv_maxspeed;
280
281         if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
282                 || this.aistatus & AI_STATUS_DANGER_AHEAD)
283         {
284                 this.aistatus &= ~AI_STATUS_RUNNING;
285                 PHYS_INPUT_BUTTON_JUMP(this) = false;
286                 this.bot_canruntogoal = 0;
287                 this.bot_timelastseengoal = 0;
288                 return;
289         }
290
291         if(this.waterlevel > WATERLEVEL_WETFEET || IS_DUCKED(this))
292         {
293                 this.aistatus &= ~AI_STATUS_RUNNING;
294                 return;
295         }
296
297         if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
298         {
299                 this.bot_canruntogoal = 0;
300                 this.bot_timelastseengoal = 0;
301         }
302
303         vector gco = get_closer_dest(this.goalcurrent, this.origin);
304         bunnyhopdistance = vlen(this.origin - gco);
305
306         // Run only to visible goals
307         if(IS_ONGROUND(this))
308         if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
309         if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
310         {
311                         this.bot_lastseengoal = this.goalcurrent;
312
313                         // seen it before
314                         if(this.bot_timelastseengoal)
315                         {
316                                 // for a period of time
317                                 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
318                                 {
319                                         float checkdistance;
320                                         checkdistance = true;
321
322                                         // don't run if it is too close
323                                         if(this.bot_canruntogoal==0)
324                                         {
325                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
326                                                         this.bot_canruntogoal = 1;
327                                                 else
328                                                         this.bot_canruntogoal = -1;
329                                         }
330
331                                         if(this.bot_canruntogoal != 1)
332                                                 return;
333
334                                         if(this.aistatus & AI_STATUS_ROAMING)
335                                         if(this.goalcurrent.classname=="waypoint")
336                                         if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
337                                         if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
338                                         if(this.goalstack01 && !wasfreed(this.goalstack01))
339                                         if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP))
340                                         {
341                                                 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
342                                                 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
343                                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
344                                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
345
346                                                 if(fabs(deviation.y) < 20)
347                                                 if(bunnyhopdistance < vlen(this.origin - gno))
348                                                 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
349                                                 {
350                                                         if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
351                                                         if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
352                                                         {
353                                                                 checkdistance = false;
354                                                         }
355                                                 }
356                                         }
357
358                                         if(checkdistance)
359                                         {
360                                                 this.aistatus &= ~AI_STATUS_RUNNING;
361                                                 // increase stop distance in case the goal is on a slope or a lower platform
362                                                 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
363                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
364                                         }
365                                         else
366                                         {
367                                                 this.aistatus |= AI_STATUS_RUNNING;
368                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
369                                         }
370                                 }
371                         }
372                         else
373                         {
374                                 this.bot_timelastseengoal = time;
375                         }
376         }
377         else
378         {
379                 this.bot_timelastseengoal = 0;
380         }
381
382 #if 0
383         // Release jump button
384         if(!cvar("sv_pogostick"))
385         if((IS_ONGROUND(this)) == 0)
386         {
387                 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
388                         PHYS_INPUT_BUTTON_JUMP(this) = false;
389
390                 // Strafe
391                 if(this.aistatus & AI_STATUS_RUNNING)
392                 if(vlen(this.velocity)>maxspeed)
393                 {
394                         deviation = vectoangles(dir) - vectoangles(this.velocity);
395                         while (deviation.y < -180) deviation.y = deviation.y + 360;
396                         while (deviation.y > 180) deviation.y = deviation.y - 360;
397
398                         if(fabs(deviation.y)>10)
399                                 CS(this).movement_x = 0;
400
401                         if(deviation.y>10)
402                                 CS(this).movement_y = maxspeed * -1;
403                         else if(deviation.y<10)
404                                 CS(this).movement_y = maxspeed;
405
406                 }
407         }
408 #endif
409 }
410
411 // return true when bot isn't getting closer to the current goal
412 bool havocbot_checkgoaldistance(entity this, vector gco)
413 {
414         if (this.bot_stop_moving_timeout > time)
415                 return false;
416         float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
417         float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
418         float distance_time = this.goalcurrent_distance_time;
419         if(distance_time < 0)
420                 distance_time = -distance_time;
421         if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
422         {
423                 if(!distance_time)
424                         this.goalcurrent_distance_time = time;
425                 else if (time - distance_time > 0.5)
426                         return true;
427         }
428         else
429         {
430                 // reduce it a little bit so it works even with very small approaches to the goal
431                 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
432                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
433                 this.goalcurrent_distance_time = 0;
434         }
435         return false;
436 }
437
438 entity havocbot_select_an_item_of_group(entity this, int gr)
439 {
440         entity selected = NULL;
441         float selected_dist2 = 0;
442         // select farthest item of this group from bot's position
443         IL_EACH(g_items, it.item_group == gr && it.solid,
444         {
445                 float dist2 = vlen2(this.origin - it.origin);
446                 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
447                 {
448                         selected = it;
449                         selected_dist2 = vlen2(this.origin - selected.origin);
450                 }
451         });
452
453         if (!selected)
454                 return NULL;
455
456         set_tracewalk_dest(selected, this.origin, false);
457         if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
458                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
459         {
460                 return NULL;
461         }
462
463         return selected;
464 }
465
466 void havocbot_movetogoal(entity this)
467 {
468         vector diff;
469         vector dir;
470         vector flatdir;
471         vector evadeobstacle;
472         vector evadelava;
473         float dodge_enemy_factor = 1;
474         float maxspeed;
475         //float dist;
476         vector dodge;
477         //if (this.goalentity)
478         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
479         CS(this).movement = '0 0 0';
480         maxspeed = autocvar_sv_maxspeed;
481
482         if (this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH)
483                 PHYS_INPUT_BUTTON_CROUCH(this) = true;
484         else
485                 PHYS_INPUT_BUTTON_CROUCH(this) = false;
486
487         PHYS_INPUT_BUTTON_JETPACK(this) = false;
488         // Jetpack navigation
489         if(this.navigation_jetpack_goal)
490         if(this.goalcurrent==this.navigation_jetpack_goal)
491         if(GetResource(this, RES_FUEL))
492         {
493                 if(autocvar_bot_debug_goalstack)
494                 {
495                         debuggoalstack(this);
496                         te_wizspike(this.navigation_jetpack_point);
497                 }
498
499                 // Take off
500                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
501                 {
502                         // Brake almost completely so it can get a good direction
503                         if(vdist(this.velocity, >, 10))
504                                 return;
505                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
506                 }
507
508                 makevectors(this.v_angle.y * '0 1 0');
509                 dir = normalize(this.navigation_jetpack_point - this.origin);
510
511                 // Landing
512                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
513                 {
514                         // Calculate brake distance in xy
515                         float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
516                         float vel2 = vlen2(vec2(this.velocity));
517                         float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
518                         //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
519                         if(d < db || d < 500)
520                         {
521                                 // Brake
522                                 if (vel2 > (maxspeed * 0.3) ** 2)
523                                 {
524                                         CS(this).movement_x = dir * v_forward * -maxspeed;
525                                         return;
526                                 }
527                                 // Switch to normal mode
528                                 this.navigation_jetpack_goal = NULL;
529                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
530                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
531                                 return;
532                         }
533                 }
534                 else if(checkpvs(this.origin,this.goalcurrent))
535                 {
536                         // If I can see the goal switch to landing code
537                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
538                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
539                         return;
540                 }
541
542                 // Flying
543                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
544                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
545                 {
546                         CS(this).movement_x = dir * v_forward * maxspeed;
547                         CS(this).movement_y = dir * v_right * maxspeed;
548                 }
549                 return;
550         }
551
552         // Handling of jump pads
553         if(this.jumppadcount)
554         {
555                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
556                 {
557                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
558                         if(navigation_poptouchedgoals(this))
559                                 return;
560                 }
561                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
562                 {
563                         // If got stuck on the jump pad try to reach the farthest visible waypoint
564                         // but with some randomness so it can try out different paths
565                         if(!this.goalcurrent)
566                         {
567                                 entity newgoal = NULL;
568                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
569                                 {
570                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
571                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
572                                                 continue;
573
574                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
575
576                                         if(trace_fraction < 1)
577                                                 continue;
578
579                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
580                                                 newgoal = it;
581                                 });
582
583                                 if(newgoal)
584                                 {
585                                         this.ignoregoal = this.goalcurrent;
586                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
587                                         navigation_clearroute(this);
588                                         navigation_routetogoal(this, newgoal, this.origin);
589                                         if(autocvar_bot_debug_goalstack)
590                                                 debuggoalstack(this);
591                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
592                                 }
593                         }
594                         else //if (this.goalcurrent)
595                         {
596                                 if (this.goalcurrent.bot_pickup)
597                                 {
598                                         entity jumppad_wp = this.goalcurrent_prev;
599                                         navigation_poptouchedgoals(this);
600                                         if(!this.goalcurrent && jumppad_wp.wp00)
601                                         {
602                                                 // head to the jumppad destination once bot reaches the goal item
603                                                 navigation_pushroute(this, jumppad_wp.wp00);
604                                         }
605                                 }
606                                 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
607                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
608                                 {
609                                         if (this.velocity.z < 0)
610                                                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
611                                 }
612                                 else if(havocbot_checkgoaldistance(this, gco))
613                                 {
614                                         navigation_clearroute(this);
615                                         navigation_goalrating_timeout_force(this);
616                                 }
617                                 else
618                                         return;
619                         }
620                 }
621                 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
622                 {
623                         if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
624                         {
625                                 vector velxy = this.velocity; velxy_z = 0;
626                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
627                                 {
628                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
629                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
630                                 }
631                                 return;
632                         }
633
634                         // Don't chase players while using a jump pad
635                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
636                                 return;
637                 }
638         }
639         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
640                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
641
642         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
643         if (skill > 6 && !(IS_ONGROUND(this)))
644         {
645                 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
646                         * ((this.strength_finished > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
647                         * ((this.invincible_finished > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
648
649                 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
650                 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
651                 if(this.items & IT_JETPACK)
652                 {
653                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
654                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
655                         {
656                                 if(this.velocity.z<0)
657                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
658                         }
659                         else
660                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
661
662                         // If there is no goal try to move forward
663
664                         if(this.goalcurrent==NULL)
665                                 dir = v_forward;
666                         else
667                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
668
669                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
670                         float xyspeed = xyvelocity * dir;
671
672                         if(xyspeed < (maxspeed / 2))
673                         {
674                                 makevectors(this.v_angle.y * '0 1 0');
675                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
676                                 if(trace_fraction==1)
677                                 {
678                                         CS(this).movement_x = dir * v_forward * maxspeed;
679                                         CS(this).movement_y = dir * v_right * maxspeed;
680                                         if (skill < 10)
681                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
682                                 }
683                         }
684
685                         this.havocbot_blockhead = true;
686
687                         return;
688                 }
689                 else if(!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
690                         && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
691                         && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
692                 {
693                         if(this.velocity.z < 0)
694                         {
695                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
696                                 {
697                                         .entity weaponentity = weaponentities[slot];
698
699                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
700                                                 continue;
701
702                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
703                                         {
704                                                 CS(this).movement_x = maxspeed;
705
706                                                 if(this.rocketjumptime)
707                                                 {
708                                                         if(time > this.rocketjumptime)
709                                                         {
710                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
711                                                                 this.rocketjumptime = 0;
712                                                         }
713                                                         return;
714                                                 }
715
716                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
717                                                 this.v_angle_x = 90;
718                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
719                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
720                                                 return;
721                                         }
722                                 }
723                         }
724                 }
725                 else
726                 {
727                         // If there is no goal try to move forward
728                         if(this.goalcurrent==NULL)
729                                 CS(this).movement_x = maxspeed;
730                 }
731         }
732
733         // If we are under water with no goals, swim up
734         if(this.waterlevel && !this.goalcurrent)
735         {
736                 dir = '0 0 0';
737                 if(this.waterlevel>WATERLEVEL_SWIMMING)
738                         dir.z = 1;
739                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
740                         PHYS_INPUT_BUTTON_JUMP(this) = true;
741                 else
742                         PHYS_INPUT_BUTTON_JUMP(this) = false;
743                 makevectors(this.v_angle.y * '0 1 0');
744                 vector v = dir * maxspeed;
745                 CS(this).movement.x = v * v_forward;
746                 CS(this).movement.y = v * v_right;
747                 CS(this).movement.z = v * v_up;
748         }
749
750         // if there is nowhere to go, exit
751         if (this.goalcurrent == NULL)
752                 return;
753
754
755         bool locked_goal = false;
756         if((this.goalentity && wasfreed(this.goalentity))
757                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
758         {
759                 navigation_clearroute(this);
760                 navigation_goalrating_timeout_force(this);
761                 return;
762         }
763         else if(this.goalentity.tag_entity)
764         {
765                 navigation_goalrating_timeout_expire(this, 2);
766         }
767         else if(this.goalentity.bot_pickup)
768         {
769                 if(this.goalentity.bot_pickup_respawning)
770                 {
771                         if(this.goalentity.solid) // item respawned
772                                 this.goalentity.bot_pickup_respawning = false;
773                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
774                         {
775                                 if(checkpvs(this.origin, this.goalentity))
776                                 {
777                                         this.goalentity.bot_pickup_respawning = false;
778                                         navigation_goalrating_timeout_expire(this, random());
779                                 }
780                                 locked_goal = true; // wait for item to respawn
781                         }
782                         else if(this.goalentity == this.goalcurrent)
783                                 locked_goal = true; // wait for item to respawn
784                 }
785                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
786                 {
787                         if(checkpvs(this.origin, this.goalentity))
788                         {
789                                 navigation_goalrating_timeout_expire(this, random());
790                         }
791                 }
792         }
793         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
794                 locked_goal = true;
795
796         if (navigation_shortenpath(this))
797         {
798                 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
799                         && navigation_goalrating_timeout_can_be_anticipated(this))
800                 {
801                         navigation_goalrating_timeout_force(this);
802                 }
803         }
804
805         bool goalcurrent_can_be_removed = false;
806         if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
807         {
808                 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
809                 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
810                 {
811                         goalcurrent_can_be_removed = true;
812                         // don't remove if not visible
813                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
814                         {
815                                 if (IS_DEAD(this.goalcurrent))
816                                 {
817                                         IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
818                                         {
819                                                 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
820                                                 {
821                                                         navigation_clearroute(this);
822                                                         navigation_pushroute(this, it);
823                                                         // loot can't be immediately rated since it isn't on ground yet
824                                                         // it will be rated after a second when on ground, meanwhile head to it
825                                                         navigation_goalrating_timeout_expire(this, 1);
826                                                         return;
827                                                 }
828                                         });
829                                 }
830                                 if (!Item_IsLoot(this.goalcurrent))
831                                 {
832                                         navigation_goalrating_timeout_force(this);
833                                         return;
834                                 }
835                         }
836                 }
837                 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
838                 {
839                         set_tracewalk_dest(this.goalcurrent, this.origin, true);
840                         if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
841                                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
842                         {
843                                 navigation_goalrating_timeout_force(this);
844                                 return;
845                         }
846                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
847                 }
848         }
849
850         if(!locked_goal)
851         {
852                 // optimize path finding by anticipating goalrating when bot is near a waypoint;
853                 // in this case path finding can start directly from a waypoint instead of
854                 // looking for all the reachable waypoints up to a certain distance
855                 if (navigation_poptouchedgoals(this))
856                 {
857                         if (this.goalcurrent)
858                         {
859                                 if (goalcurrent_can_be_removed)
860                                 {
861                                         // remove even if not visible
862                                         navigation_goalrating_timeout_force(this);
863                                         return;
864                                 }
865                                 else if (navigation_goalrating_timeout_can_be_anticipated(this))
866                                         navigation_goalrating_timeout_force(this);
867                         }
868                         else
869                         {
870                                 entity old_goal = this.goalcurrent_prev;
871                                 if (old_goal.item_group && this.item_group != old_goal.item_group)
872                                 {
873                                         // Avoid multiple costly calls of path finding code that selects one of the closest
874                                         // item of the group by telling the bot to head directly to the farthest item.
875                                         // Next time we let the bot select a goal as usual which can be another item
876                                         // of this group (the closest one) and so on
877                                         this.item_group = old_goal.item_group;
878                                         entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
879                                         if (new_goal)
880                                                 navigation_pushroute(this, new_goal);
881                                 }
882                         }
883                 }
884         }
885
886         // if ran out of goals try to use an alternative goal or get a new strategy asap
887         if(this.goalcurrent == NULL)
888         {
889                 navigation_goalrating_timeout_force(this);
890                 return;
891         }
892
893
894         if(autocvar_bot_debug_goalstack)
895                 debuggoalstack(this);
896
897         bool bunnyhop_forbidden = false;
898         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
899         if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
900         {
901                 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
902                 destorg = this.goalcurrent.origin;
903         }
904         else if (this.goalcurrent.wpisbox)
905         {
906                 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
907                 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
908                 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
909                         || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
910                 {
911                         bunnyhop_forbidden = true;
912                         destorg = this.goalcurrent.origin;
913                         if(destorg.z > this.origin.z)
914                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
915                 }
916         }
917
918         diff = destorg - this.origin;
919
920         if (time < this.bot_stop_moving_timeout
921                 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
922         {
923                 // stop if the locked goal has been reached
924                 destorg = this.origin;
925                 diff = dir = '0 0 0';
926         }
927         else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
928         {
929                 if (vdist(diff, <, 80))
930                 {
931                         // stop if too close to target player (even if frozen)
932                         destorg = this.origin;
933                         diff = dir = '0 0 0';
934                 }
935                 else
936                 {
937                         // move destorg out of target players, otherwise bot will consider them
938                         // an obstacle that needs to be jumped (especially if frozen)
939                         dir = normalize(diff);
940                         destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
941                         diff = destorg - this.origin;
942                 }
943         }
944         else
945                 dir = normalize(diff);
946         flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
947
948         //if (this.bot_dodgevector_time < time)
949         {
950                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
951                 //this.bot_dodgevector_jumpbutton = 1;
952                 evadeobstacle = '0 0 0';
953                 evadelava = '0 0 0';
954
955                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
956                 makevectors(this.v_angle.y * '0 1 0');
957                 if (this.waterlevel > WATERLEVEL_WETFEET)
958                 {
959                         if (this.waterlevel > WATERLEVEL_SWIMMING)
960                         {
961                                 if(!this.goalcurrent)
962                                         this.aistatus |= AI_STATUS_OUT_WATER;
963                                 else if(destorg.z > this.origin.z)
964                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
965                         }
966                         else
967                         {
968                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
969                                         (this.aistatus & AI_STATUS_OUT_WATER))
970                                 {
971                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
972                                         dir = flatdir;
973                                 }
974                                 else
975                                 {
976                                         PHYS_INPUT_BUTTON_JUMP(this) = false;
977                                         if (destorg.z > this.origin.z)
978                                                 dir = flatdir;
979                                 }
980                         }
981                 }
982                 else
983                 {
984                         float s;
985                         vector offset;
986                         if(this.aistatus & AI_STATUS_OUT_WATER)
987                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
988
989                         // jump if going toward an obstacle that doesn't look like stairs we
990                         // can walk up directly
991                         vector deviation = '0 0 0';
992                         float current_speed = vlen(vec2(this.velocity));
993                         if (current_speed < maxspeed * 0.2)
994                                 current_speed = maxspeed * 0.2;
995                         else
996                         {
997                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
998                                 while (deviation.y < -180) deviation.y += 360;
999                                 while (deviation.y > 180) deviation.y -= 360;
1000                         }
1001                         float turning = false;
1002                         vector flat_diff = vec2(diff);
1003                         offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
1004                         vector actual_destorg = this.origin + offset;
1005                         if (this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
1006                         {
1007                                 if (time > this.bot_stop_moving_timeout
1008                                         && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
1009                                         && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
1010                                 {
1011                                         this.bot_stop_moving_timeout = time + 0.1;
1012                                 }
1013                                 if (current_speed > autocvar_sv_maxspeed * 0.9
1014                                         && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
1015                                         && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
1016                                         && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
1017                                 )
1018                                 {
1019                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1020                                         // avoid changing route while bot is jumping a gap
1021                                         navigation_goalrating_timeout_extend_if_needed(this, 1.5);
1022                                 }
1023                         }
1024                         else if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
1025                         {
1026                                 if (vlen2(flat_diff) < vlen2(offset))
1027                                 {
1028                                         if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
1029                                         {
1030                                                 // oblique warpzones need a jump otherwise bots gets stuck
1031                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1032                                         }
1033                                         else
1034                                         {
1035                                                 actual_destorg.x = destorg.x;
1036                                                 actual_destorg.y = destorg.y;
1037                                         }
1038                                 }
1039                         }
1040                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
1041                         {
1042                                 actual_destorg.x = destorg.x;
1043                                 actual_destorg.y = destorg.y;
1044                         }
1045                         else if (vlen2(flat_diff) < vlen2(offset))
1046                         {
1047                                 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
1048                                 vector next_dir = normalize(vec2(next_goal_org - destorg));
1049                                 float dist = vlen(vec2(this.origin + offset - destorg));
1050                                 // if current and next goal are close to each other make sure
1051                                 // actual_destorg isn't set beyond next_goal_org
1052                                 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
1053                                         actual_destorg = next_goal_org;
1054                                 else
1055                                         actual_destorg = vec2(destorg) + dist * next_dir;
1056                                 actual_destorg.z = this.origin.z;
1057                                 turning = true;
1058                         }
1059
1060                         LABEL(jumpobstacle_check);
1061                         dir = flatdir = normalize(actual_destorg - this.origin);
1062
1063                         bool jump_forbidden = false;
1064                         if (!turning && fabs(deviation.y) > 50)
1065                                 jump_forbidden = true;
1066                         else if (IS_DUCKED(this))
1067                         {
1068                                 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
1069                                 if (trace_startsolid)
1070                                         jump_forbidden = true;
1071                         }
1072
1073                         if (!jump_forbidden)
1074                         {
1075                                 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1076                                 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1077                                 {
1078                                         s = trace_fraction;
1079                                         tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1080                                         if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1081                                         {
1082                                                 // found an obstacle
1083                                                 if (turning && fabs(deviation.y) > 5)
1084                                                 {
1085                                                         // check if the obstacle is still there without turning
1086                                                         actual_destorg = destorg;
1087                                                         turning = false;
1088                                                         this.bot_tracewalk_time = time + 0.25;
1089                                                         goto jumpobstacle_check;
1090                                                 }
1091                                                 s = trace_fraction;
1092                                                 // don't artificially reduce max jump height in real-time
1093                                                 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1094                                                 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1095                                                 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1096                                                 if (trace_fraction > s)
1097                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1098                                                 else
1099                                                 {
1100                                                         jump_height = stepheightvec + jumpheight_vec / 2;
1101                                                         tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1102                                                         if (trace_fraction > s)
1103                                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1104                                                 }
1105                                         }
1106                                 }
1107                         }
1108
1109                         // if bot for some reason doesn't get close to the current goal find another one
1110                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1111                         if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1112                         if(havocbot_checkgoaldistance(this, destorg))
1113                         {
1114                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1115                                 {
1116                                         navigation_clearroute(this);
1117                                         navigation_goalrating_timeout_force(this);
1118                                         return;
1119                                 }
1120
1121                                 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1122                                 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1123                                         tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1124                                 {
1125                                         navigation_clearroute(this);
1126                                         navigation_goalrating_timeout_force(this);
1127                                         return;
1128                                 }
1129
1130                                 // give bot only another chance to prevent bot getting stuck
1131                                 // in case it thinks it can walk but actually can't
1132                                 this.goalcurrent_distance_z = FLOAT_MAX;
1133                                 this.goalcurrent_distance_2d = FLOAT_MAX;
1134                                 this.goalcurrent_distance_time = -time; // mark second try
1135                         }
1136
1137                         // Check for water/slime/lava and dangerous edges
1138                         // (only when the bot is on the ground or jumping intentionally)
1139
1140                         if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1141                                 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1142                         {
1143                                 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1144                         }
1145
1146                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1147                         vector dst_ahead = this.origin + this.view_ofs + offset;
1148                         vector dst_down = dst_ahead - '0 0 3000';
1149                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1150
1151                         bool unreachable = false;
1152                         s = CONTENT_SOLID;
1153                         if (trace_fraction == 1 && !this.jumppadcount
1154                                 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1155                                 && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) )
1156                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1157                         {
1158                                 // Look downwards
1159                                 traceline(dst_ahead , dst_down, true, NULL);
1160                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1161                                 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1162                                 if(trace_endpos.z < this.origin.z + this.mins.z)
1163                                 {
1164                                         s = pointcontents(trace_endpos + '0 0 1');
1165                                         if (s != CONTENT_SOLID)
1166                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1167                                                 evadelava = normalize(this.velocity) * -1;
1168                                         else if (s == CONTENT_SKY)
1169                                                 evadeobstacle = normalize(this.velocity) * -1;
1170                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1171                                         {
1172                                                 // the traceline check isn't enough but is good as optimization,
1173                                                 // when not true (most of the time) this tracebox call is avoided
1174                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1175                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1176                                                 {
1177                                                         if (destorg.z > this.origin.z + jumpstepheightvec.z)
1178                                                         {
1179                                                                 // the goal is probably on an upper platform, assume bot can't get there
1180                                                                 unreachable = true;
1181                                                         }
1182                                                         else
1183                                                                 evadelava = normalize(this.velocity) * -1;
1184                                                 }
1185                                         }
1186                                 }
1187                         }
1188
1189                         dir = flatdir;
1190                         evadeobstacle.z = 0;
1191                         evadelava.z = 0;
1192                         makevectors(this.v_angle.y * '0 1 0');
1193
1194                         if(evadeobstacle || evadelava || (s == CONTENT_WATER))
1195                         {
1196                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1197                                 if(IS_PLAYER(this.goalcurrent))
1198                                         unreachable = true;
1199                         }
1200
1201                         // slow down if bot is in the air and goal is under it
1202                         if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1203                                 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1204                                 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1205                         {
1206                                 // tracebox wouldn't work when bot is still on the ledge
1207                                 traceline(this.origin, this.origin - '0 0 200', true, this);
1208                                 if (this.origin.z - trace_endpos.z > 120)
1209                                         evadeobstacle = normalize(this.velocity) * -1;
1210                         }
1211
1212                         if(unreachable)
1213                         {
1214                                 navigation_clearroute(this);
1215                                 navigation_goalrating_timeout_force(this);
1216                                 this.ignoregoal = this.goalcurrent;
1217                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1218                         }
1219                 }
1220
1221                 dodge = havocbot_dodge(this);
1222                 if (dodge)
1223                         dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1224                 dodge += evadeobstacle + evadelava;
1225                 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
1226                 if (this.enemy)
1227                 {
1228                         traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1229                         if (IS_PLAYER(trace_ent))
1230                                 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1231                 }
1232         //      this.bot_dodgevector = dir;
1233         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1234         }
1235
1236         float ladder_zdir = 0;
1237         if(time < this.ladder_time)
1238         {
1239                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1240                 {
1241                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1242                                 ladder_zdir = 1;
1243                 }
1244                 else
1245                 {
1246                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1247                                 ladder_zdir = -1;
1248                 }
1249                 if (ladder_zdir)
1250                 {
1251                         if (vdist(vec2(diff), <, 40))
1252                                 dir.z = ladder_zdir * 4;
1253                         else
1254                                 dir.z = ladder_zdir * 2;
1255                         dir = normalize(dir);
1256                 }
1257         }
1258
1259         if (this.goalcurrent.wpisbox
1260                 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1261         {
1262                 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1263                 // head to teleport origin
1264                 dir = (this.goalcurrent.origin - this.origin);
1265                 dir.z = 0;
1266                 dir = normalize(dir);
1267         }
1268
1269         // already executed when bot targets an enemy
1270         if (!this.bot_aimdir_executed)
1271         {
1272                 if (time < this.bot_stop_moving_timeout)
1273                         bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1274                 else
1275                         bot_aimdir(this, dir, 0);
1276         }
1277
1278         if (!ladder_zdir)
1279         {
1280                 dir *= dodge_enemy_factor;
1281                 dir = normalize(dir + dodge);
1282         }
1283
1284         makevectors(this.v_angle);
1285         //dir = this.bot_dodgevector;
1286         //if (this.bot_dodgevector_jumpbutton)
1287         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
1288         CS(this).movement_x = dir * v_forward * maxspeed;
1289         CS(this).movement_y = dir * v_right * maxspeed;
1290         CS(this).movement_z = dir * v_up * maxspeed;
1291
1292         // Emulate keyboard interface
1293         if (skill < 10)
1294                 havocbot_keyboard_movement(this, destorg);
1295
1296         // Bunnyhop!
1297         //if(this.aistatus & AI_STATUS_ROAMING)
1298         if(!bunnyhop_forbidden && this.goalcurrent)
1299         if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1300                 havocbot_bunnyhop(this, dir);
1301
1302         if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1303                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1304         if (dodge)
1305         {
1306                 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1307                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1308                 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1309                         this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1310         }
1311 }
1312
1313 entity havocbot_gettarget(entity this, bool secondary)
1314 {
1315         entity best = NULL;
1316         vector eye = CENTER_OR_VIEWOFS(this);
1317         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1318         {
1319                 vector v = CENTER_OR_VIEWOFS(it);
1320                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1321                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1322                 if(bot_shouldattack(this, it))
1323                 {
1324                         traceline(eye, v, true, this);
1325                         if (trace_ent == it || trace_fraction >= 1)
1326                                 best = it;
1327                 }
1328         });
1329
1330         return best;
1331 }
1332
1333 void havocbot_chooseenemy(entity this)
1334 {
1335         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1336         {
1337                 this.enemy = NULL;
1338                 return;
1339         }
1340         if (this.enemy)
1341         {
1342                 if (!bot_shouldattack(this, this.enemy))
1343                 {
1344                         // enemy died or something, find a new target
1345                         this.enemy = NULL;
1346                         this.havocbot_chooseenemy_finished = time;
1347                 }
1348                 else if (this.havocbot_stickenemy)
1349                 {
1350                         // tracking last chosen enemy
1351                         // if enemy is visible
1352                         // and not really really far away
1353                         // and we're not severely injured
1354                         // then keep tracking for a half second into the future
1355                         traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1356                         if (trace_ent == this.enemy || trace_fraction == 1)
1357                         if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1358                         if (GetResource(this, RES_HEALTH) > 30)
1359                         {
1360                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1361                                 this.havocbot_chooseenemy_finished = time + 0.5;
1362                                 return;
1363                         }
1364                         // enemy isn't visible, or is far away, or we're injured severely
1365                         // so stop preferring this enemy
1366                         // (it will still take a half second until a new one is chosen)
1367                         this.havocbot_stickenemy = 0;
1368                 }
1369         }
1370         if (time < this.havocbot_chooseenemy_finished)
1371                 return;
1372         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1373         vector eye = this.origin + this.view_ofs;
1374         entity best = NULL;
1375         float bestrating = 100000000;
1376
1377         // Backup hit flags
1378         int hf = this.dphitcontentsmask;
1379
1380         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1381
1382         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1383
1384         bool scan_transparent = false;
1385         bool scan_secondary_targets = false;
1386         bool have_secondary_targets = false;
1387         while(true)
1388         {
1389                 scan_secondary_targets = false;
1390 LABEL(scan_targets)
1391                 IL_EACH(g_bot_targets, it.bot_attack,
1392                 {
1393                         if(!scan_secondary_targets)
1394                         {
1395                                 if(it.classname == "misc_breakablemodel")
1396                                 {
1397                                         have_secondary_targets = true;
1398                                         continue;
1399                                 }
1400                         }
1401                         else if(it.classname != "misc_breakablemodel")
1402                                 continue;
1403
1404                         vector v = (it.absmin + it.absmax) * 0.5;
1405                         float rating = vlen2(v - eye);
1406                         if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1407                         if (bestrating > rating)
1408                         if (bot_shouldattack(this, it))
1409                         {
1410                                 traceline(eye, v, true, this);
1411                                 if (trace_ent == it || trace_fraction >= 1)
1412                                 {
1413                                         best = it;
1414                                         bestrating = rating;
1415                                 }
1416                         }
1417                 });
1418
1419                 if(!best && have_secondary_targets && !scan_secondary_targets)
1420                 {
1421                         scan_secondary_targets = true;
1422                         // restart the loop
1423                         bestrating = 100000000;
1424                         goto scan_targets;
1425                 }
1426
1427                 // I want to do a second scan if no enemy was found or I don't have weapons
1428                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1429                 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1430                         break;
1431                 if(scan_transparent)
1432                         break;
1433
1434                 // Set flags to see through transparent objects
1435                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1436
1437                 scan_transparent = true;
1438         }
1439
1440         // Restore hit flags
1441         this.dphitcontentsmask = hf;
1442
1443         this.enemy = best;
1444         this.havocbot_stickenemy = true;
1445         if(best && best.classname == "misc_breakablemodel")
1446                 this.havocbot_stickenemy = false;
1447 }
1448
1449 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1450 {
1451         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1452         // so skip this for them, or they'll never get to reload their weapons at all.
1453         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1454         if(skill < 5)
1455                 return false;
1456
1457         // if this weapon is scheduled for reloading, don't switch to it during combat
1458         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1459         {
1460                 FOREACH(Weapons, it != WEP_Null, {
1461                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1462                                 return true; // other weapon available
1463                 });
1464         }
1465
1466         return false;
1467 }
1468
1469 void havocbot_chooseweapon(entity this, .entity weaponentity)
1470 {
1471         int i;
1472
1473         // ;)
1474         if(g_weaponarena_weapons == WEPSET(TUBA))
1475         {
1476                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1477                 return;
1478         }
1479
1480         // TODO: clean this up by moving it to weapon code
1481         if(this.enemy==NULL)
1482         {
1483                 // If no weapon was chosen get the first available weapon
1484                 if(this.(weaponentity).m_weapon==WEP_Null)
1485                 FOREACH(Weapons, it != WEP_Null, {
1486                         if(client_hasweapon(this, it, weaponentity, true, false))
1487                         {
1488                                 this.(weaponentity).m_switchweapon = it;
1489                                 return;
1490                         }
1491                 });
1492                 return;
1493         }
1494
1495         // Do not change weapon during the next second after a combo
1496         float f = time - this.lastcombotime;
1497         if(f < 1)
1498                 return;
1499
1500         float w;
1501         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1502
1503         // Should it do a weapon combo?
1504         float af, ct, combo_time, combo;
1505
1506         af = ATTACK_FINISHED(this, weaponentity);
1507         ct = autocvar_bot_ai_weapon_combo_threshold;
1508
1509         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1510         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1511         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1512
1513         combo = false;
1514
1515         if(autocvar_bot_ai_weapon_combo)
1516         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1517         if(af > combo_time)
1518         {
1519                 combo = true;
1520                 this.lastcombotime = time;
1521         }
1522
1523         distance *= (2 ** this.bot_rangepreference);
1524
1525         // Custom weapon list based on distance to the enemy
1526         if(bot_custom_weapon){
1527
1528                 // Choose weapons for far distance
1529                 if ( distance > bot_distance_far ) {
1530                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1531                                 w = bot_weapons_far[i];
1532                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1533                                 {
1534                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1535                                                 continue;
1536                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1537                                         return;
1538                                 }
1539                         }
1540                 }
1541
1542                 // Choose weapons for mid distance
1543                 if ( distance > bot_distance_close) {
1544                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1545                                 w = bot_weapons_mid[i];
1546                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1547                                 {
1548                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1549                                                 continue;
1550                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1551                                         return;
1552                                 }
1553                         }
1554                 }
1555
1556                 // Choose weapons for close distance
1557                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1558                         w = bot_weapons_close[i];
1559                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1560                         {
1561                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1562                                         continue;
1563                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1564                                 return;
1565                         }
1566                 }
1567         }
1568 }
1569
1570 void havocbot_aim(entity this)
1571 {
1572         if (time < this.nextaim)
1573                 return;
1574         this.nextaim = time + 0.1;
1575         vector myvel = this.velocity;
1576         if (!this.waterlevel)
1577                 myvel.z = 0;
1578         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1579         else if (this.enemy)
1580         {
1581                 vector enemyvel = this.enemy.velocity;
1582                 if (!this.enemy.waterlevel)
1583                         enemyvel.z = 0;
1584                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1585         }
1586         else
1587                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1588 }
1589
1590 bool havocbot_moveto_refresh_route(entity this)
1591 {
1592         // Refresh path to goal if necessary
1593         entity wp;
1594         wp = this.havocbot_personal_waypoint;
1595         navigation_goalrating_start(this);
1596         navigation_routerating(this, wp, 10000, 10000);
1597         navigation_goalrating_end(this);
1598         return (this.goalentity != NULL);
1599 }
1600
1601 float havocbot_moveto(entity this, vector pos)
1602 {
1603         entity wp;
1604
1605         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1606         {
1607                 // Step 4: Move to waypoint
1608                 if(this.havocbot_personal_waypoint==NULL)
1609                 {
1610                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1611                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1612                         return CMD_STATUS_ERROR;
1613                 }
1614
1615                 if (!bot_strategytoken_taken)
1616                 if(this.havocbot_personal_waypoint_searchtime<time)
1617                 {
1618                         bot_strategytoken_taken = true;
1619                         if(havocbot_moveto_refresh_route(this))
1620                         {
1621                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1622                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1623                                 this.havocbot_personal_waypoint_failcounter = 0;
1624                         }
1625                         else
1626                         {
1627                                 this.havocbot_personal_waypoint_failcounter += 1;
1628                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1629                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1630                                 {
1631                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1632                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1633                                         delete(this.havocbot_personal_waypoint);
1634                                         return CMD_STATUS_ERROR;
1635                                 }
1636                                 else
1637                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1638                         }
1639                 }
1640
1641                 if(autocvar_bot_debug_goalstack)
1642                         debuggoalstack(this);
1643
1644
1645                 // Go!
1646                 havocbot_movetogoal(this);
1647
1648                 if (!this.bot_aimdir_executed && this.goalcurrent)
1649                 {
1650                         // Heading
1651                         vector dir = get_closer_dest(this.goalcurrent, this.origin);
1652                         dir -= this.origin + this.view_ofs;
1653                         dir.z = 0;
1654                         bot_aimdir(this, dir, 0);
1655                 }
1656
1657                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1658                 {
1659                         // Step 5: Waypoint reached
1660                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1661                         waypoint_remove(this.havocbot_personal_waypoint);
1662                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1663                         return CMD_STATUS_FINISHED;
1664                 }
1665
1666                 return CMD_STATUS_EXECUTING;
1667         }
1668
1669         // Step 2: Linking waypoint
1670         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1671         {
1672                 // Wait until it is linked
1673                 if(!this.havocbot_personal_waypoint.wplinked)
1674                 {
1675                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1676                         return CMD_STATUS_EXECUTING;
1677                 }
1678
1679                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1680                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1681                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1682
1683                 // Step 3: Route to waypoint
1684                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1685
1686                 return CMD_STATUS_EXECUTING;
1687         }
1688
1689         // Step 1: Spawning waypoint
1690         wp = waypoint_spawnpersonal(this, pos);
1691         if(wp==NULL)
1692         {
1693                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1694                 return CMD_STATUS_ERROR;
1695         }
1696
1697         this.havocbot_personal_waypoint = wp;
1698         this.havocbot_personal_waypoint_failcounter = 0;
1699         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1700
1701         // if pos is inside a teleport, then let's mark it as teleport waypoint
1702         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1703         {
1704                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1705                 this.lastteleporttime = 0;
1706         });
1707
1708 /*
1709         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1710                 print("routing to a teleporter\n");
1711         else
1712                 print("routing to a non-teleporter\n");
1713 */
1714
1715         return CMD_STATUS_EXECUTING;
1716 }
1717
1718 float havocbot_resetgoal(entity this)
1719 {
1720         navigation_clearroute(this);
1721         return CMD_STATUS_FINISHED;
1722 }
1723
1724 void havocbot_setupbot(entity this)
1725 {
1726         this.bot_ai = havocbot_ai;
1727         this.cmd_moveto = havocbot_moveto;
1728         this.cmd_resetgoal = havocbot_resetgoal;
1729
1730         // NOTE: bot is not player yet
1731         havocbot_chooserole(this);
1732 }
1733
1734 vector havocbot_dodge(entity this)
1735 {
1736         // LordHavoc: disabled because this is too expensive
1737         return '0 0 0';
1738 #if 0
1739         entity head;
1740         vector dodge, v, n;
1741         float danger, bestdanger, vl, d;
1742         dodge = '0 0 0';
1743         bestdanger = -20;
1744         // check for dangerous objects near bot or approaching bot
1745         head = findchainfloat(bot_dodge, true);
1746         while(head)
1747         {
1748                 if (head.owner != this)
1749                 {
1750                         vl = vlen(head.velocity);
1751                         if (vl > autocvar_sv_maxspeed * 0.3)
1752                         {
1753                                 n = normalize(head.velocity);
1754                                 v = this.origin - head.origin;
1755                                 d = v * n;
1756                                 if (d > (0 - head.bot_dodgerating))
1757                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1758                                 {
1759                                         // calculate direction and distance from the flight path, by removing the forward axis
1760                                         v = v - (n * (v * n));
1761                                         danger = head.bot_dodgerating - vlen(v);
1762                                         if (bestdanger < danger)
1763                                         {
1764                                                 bestdanger = danger;
1765                                                 // dodge to the side of the object
1766                                                 dodge = normalize(v);
1767                                         }
1768                                 }
1769                         }
1770                         else
1771                         {
1772                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1773                                 if (bestdanger < danger)
1774                                 {
1775                                         bestdanger = danger;
1776                                         dodge = normalize(this.origin - head.origin);
1777                                 }
1778                         }
1779                 }
1780                 head = head.chain;
1781         }
1782         return dodge;
1783 #endif
1784 }