]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/bot/default/havocbot/havocbot.qc
Fixes the invincible portion of #2422 "target_items issues"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
1 #include "havocbot.qh"
2
3 #include "roles.qh"
4
5 #include <server/defs.qh>
6 #include <server/miscfunctions.qh>
7 #include "../cvars.qh"
8
9 #include "../aim.qh"
10 #include "../bot.qh"
11 #include "../navigation.qh"
12 #include "../scripting.qh"
13 #include "../waypoints.qh"
14
15 #include <common/constants.qh>
16 #include <common/impulses/all.qh>
17 #include <common/net_linked.qh>
18 #include <common/physics/player.qh>
19 #include <common/state.qh>
20 #include <common/items/_mod.qh>
21 #include <common/wepent.qh>
22
23 #include <common/mapobjects/func/ladder.qh>
24 #include <common/mapobjects/teleporters.qh>
25 #include <common/mapobjects/trigger/jumppads.qh>
26
27 #include <lib/warpzone/common.qh>
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.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP) && !IS_ONGROUND(this)))
52                         {
53                                 // find a new goal
54                                 this.havocbot_role(this); // little too far down the rabbit hole
55                         }
56                 }
57
58                 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
59                 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
60                 if(!this.goalcurrent)
61                 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
62                 {
63                         // Look for the closest waypoint out of water
64                         entity newgoal = NULL;
65                         IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
66                         {
67                                 if(it.origin.z < this.origin.z)
68                                         continue;
69
70                                 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
71                                         continue;
72
73                                 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
74                                         continue;
75
76                                 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
77
78                                 if(trace_fraction < 1)
79                                         continue;
80
81                                 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
82                                         newgoal = it;
83                         });
84
85                         if(newgoal)
86                         {
87                         //      te_wizspike(newgoal.origin);
88                                 navigation_pushroute(this, newgoal);
89                         }
90                 }
91
92                 // token has been used this frame
93                 bot_strategytoken_taken = true;
94         }
95
96         if (this.goalcurrent && wasfreed(this.goalcurrent))
97         {
98                 navigation_clearroute(this);
99                 navigation_goalrating_timeout_force(this);
100                 return;
101         }
102
103         if(IS_DEAD(this) || STAT(FROZEN, this))
104         {
105                 if (this.goalcurrent)
106                         navigation_clearroute(this);
107                 this.enemy = NULL;
108                 this.bot_aimtarg = NULL;
109                 return;
110         }
111
112         havocbot_chooseenemy(this);
113
114         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
115         {
116                 .entity weaponentity = weaponentities[slot];
117                 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
118                 if(this.(weaponentity).bot_chooseweapontime < time)
119                 {
120                         this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
121                         havocbot_chooseweapon(this, weaponentity);
122                 }
123         }
124         havocbot_aim(this);
125         lag_update(this);
126
127         if (this.bot_aimtarg)
128         {
129                 this.aistatus |= AI_STATUS_ATTACKING;
130                 this.aistatus &= ~AI_STATUS_ROAMING;
131
132                 if(STAT(WEAPONS, this))
133                 {
134                         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
135                         {
136                                 PHYS_INPUT_BUTTON_ATCK(this) = false;
137                                 PHYS_INPUT_BUTTON_ATCK2(this) = false;
138                         }
139                         else
140                         {
141                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
142                                 {
143                                         .entity weaponentity = weaponentities[slot];
144                                         Weapon w = this.(weaponentity).m_weapon;
145                                         if(w == WEP_Null && slot != 0)
146                                                 continue;
147                                         w.wr_aim(w, this, weaponentity);
148                                         if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
149                                                 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
150                                 }
151                         }
152                 }
153                 else
154                 {
155                         if(IS_PLAYER(this.bot_aimtarg))
156                                 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
157                 }
158         }
159         else if (this.goalcurrent)
160         {
161                 this.aistatus |= AI_STATUS_ROAMING;
162                 this.aistatus &= ~AI_STATUS_ATTACKING;
163         }
164
165         havocbot_movetogoal(this);
166         if (!this.bot_aimdir_executed && this.goalcurrent)
167         {
168                 // Heading
169                 vector dir = get_closer_dest(this.goalcurrent, this.origin);
170                 dir -= this.origin + this.view_ofs;
171                 dir.z = 0;
172                 bot_aimdir(this, dir, 0);
173         }
174
175         // if the bot is not attacking, consider reloading weapons
176         if (!(this.aistatus & AI_STATUS_ATTACKING))
177         {
178                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
179                 {
180                         .entity weaponentity = weaponentities[slot];
181
182                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
183                                 continue;
184
185                         // we are currently holding a weapon that's not fully loaded, reload it
186                         if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
187                         if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
188                                 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
189
190                         // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
191                         // the code above executes next frame, starting the reloading then
192                         if(skill >= 5) // bots can only look for unloaded weapons past this skill
193                         if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
194                         {
195                                 FOREACH(Weapons, it != WEP_Null, {
196                                         if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
197                                         {
198                                                 this.(weaponentity).m_switchweapon = it;
199                                                 break;
200                                         }
201                                 });
202                         }
203                 }
204         }
205 }
206
207 void havocbot_bunnyhop(entity this, vector dir)
208 {
209         bool can_run = false;
210         if (!(this.aistatus & AI_STATUS_ATTACKING) && this.goalcurrent && !IS_PLAYER(this.goalcurrent)
211                 && vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed) && !(this.aistatus & AI_STATUS_DANGER_AHEAD)
212                 && this.waterlevel <= WATERLEVEL_WETFEET && !IS_DUCKED(this)
213                 && IS_ONGROUND(this) && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
214         {
215                 vector vel_angles = vectoangles(this.velocity);
216                 vector deviation = vel_angles - vectoangles(dir);
217                 while (deviation.y < -180) deviation.y = deviation.y + 360;
218                 while (deviation.y > 180) deviation.y = deviation.y - 360;
219                 if (fabs(deviation.y) < autocvar_bot_ai_bunnyhop_dir_deviation_max)
220                 {
221                         vector gco = get_closer_dest(this.goalcurrent, this.origin);
222                         float vel = vlen(vec2(this.velocity));
223
224                         // with the current physics, jump distance grows linearly with the speed
225                         float jump_distance = 52.661 + 0.606 * vel;
226                         jump_distance += this.origin.z - gco.z; // roughly take into account vertical distance too
227                         if (vdist(vec2(gco - this.origin), >, max(0, jump_distance)))
228                                 can_run = true;
229                         else if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP)
230                                 && !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
231                                 && this.goalstack01 && !wasfreed(this.goalstack01) && !(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP)
232                                 && vdist(vec2(gco - this.goalstack01.origin), >, 70))
233                         {
234                                 vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
235                                 vector ang = vectoangles(gco - this.origin);
236                                 deviation = vectoangles(gno - gco) - vel_angles;
237                                 while (deviation.y < -180) deviation.y = deviation.y + 360;
238                                 while (deviation.y > 180) deviation.y = deviation.y - 360;
239
240                                 float max_turn_angle = autocvar_bot_ai_bunnyhop_turn_angle_max;
241                                 max_turn_angle -= autocvar_bot_ai_bunnyhop_turn_angle_reduction * ((vel - autocvar_sv_maxspeed) / autocvar_sv_maxspeed);
242                                 if ((ang.x < 90 || ang.x > 360 - autocvar_bot_ai_bunnyhop_downward_pitch_max)
243                                         && fabs(deviation.y) < max(autocvar_bot_ai_bunnyhop_turn_angle_min, max_turn_angle))
244                                 {
245                                         can_run = true;
246                                 }
247                         }
248                 }
249         }
250
251         if (can_run)
252         {
253                 PHYS_INPUT_BUTTON_JUMP(this) = true;
254                 this.bot_jump_time = time;
255                 this.aistatus |= AI_STATUS_RUNNING;
256         }
257         else
258         {
259                 if (IS_ONGROUND(this) || this.waterlevel > WATERLEVEL_WETFEET)
260                         this.aistatus &= ~AI_STATUS_RUNNING;
261         }
262 }
263
264 void havocbot_keyboard_movement(entity this, vector destorg)
265 {
266         if(time <= this.havocbot_keyboardtime)
267                 return;
268
269         float sk = skill + this.bot_moveskill;
270         this.havocbot_keyboardtime =
271                 max(
272                         this.havocbot_keyboardtime
273                                 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
274                                 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
275                 , time);
276         vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
277
278         float trigger = autocvar_bot_ai_keyboard_threshold;
279
280         // categorize forward movement
281         // at skill < 1.5 only forward
282         // at skill < 2.5 only individual directions
283         // at skill < 4.5 only individual directions, and forward diagonals
284         // at skill >= 4.5, all cases allowed
285         if (keyboard.x > trigger)
286         {
287                 keyboard.x = 1;
288                 if (sk < 2.5)
289                         keyboard.y = 0;
290         }
291         else if (keyboard.x < -trigger && sk > 1.5)
292         {
293                 keyboard.x = -1;
294                 if (sk < 4.5)
295                         keyboard.y = 0;
296         }
297         else
298         {
299                 keyboard.x = 0;
300                 if (sk < 1.5)
301                         keyboard.y = 0;
302         }
303         if (sk < 4.5)
304                 keyboard.z = 0;
305
306         if (keyboard.y > trigger)
307                 keyboard.y = 1;
308         else if (keyboard.y < -trigger)
309                 keyboard.y = -1;
310         else
311                 keyboard.y = 0;
312
313         if (keyboard.z > trigger)
314                 keyboard.z = 1;
315         else if (keyboard.z < -trigger)
316                 keyboard.z = -1;
317         else
318                 keyboard.z = 0;
319
320         // make sure bots don't get stuck if havocbot_keyboardtime is very high
321         if (keyboard == '0 0 0')
322                 this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
323
324         this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
325         if (this.havocbot_ducktime > time)
326                 PHYS_INPUT_BUTTON_CROUCH(this) = true;
327
328         keyboard = this.havocbot_keyboard;
329         float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
330         //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
331         CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
332 }
333
334 // return true when bot isn't getting closer to the current goal
335 bool havocbot_checkgoaldistance(entity this, vector gco)
336 {
337         if (this.bot_stop_moving_timeout > time)
338                 return false;
339         float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
340         float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
341         float distance_time = this.goalcurrent_distance_time;
342         if(distance_time < 0)
343                 distance_time = -distance_time;
344         if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
345         {
346                 if(!distance_time)
347                         this.goalcurrent_distance_time = time;
348                 else if (time - distance_time > 0.5)
349                         return true;
350         }
351         else
352         {
353                 // reduce it a little bit so it works even with very small approaches to the goal
354                 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
355                 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
356                 this.goalcurrent_distance_time = 0;
357         }
358         return false;
359 }
360
361 entity havocbot_select_an_item_of_group(entity this, int gr)
362 {
363         entity selected = NULL;
364         float selected_dist2 = 0;
365         // select farthest item of this group from bot's position
366         IL_EACH(g_items, it.item_group == gr && it.solid,
367         {
368                 float dist2 = vlen2(this.origin - it.origin);
369                 if (dist2 < 600 ** 2 && dist2 > selected_dist2)
370                 {
371                         selected = it;
372                         selected_dist2 = vlen2(this.origin - selected.origin);
373                 }
374         });
375
376         if (!selected)
377                 return NULL;
378
379         set_tracewalk_dest(selected, this.origin, false);
380         if (!tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
381                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
382         {
383                 return NULL;
384         }
385
386         return selected;
387 }
388
389 void havocbot_movetogoal(entity this)
390 {
391         vector diff;
392         vector dir;
393         vector flatdir;
394         float dodge_enemy_factor = 1;
395         float maxspeed;
396         //float dist;
397         vector dodge;
398         //if (this.goalentity)
399         //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
400         CS(this).movement = '0 0 0';
401         maxspeed = autocvar_sv_maxspeed;
402
403         PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
404
405         PHYS_INPUT_BUTTON_JETPACK(this) = false;
406         // Jetpack navigation
407         if(this.navigation_jetpack_goal)
408         if(this.goalcurrent==this.navigation_jetpack_goal)
409         if(GetResource(this, RES_FUEL))
410         {
411                 if(autocvar_bot_debug_goalstack)
412                 {
413                         debuggoalstack(this);
414                         te_wizspike(this.navigation_jetpack_point);
415                 }
416
417                 // Take off
418                 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
419                 {
420                         // Brake almost completely so it can get a good direction
421                         if(vdist(this.velocity, >, 10))
422                                 return;
423                         this.aistatus |= AI_STATUS_JETPACK_FLYING;
424                 }
425
426                 makevectors(this.v_angle.y * '0 1 0');
427                 dir = normalize(this.navigation_jetpack_point - this.origin);
428
429                 // Landing
430                 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
431                 {
432                         // Calculate brake distance in xy
433                         float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
434                         float vel2 = vlen2(vec2(this.velocity));
435                         float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
436                         //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
437                         if(d < db || d < 500)
438                         {
439                                 // Brake
440                                 if (vel2 > (maxspeed * 0.3) ** 2)
441                                 {
442                                         CS(this).movement_x = dir * v_forward * -maxspeed;
443                                         return;
444                                 }
445                                 // Switch to normal mode
446                                 this.navigation_jetpack_goal = NULL;
447                                 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
448                                 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
449                                 return;
450                         }
451                 }
452                 else if(checkpvs(this.origin,this.goalcurrent))
453                 {
454                         // If I can see the goal switch to landing code
455                         this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
456                         this.aistatus |= AI_STATUS_JETPACK_LANDING;
457                         return;
458                 }
459
460                 // Flying
461                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
462                 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
463                 {
464                         CS(this).movement_x = dir * v_forward * maxspeed;
465                         CS(this).movement_y = dir * v_right * maxspeed;
466                 }
467                 return;
468         }
469
470         // Handling of jump pads
471         if(this.jumppadcount)
472         {
473                 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
474                 {
475                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
476                         if(navigation_poptouchedgoals(this))
477                                 return;
478                 }
479                 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
480                 {
481                         // If got stuck on the jump pad try to reach the farthest visible waypoint
482                         // but with some randomness so it can try out different paths
483                         if(!this.goalcurrent)
484                         {
485                                 entity newgoal = NULL;
486                                 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
487                                 {
488                                         if(it.wpflags & WAYPOINTFLAG_TELEPORT)
489                                         if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
490                                                 continue;
491
492                                         traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
493
494                                         if(trace_fraction < 1)
495                                                 continue;
496
497                                         if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
498                                                 newgoal = it;
499                                 });
500
501                                 if(newgoal)
502                                 {
503                                         this.ignoregoal = this.goalcurrent;
504                                         this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
505                                         navigation_clearroute(this);
506                                         navigation_routetogoal(this, newgoal, this.origin);
507                                         if(autocvar_bot_debug_goalstack)
508                                                 debuggoalstack(this);
509                                         this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
510                                 }
511                         }
512                         else //if (this.goalcurrent)
513                         {
514                                 if (this.goalcurrent.bot_pickup)
515                                 {
516                                         entity jumppad_wp = this.goalcurrent_prev;
517                                         navigation_poptouchedgoals(this);
518                                         if(!this.goalcurrent && jumppad_wp.wp00)
519                                         {
520                                                 // head to the jumppad destination once bot reaches the goal item
521                                                 navigation_pushroute(this, jumppad_wp.wp00);
522                                         }
523                                 }
524                                 vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
525                                 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
526                                 {
527                                         if (this.velocity.z < 0)
528                                                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
529                                 }
530                                 else if(havocbot_checkgoaldistance(this, gco))
531                                 {
532                                         navigation_clearroute(this);
533                                         navigation_goalrating_timeout_force(this);
534                                 }
535                                 else
536                                         return;
537                         }
538                 }
539                 else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
540                 {
541                         if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
542                         {
543                                 vector velxy = this.velocity; velxy_z = 0;
544                                 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
545                                 {
546                                         LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
547                                         this.aistatus |= AI_STATUS_OUT_JUMPPAD;
548                                 }
549                                 return;
550                         }
551
552                         // Don't chase players while using a jump pad
553                         if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
554                                 return;
555                 }
556         }
557         else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
558                 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
559
560         // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
561         if (skill > 6 && !(IS_ONGROUND(this)))
562         {
563                 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
564                         * ((STAT(STRENGTH_FINISHED, this) > time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
565                         * ((STAT(INVINCIBLE_FINISHED, this) > time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
566
567                 // save some CPU cycles by checking trigger_hurt after checking
568                 // that something can be done to evade it (cheaper checks)
569                 int action_for_trigger_hurt = 0;
570                 if (this.items & IT_JETPACK)
571                         action_for_trigger_hurt = 1;
572                 else if (!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
573                         && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
574                         && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
575                 {
576                         action_for_trigger_hurt = 2;
577                 }
578                 else if (!this.goalcurrent)
579                         action_for_trigger_hurt = 3;
580
581                 if (action_for_trigger_hurt)
582                 {
583                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
584                         if(!tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos))
585                                 action_for_trigger_hurt = 0;
586                 }
587
588                 if(action_for_trigger_hurt == 1) // jetpack
589                 {
590                         tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
591                         if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
592                         {
593                                 if(this.velocity.z<0)
594                                         PHYS_INPUT_BUTTON_JETPACK(this) = true;
595                         }
596                         else
597                                 PHYS_INPUT_BUTTON_JETPACK(this) = true;
598
599                         // If there is no goal try to move forward
600
601                         if(this.goalcurrent==NULL)
602                                 dir = v_forward;
603                         else
604                                 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
605
606                         vector xyvelocity = this.velocity; xyvelocity_z = 0;
607                         float xyspeed = xyvelocity * dir;
608
609                         if(xyspeed < (maxspeed / 2))
610                         {
611                                 makevectors(this.v_angle.y * '0 1 0');
612                                 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
613                                 if(trace_fraction==1)
614                                 {
615                                         CS(this).movement_x = dir * v_forward * maxspeed;
616                                         CS(this).movement_y = dir * v_right * maxspeed;
617                                         if (skill < 10)
618                                                 havocbot_keyboard_movement(this, this.origin + dir * 100);
619                                 }
620                         }
621
622                         this.havocbot_blockhead = true;
623
624                         return;
625                 }
626                 else if(action_for_trigger_hurt == 2) // rocketjump
627                 {
628                         if(this.velocity.z < 0)
629                         {
630                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
631                                 {
632                                         .entity weaponentity = weaponentities[slot];
633
634                                         if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
635                                                 continue;
636
637                                         if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
638                                         {
639                                                 CS(this).movement_x = maxspeed;
640
641                                                 if(this.rocketjumptime)
642                                                 {
643                                                         if(time > this.rocketjumptime)
644                                                         {
645                                                                 PHYS_INPUT_BUTTON_ATCK2(this) = true;
646                                                                 this.rocketjumptime = 0;
647                                                         }
648                                                         return;
649                                                 }
650
651                                                 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
652                                                 this.v_angle_x = 90;
653                                                 PHYS_INPUT_BUTTON_ATCK(this) = true;
654                                                 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
655                                                 return;
656                                         }
657                                 }
658                         }
659                 }
660                 else if(action_for_trigger_hurt == 3) // no goal
661                 {
662                         // If there is no goal try to move forward
663                         CS(this).movement_x = maxspeed;
664                 }
665         }
666
667         // If we are under water with no goals, swim up
668         if(this.waterlevel && !this.goalcurrent)
669         {
670                 dir = '0 0 0';
671                 if(this.waterlevel>WATERLEVEL_SWIMMING)
672                         dir.z = 1;
673                 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
674                         PHYS_INPUT_BUTTON_JUMP(this) = true;
675                 makevectors(this.v_angle.y * '0 1 0');
676                 vector v = dir * maxspeed;
677                 CS(this).movement.x = v * v_forward;
678                 CS(this).movement.y = v * v_right;
679                 CS(this).movement.z = v * v_up;
680         }
681
682         // if there is nowhere to go, exit
683         if (this.goalcurrent == NULL)
684                 return;
685
686
687         bool locked_goal = false;
688         if((this.goalentity && wasfreed(this.goalentity))
689                 || (this.goalcurrent == this.goalentity && this.goalentity.tag_entity))
690         {
691                 navigation_clearroute(this);
692                 navigation_goalrating_timeout_force(this);
693                 return;
694         }
695         else if(this.goalentity.tag_entity)
696         {
697                 navigation_goalrating_timeout_expire(this, 2);
698         }
699         else if(this.goalentity.bot_pickup)
700         {
701                 if(this.goalentity.bot_pickup_respawning)
702                 {
703                         if(this.goalentity.solid) // item respawned
704                                 this.goalentity.bot_pickup_respawning = false;
705                         else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
706                         {
707                                 if(checkpvs(this.origin, this.goalentity))
708                                 {
709                                         this.goalentity.bot_pickup_respawning = false;
710                                         navigation_goalrating_timeout_expire(this, random());
711                                 }
712                                 locked_goal = true; // wait for item to respawn
713                         }
714                         else if(this.goalentity == this.goalcurrent)
715                                 locked_goal = true; // wait for item to respawn
716                 }
717                 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
718                 {
719                         if(checkpvs(this.origin, this.goalentity))
720                         {
721                                 navigation_goalrating_timeout_expire(this, random());
722                         }
723                 }
724         }
725         if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
726                 locked_goal = true;
727
728         if (navigation_shortenpath(this))
729         {
730                 if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
731                         && navigation_goalrating_timeout_can_be_anticipated(this))
732                 {
733                         navigation_goalrating_timeout_force(this);
734                 }
735         }
736
737         bool goalcurrent_can_be_removed = false;
738         if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
739         {
740                 bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
741                 if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
742                 {
743                         goalcurrent_can_be_removed = true;
744                         // don't remove if not visible
745                         if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
746                         {
747                                 if (IS_DEAD(this.goalcurrent))
748                                 {
749                                         IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
750                                         {
751                                                 if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
752                                                 {
753                                                         navigation_clearroute(this);
754                                                         navigation_pushroute(this, it);
755                                                         // loot can't be immediately rated since it isn't on ground yet
756                                                         // it will be rated after a second when on ground, meanwhile head to it
757                                                         navigation_goalrating_timeout_expire(this, 1);
758                                                         return;
759                                                 }
760                                         });
761                                 }
762                                 if (!Item_IsLoot(this.goalcurrent))
763                                 {
764                                         navigation_goalrating_timeout_force(this);
765                                         return;
766                                 }
767                         }
768                 }
769                 else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
770                 {
771                         set_tracewalk_dest(this.goalcurrent, this.origin, true);
772                         if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
773                                 tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
774                         {
775                                 navigation_goalrating_timeout_force(this);
776                                 return;
777                         }
778                         this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
779                 }
780         }
781
782         if(!locked_goal)
783         {
784                 // optimize path finding by anticipating goalrating when bot is near a waypoint;
785                 // in this case path finding can start directly from a waypoint instead of
786                 // looking for all the reachable waypoints up to a certain distance
787                 if (navigation_poptouchedgoals(this))
788                 {
789                         if (this.goalcurrent)
790                         {
791                                 if (goalcurrent_can_be_removed)
792                                 {
793                                         // remove even if not visible
794                                         navigation_goalrating_timeout_force(this);
795                                         return;
796                                 }
797                                 else if (navigation_goalrating_timeout_can_be_anticipated(this))
798                                         navigation_goalrating_timeout_force(this);
799                         }
800                         else
801                         {
802                                 entity old_goal = this.goalcurrent_prev;
803                                 if (old_goal.item_group && this.item_group != old_goal.item_group)
804                                 {
805                                         // Avoid multiple costly calls of path finding code that selects one of the closest
806                                         // item of the group by telling the bot to head directly to the farthest item.
807                                         // Next time we let the bot select a goal as usual which can be another item
808                                         // of this group (the closest one) and so on
809                                         this.item_group = old_goal.item_group;
810                                         entity new_goal = havocbot_select_an_item_of_group(this, old_goal.item_group);
811                                         if (new_goal)
812                                                 navigation_pushroute(this, new_goal);
813                                 }
814                         }
815                 }
816         }
817
818         // if ran out of goals try to use an alternative goal or get a new strategy asap
819         if(this.goalcurrent == NULL)
820         {
821                 navigation_goalrating_timeout_force(this);
822                 return;
823         }
824
825
826         if(autocvar_bot_debug_goalstack)
827                 debuggoalstack(this);
828
829         bool bunnyhop_forbidden = false;
830         vector destorg = get_closer_dest(this.goalcurrent, this.origin);
831         if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
832         {
833                 // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
834                 destorg = this.goalcurrent.origin;
835         }
836         else if (this.goalcurrent.wpisbox)
837         {
838                 // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
839                 // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
840                 if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
841                         || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
842                 {
843                         bunnyhop_forbidden = true;
844                         destorg = this.goalcurrent.origin;
845                         if(destorg.z > this.origin.z)
846                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
847                 }
848         }
849
850         diff = destorg - this.origin;
851
852         if (time < this.bot_stop_moving_timeout
853                 || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
854         {
855                 // stop if the locked goal has been reached
856                 destorg = this.origin;
857                 diff = dir = '0 0 0';
858         }
859         else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
860         {
861                 if (vdist(diff, <, 80))
862                 {
863                         // stop if too close to target player (even if frozen)
864                         destorg = this.origin;
865                         diff = dir = '0 0 0';
866                 }
867                 else
868                 {
869                         // move destorg out of target players, otherwise bot will consider them
870                         // an obstacle that needs to be jumped (especially if frozen)
871                         dir = normalize(diff);
872                         destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
873                         diff = destorg - this.origin;
874                 }
875         }
876         else
877                 dir = normalize(diff);
878         flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
879
880         bool danger_detected = false;
881         vector do_break = '0 0 0';
882
883         //if (this.bot_dodgevector_time < time)
884         {
885                 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
886                 //this.bot_dodgevector_jumpbutton = 1;
887
888                 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
889                 makevectors(this.v_angle.y * '0 1 0');
890                 if (this.waterlevel > WATERLEVEL_WETFEET)
891                 {
892                         if (this.waterlevel > WATERLEVEL_SWIMMING)
893                         {
894                                 if(!this.goalcurrent)
895                                         this.aistatus |= AI_STATUS_OUT_WATER;
896                                 else if(destorg.z > this.origin.z)
897                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
898                         }
899                         else
900                         {
901                                 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
902                                         (this.aistatus & AI_STATUS_OUT_WATER))
903                                 {
904                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
905                                         dir = flatdir;
906                                 }
907                                 else
908                                 {
909                                         if (destorg.z > this.origin.z)
910                                                 dir = flatdir;
911                                 }
912                         }
913                 }
914                 else
915                 {
916                         float s;
917                         vector offset;
918                         if(this.aistatus & AI_STATUS_OUT_WATER)
919                                 this.aistatus &= ~AI_STATUS_OUT_WATER;
920
921                         // jump if going toward an obstacle that doesn't look like stairs we
922                         // can walk up directly
923                         vector deviation = '0 0 0';
924                         float current_speed = vlen(vec2(this.velocity));
925                         if (current_speed < maxspeed * 0.2)
926                                 current_speed = maxspeed * 0.2;
927                         else
928                         {
929                                 deviation = vectoangles(diff) - vectoangles(this.velocity);
930                                 while (deviation.y < -180) deviation.y += 360;
931                                 while (deviation.y > 180) deviation.y -= 360;
932                         }
933                         float turning = false;
934                         vector flat_diff = vec2(diff);
935                         offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
936                         vector actual_destorg = this.origin + offset;
937                         if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
938                         {
939                                 if (time > this.bot_stop_moving_timeout
940                                         && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
941                                         && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
942                                 {
943                                         this.bot_stop_moving_timeout = time + 0.1;
944                                 }
945                                 if (current_speed > autocvar_sv_maxspeed * 0.9
946                                         && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
947                                         && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
948                                         && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
949                                 )
950                                 {
951                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
952                                         this.bot_jump_time = time;
953                                 }
954                         }
955                         else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
956                         {
957                                 if (vlen2(flat_diff) < vlen2(offset))
958                                 {
959                                         if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
960                                         {
961                                                 // oblique warpzones need a jump otherwise bots gets stuck
962                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
963                                         }
964                                         else
965                                         {
966                                                 actual_destorg.x = destorg.x;
967                                                 actual_destorg.y = destorg.y;
968                                         }
969                                 }
970                         }
971                         else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
972                         {
973                                 actual_destorg.x = destorg.x;
974                                 actual_destorg.y = destorg.y;
975                         }
976                         else if (vlen2(flat_diff) < vlen2(offset))
977                         {
978                                 vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
979                                 vector next_dir = normalize(vec2(next_goal_org - destorg));
980                                 float dist = vlen(vec2(this.origin + offset - destorg));
981                                 // if current and next goal are close to each other make sure
982                                 // actual_destorg isn't set beyond next_goal_org
983                                 if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
984                                         actual_destorg = next_goal_org;
985                                 else
986                                         actual_destorg = vec2(destorg) + dist * next_dir;
987                                 actual_destorg.z = this.origin.z;
988                                 turning = true;
989                         }
990
991                         LABEL(jumpobstacle_check);
992                         dir = flatdir = normalize(actual_destorg - this.origin);
993
994                         bool jump_forbidden = false;
995                         if (!turning && fabs(deviation.y) > 50)
996                                 jump_forbidden = true;
997                         else if (IS_DUCKED(this))
998                         {
999                                 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
1000                                 if (trace_startsolid)
1001                                         jump_forbidden = true;
1002                         }
1003
1004                         if (!jump_forbidden)
1005                         {
1006                                 tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
1007                                 if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
1008                                 {
1009                                         s = trace_fraction;
1010                                         tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
1011                                         if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
1012                                         {
1013                                                 // found an obstacle
1014                                                 if (turning && fabs(deviation.y) > 5)
1015                                                 {
1016                                                         // check if the obstacle is still there without turning
1017                                                         actual_destorg = destorg;
1018                                                         turning = false;
1019                                                         this.bot_tracewalk_time = time + 0.25;
1020                                                         goto jumpobstacle_check;
1021                                                 }
1022                                                 s = trace_fraction;
1023                                                 // don't artificially reduce max jump height in real-time
1024                                                 // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
1025                                                 vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
1026                                                 tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1027                                                 if (trace_fraction > s)
1028                                                 {
1029                                                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1030                                                         this.bot_jump_time = time;
1031                                                 }
1032                                                 else
1033                                                 {
1034                                                         jump_height = stepheightvec + jumpheight_vec / 2;
1035                                                         tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
1036                                                         if (trace_fraction > s)
1037                                                         {
1038                                                                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1039                                                                 this.bot_jump_time = time;
1040                                                         }
1041                                                 }
1042                                         }
1043                                 }
1044                         }
1045
1046                         // if bot for some reason doesn't get close to the current goal find another one
1047                         if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
1048                         if(!(locked_goal && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
1049                         if(havocbot_checkgoaldistance(this, destorg))
1050                         {
1051                                 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
1052                                 {
1053                                         navigation_clearroute(this);
1054                                         navigation_goalrating_timeout_force(this);
1055                                         return;
1056                                 }
1057
1058                                 set_tracewalk_dest(this.goalcurrent, this.origin, false);
1059                                 if (!tracewalk(this, this.origin, this.mins, this.maxs,
1060                                         tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))
1061                                 {
1062                                         navigation_clearroute(this);
1063                                         navigation_goalrating_timeout_force(this);
1064                                         return;
1065                                 }
1066
1067                                 // give bot only another chance to prevent bot getting stuck
1068                                 // in case it thinks it can walk but actually can't
1069                                 this.goalcurrent_distance_z = FLOAT_MAX;
1070                                 this.goalcurrent_distance_2d = FLOAT_MAX;
1071                                 this.goalcurrent_distance_time = -time; // mark second try
1072                         }
1073
1074                         if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
1075                                 && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
1076                         {
1077                                 this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
1078                         }
1079
1080                         // Check for water/slime/lava and dangerous edges
1081                         // (only when the bot is on the ground or jumping intentionally)
1082
1083                         offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
1084                         vector dst_ahead = this.origin + this.view_ofs + offset;
1085                         vector dst_down = dst_ahead - '0 0 3000';
1086                         traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
1087
1088                         bool unreachable = false;
1089                         s = CONTENT_SOLID;
1090                         if (trace_fraction == 1 && !this.jumppadcount
1091                                 && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1092                                 && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
1093                         if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
1094                         {
1095                                 // Look downwards
1096                                 traceline(dst_ahead , dst_down, true, NULL);
1097                                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
1098                                 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
1099                                 if(trace_endpos.z < this.origin.z + this.mins.z)
1100                                 {
1101                                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1102                                                 danger_detected = true;
1103                                         else if (trace_endpos.z < min(this.origin.z + this.mins.z, this.goalcurrent.origin.z) - 100)
1104                                                 danger_detected = true;
1105                                         else
1106                                         {
1107                                                 s = pointcontents(trace_endpos + '0 0 1');
1108                                                 if (s != CONTENT_SOLID)
1109                                                 {
1110                                                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
1111                                                                 danger_detected = true;
1112                                                         else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1113                                                         {
1114                                                                 // the traceline check isn't enough but is good as optimization,
1115                                                                 // when not true (most of the time) this tracebox call is avoided
1116                                                                 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
1117                                                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
1118                                                                 {
1119                                                                         if (destorg.z > this.origin.z + jumpstepheightvec.z)
1120                                                                         {
1121                                                                                 // the goal is probably on an upper platform, assume bot can't get there
1122                                                                                 unreachable = true;
1123                                                                         }
1124                                                                         else
1125                                                                                 danger_detected = true;
1126                                                                 }
1127                                                         }
1128                                                 }
1129                                         }
1130                                 }
1131                         }
1132
1133                         dir = flatdir;
1134                         makevectors(this.v_angle.y * '0 1 0');
1135
1136                         if (danger_detected || (s == CONTENT_WATER))
1137                         {
1138                                 this.aistatus |= AI_STATUS_DANGER_AHEAD;
1139                                 if(IS_PLAYER(this.goalcurrent))
1140                                         unreachable = true;
1141                         }
1142
1143                         // slow down if bot is in the air and goal is under it
1144                         if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
1145                                 && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
1146                                 && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
1147                         {
1148                                 // tracebox wouldn't work when bot is still on the ledge
1149                                 traceline(this.origin, this.origin - '0 0 200', true, this);
1150                                 if (this.origin.z - trace_endpos.z > 120)
1151                                         do_break = normalize(this.velocity) * -1;
1152                         }
1153
1154                         if(unreachable)
1155                         {
1156                                 navigation_clearroute(this);
1157                                 navigation_goalrating_timeout_force(this);
1158                                 this.ignoregoal = this.goalcurrent;
1159                                 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
1160                         }
1161                 }
1162
1163                 dodge = havocbot_dodge(this);
1164                 if (dodge)
1165                         dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
1166                 if (this.enemy)
1167                 {
1168                         traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
1169                         if (IS_PLAYER(trace_ent))
1170                                 dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
1171                 }
1172         //      this.bot_dodgevector = dir;
1173         //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
1174         }
1175
1176         float ladder_zdir = 0;
1177         if(time < this.ladder_time)
1178         {
1179                 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
1180                 {
1181                         if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
1182                                 ladder_zdir = 1;
1183                 }
1184                 else
1185                 {
1186                         if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
1187                                 ladder_zdir = -1;
1188                 }
1189                 if (ladder_zdir)
1190                 {
1191                         if (vdist(vec2(diff), <, 40))
1192                                 dir.z = ladder_zdir * 4;
1193                         else
1194                                 dir.z = ladder_zdir * 2;
1195                         dir = normalize(dir);
1196                 }
1197         }
1198
1199         if (this.goalcurrent.wpisbox
1200                 && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
1201         {
1202                 // bot is inside teleport waypoint but hasn't touched the real teleport yet
1203                 // head to teleport origin
1204                 dir = (this.goalcurrent.origin - this.origin);
1205                 dir.z = 0;
1206                 dir = normalize(dir);
1207         }
1208
1209         // already executed when bot targets an enemy
1210         if (!this.bot_aimdir_executed)
1211         {
1212                 if (time < this.bot_stop_moving_timeout)
1213                         bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
1214                 else
1215                         bot_aimdir(this, dir, 0);
1216         }
1217
1218         vector evadedanger = '0 0 0';
1219         if (!ladder_zdir)
1220         {
1221                 dir *= dodge_enemy_factor;
1222                 if (danger_detected && vdist(this.velocity, >, maxspeed * 0.8) && this.goalcurrent_prev
1223                         && this.goalcurrent.classname == "waypoint")
1224                 {
1225                         vector p = this.origin + this.velocity * 0.2;
1226                         vector evadedanger = point_line_vec(p, vec2(this.goalcurrent_prev.origin) + eZ * p.z,
1227                                 vec2(destorg - this.goalcurrent_prev.origin));
1228                         if (vdist(evadedanger, >, 20))
1229                         {
1230                                 if (vdist(evadedanger, >, 40))
1231                                         do_break = normalize(this.velocity) * -1;
1232                                 evadedanger = normalize(evadedanger);
1233                                 evadedanger *= bound(1, 3 - (skill + this.bot_dodgeskill), 3); // Noobs fear dangers a lot and take more distance from them
1234                         }
1235                         else
1236                                 evadedanger = '0 0 0';
1237                 }
1238                 dir = normalize(dir + dodge + do_break + evadedanger);
1239         }
1240
1241         makevectors(this.v_angle);
1242         //dir = this.bot_dodgevector;
1243         //if (this.bot_dodgevector_jumpbutton)
1244         //      PHYS_INPUT_BUTTON_JUMP(this) = true;
1245         CS(this).movement_x = dir * v_forward * maxspeed;
1246         CS(this).movement_y = dir * v_right * maxspeed;
1247         CS(this).movement_z = dir * v_up * maxspeed;
1248
1249         // Emulate keyboard interface
1250         if (skill < 10)
1251                 havocbot_keyboard_movement(this, destorg);
1252
1253         // Bunnyhop!
1254         if (!bunnyhop_forbidden && !evadedanger && !do_break && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
1255                 havocbot_bunnyhop(this, dir);
1256
1257         if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
1258                 PHYS_INPUT_BUTTON_JUMP(this) = true;
1259         if (dodge)
1260         {
1261                 if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1262                         PHYS_INPUT_BUTTON_JUMP(this) = true;
1263                 if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
1264                         this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
1265         }
1266 }
1267
1268 entity havocbot_gettarget(entity this, bool secondary)
1269 {
1270         entity best = NULL;
1271         vector eye = CENTER_OR_VIEWOFS(this);
1272         IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1273         {
1274                 vector v = CENTER_OR_VIEWOFS(it);
1275                 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1276                 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1277                 if(bot_shouldattack(this, it))
1278                 {
1279                         traceline(eye, v, true, this);
1280                         if (trace_ent == it || trace_fraction >= 1)
1281                                 best = it;
1282                 }
1283         });
1284
1285         return best;
1286 }
1287
1288 void havocbot_chooseenemy(entity this)
1289 {
1290         if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1291         {
1292                 this.enemy = NULL;
1293                 return;
1294         }
1295
1296         if (this.enemy)
1297         {
1298                 if (!bot_shouldattack(this, this.enemy))
1299                 {
1300                         // enemy died or something, find a new target
1301                         this.enemy = NULL;
1302                         this.havocbot_chooseenemy_finished = time;
1303                 }
1304                 else if (this.havocbot_stickenemy_time && time < this.havocbot_stickenemy_time)
1305                 {
1306                         // tracking last chosen enemy
1307                         vector targ_pos = (this.enemy.absmin + this.enemy.absmax) * 0.5;
1308                         traceline(this.origin + this.view_ofs, targ_pos, false, NULL);
1309                         if (trace_ent == this.enemy || trace_fraction == 1)
1310                         if (vdist(targ_pos - this.origin, <, 1000))
1311                         {
1312                                 // remain tracking him for a shot while (case he went after a small corner or pilar
1313                                 this.havocbot_chooseenemy_finished = time + 0.5;
1314                                 return;
1315                         }
1316
1317                         // stop preferring this enemy
1318                         this.havocbot_stickenemy_time = 0;
1319                 }
1320         }
1321         if (time < this.havocbot_chooseenemy_finished)
1322                 return;
1323         this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1324         vector eye = this.origin + this.view_ofs;
1325         entity best = NULL;
1326         float bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1327
1328         // Backup hit flags
1329         int hf = this.dphitcontentsmask;
1330
1331         // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1332
1333         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1334
1335         bool scan_transparent = false;
1336         bool scan_secondary_targets = false;
1337         bool have_secondary_targets = false;
1338         while(true)
1339         {
1340                 scan_secondary_targets = false;
1341 LABEL(scan_targets)
1342                 IL_EACH(g_bot_targets, it.bot_attack,
1343                 {
1344                         if(!scan_secondary_targets)
1345                         {
1346                                 if(it.classname == "misc_breakablemodel")
1347                                 {
1348                                         have_secondary_targets = true;
1349                                         continue;
1350                                 }
1351                         }
1352                         else if(it.classname != "misc_breakablemodel")
1353                                 continue;
1354
1355                         vector v = (it.absmin + it.absmax) * 0.5;
1356                         float rating = vlen2(v - eye);
1357                         if (rating < bestrating && bot_shouldattack(this, it))
1358                         {
1359                                 traceline(eye, v, true, this);
1360                                 if (trace_ent == it || trace_fraction >= 1)
1361                                 {
1362                                         best = it;
1363                                         bestrating = rating;
1364                                 }
1365                         }
1366                 });
1367
1368                 if(!best && have_secondary_targets && !scan_secondary_targets)
1369                 {
1370                         scan_secondary_targets = true;
1371                         // restart the loop
1372                         bestrating = autocvar_bot_ai_enemydetectionradius ** 2;
1373                         goto scan_targets;
1374                 }
1375
1376                 // I want to do a second scan if no enemy was found or I don't have weapons
1377                 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1378                 if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
1379                         break;
1380                 if(scan_transparent)
1381                         break;
1382
1383                 // Set flags to see through transparent objects
1384                 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1385
1386                 scan_transparent = true;
1387         }
1388
1389         // Restore hit flags
1390         this.dphitcontentsmask = hf;
1391
1392         this.enemy = best;
1393         this.havocbot_stickenemy_time = time + autocvar_bot_ai_enemydetectioninterval_stickingtoenemy;
1394         if(best && best.classname == "misc_breakablemodel")
1395                 this.havocbot_stickenemy_time = 0;
1396 }
1397
1398 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1399 {
1400         // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1401         // so skip this for them, or they'll never get to reload their weapons at all.
1402         // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1403         if(skill < 5)
1404                 return false;
1405
1406         // if this weapon is scheduled for reloading, don't switch to it during combat
1407         if (this.(weaponentity).weapon_load[new_weapon] < 0)
1408         {
1409                 FOREACH(Weapons, it != WEP_Null, {
1410                         if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1411                                 return true; // other weapon available
1412                 });
1413         }
1414
1415         return false;
1416 }
1417
1418 void havocbot_chooseweapon(entity this, .entity weaponentity)
1419 {
1420         int i;
1421
1422         // ;)
1423         if(g_weaponarena_weapons == WEPSET(TUBA))
1424         {
1425                 this.(weaponentity).m_switchweapon = WEP_TUBA;
1426                 return;
1427         }
1428
1429         // TODO: clean this up by moving it to weapon code
1430         if(this.enemy==NULL)
1431         {
1432                 // If no weapon was chosen get the first available weapon
1433                 if(this.(weaponentity).m_weapon==WEP_Null)
1434                 FOREACH(Weapons, it != WEP_Null, {
1435                         if(client_hasweapon(this, it, weaponentity, true, false))
1436                         {
1437                                 this.(weaponentity).m_switchweapon = it;
1438                                 return;
1439                         }
1440                 });
1441                 return;
1442         }
1443
1444         // Do not change weapon during the next second after a combo
1445         float f = time - this.lastcombotime;
1446         if(f < 1)
1447                 return;
1448
1449         float w;
1450         float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1451
1452         // Should it do a weapon combo?
1453         float af, ct, combo_time, combo;
1454
1455         af = ATTACK_FINISHED(this, weaponentity);
1456         ct = autocvar_bot_ai_weapon_combo_threshold;
1457
1458         // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1459         // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1460         combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1461
1462         combo = false;
1463
1464         if(autocvar_bot_ai_weapon_combo)
1465         if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1466         if(af > combo_time)
1467         {
1468                 combo = true;
1469                 this.lastcombotime = time;
1470         }
1471
1472         distance *= (2 ** this.bot_rangepreference);
1473
1474         // Custom weapon list based on distance to the enemy
1475         if(bot_custom_weapon){
1476
1477                 // Choose weapons for far distance
1478                 if ( distance > bot_distance_far ) {
1479                         for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1480                                 w = bot_weapons_far[i];
1481                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1482                                 {
1483                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1484                                                 continue;
1485                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1486                                         return;
1487                                 }
1488                         }
1489                 }
1490
1491                 // Choose weapons for mid distance
1492                 if ( distance > bot_distance_close) {
1493                         for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1494                                 w = bot_weapons_mid[i];
1495                                 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1496                                 {
1497                                         if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1498                                                 continue;
1499                                         this.(weaponentity).m_switchweapon = Weapons_from(w);
1500                                         return;
1501                                 }
1502                         }
1503                 }
1504
1505                 // Choose weapons for close distance
1506                 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1507                         w = bot_weapons_close[i];
1508                         if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1509                         {
1510                                 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1511                                         continue;
1512                                 this.(weaponentity).m_switchweapon = Weapons_from(w);
1513                                 return;
1514                         }
1515                 }
1516         }
1517 }
1518
1519 void havocbot_aim(entity this)
1520 {
1521         if (time < this.nextaim)
1522                 return;
1523         this.nextaim = time + 0.1;
1524         vector myvel = this.velocity;
1525         if (!this.waterlevel)
1526                 myvel.z = 0;
1527         if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1528         else if (this.enemy)
1529         {
1530                 vector enemyvel = this.enemy.velocity;
1531                 if (!this.enemy.waterlevel)
1532                         enemyvel.z = 0;
1533                 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1534         }
1535         else
1536                 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1537 }
1538
1539 bool havocbot_moveto_refresh_route(entity this)
1540 {
1541         // Refresh path to goal if necessary
1542         entity wp;
1543         wp = this.havocbot_personal_waypoint;
1544         navigation_goalrating_start(this);
1545         navigation_routerating(this, wp, 10000, 10000);
1546         navigation_goalrating_end(this);
1547         return (this.goalentity != NULL);
1548 }
1549
1550 float havocbot_moveto(entity this, vector pos)
1551 {
1552         entity wp;
1553
1554         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1555         {
1556                 // Step 4: Move to waypoint
1557                 if(this.havocbot_personal_waypoint==NULL)
1558                 {
1559                         LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1560                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1561                         return CMD_STATUS_ERROR;
1562                 }
1563
1564                 if (!bot_strategytoken_taken)
1565                 if(this.havocbot_personal_waypoint_searchtime<time)
1566                 {
1567                         bot_strategytoken_taken = true;
1568                         if(havocbot_moveto_refresh_route(this))
1569                         {
1570                                 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1571                                 this.havocbot_personal_waypoint_searchtime = time + 10;
1572                                 this.havocbot_personal_waypoint_failcounter = 0;
1573                         }
1574                         else
1575                         {
1576                                 this.havocbot_personal_waypoint_failcounter += 1;
1577                                 this.havocbot_personal_waypoint_searchtime = time + 2;
1578                                 if(this.havocbot_personal_waypoint_failcounter >= 30)
1579                                 {
1580                                         LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1581                                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1582                                         delete(this.havocbot_personal_waypoint);
1583                                         return CMD_STATUS_ERROR;
1584                                 }
1585                                 else
1586                                         LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1587                         }
1588                 }
1589
1590                 if(autocvar_bot_debug_goalstack)
1591                         debuggoalstack(this);
1592
1593
1594                 // Go!
1595                 havocbot_movetogoal(this);
1596
1597                 if (!this.bot_aimdir_executed && this.goalcurrent)
1598                 {
1599                         // Heading
1600                         vector dir = get_closer_dest(this.goalcurrent, this.origin);
1601                         dir -= this.origin + this.view_ofs;
1602                         dir.z = 0;
1603                         bot_aimdir(this, dir, 0);
1604                 }
1605
1606                 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1607                 {
1608                         // Step 5: Waypoint reached
1609                         LOG_TRACE(this.netname, "'s personal waypoint reached");
1610                         waypoint_remove(this.havocbot_personal_waypoint);
1611                         this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1612                         return CMD_STATUS_FINISHED;
1613                 }
1614
1615                 return CMD_STATUS_EXECUTING;
1616         }
1617
1618         // Step 2: Linking waypoint
1619         if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1620         {
1621                 // Wait until it is linked
1622                 if(!this.havocbot_personal_waypoint.wplinked)
1623                 {
1624                         LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1625                         return CMD_STATUS_EXECUTING;
1626                 }
1627
1628                 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1629                 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1630                 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1631
1632                 // Step 3: Route to waypoint
1633                 LOG_TRACE(this.netname, " walking to its personal waypoint");
1634
1635                 return CMD_STATUS_EXECUTING;
1636         }
1637
1638         // Step 1: Spawning waypoint
1639         wp = waypoint_spawnpersonal(this, pos);
1640         if(wp==NULL)
1641         {
1642                 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1643                 return CMD_STATUS_ERROR;
1644         }
1645
1646         this.havocbot_personal_waypoint = wp;
1647         this.havocbot_personal_waypoint_failcounter = 0;
1648         this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1649
1650         // if pos is inside a teleport, then let's mark it as teleport waypoint
1651         IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1652         {
1653                 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1654                 this.lastteleporttime = 0;
1655         });
1656
1657 /*
1658         if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1659                 print("routing to a teleporter\n");
1660         else
1661                 print("routing to a non-teleporter\n");
1662 */
1663
1664         return CMD_STATUS_EXECUTING;
1665 }
1666
1667 float havocbot_resetgoal(entity this)
1668 {
1669         navigation_clearroute(this);
1670         return CMD_STATUS_FINISHED;
1671 }
1672
1673 void havocbot_setupbot(entity this)
1674 {
1675         this.bot_ai = havocbot_ai;
1676         this.cmd_moveto = havocbot_moveto;
1677         this.cmd_resetgoal = havocbot_resetgoal;
1678
1679         // NOTE: bot is not player yet
1680         havocbot_chooserole(this);
1681 }
1682
1683 vector havocbot_dodge(entity this)
1684 {
1685         // LordHavoc: disabled because this is too expensive
1686         return '0 0 0';
1687 #if 0
1688         entity head;
1689         vector dodge, v, n;
1690         float danger, bestdanger, vl, d;
1691         dodge = '0 0 0';
1692         bestdanger = -20;
1693         // check for dangerous objects near bot or approaching bot
1694         head = findchainfloat(bot_dodge, true);
1695         while(head)
1696         {
1697                 if (head.owner != this)
1698                 {
1699                         vl = vlen(head.velocity);
1700                         if (vl > autocvar_sv_maxspeed * 0.3)
1701                         {
1702                                 n = normalize(head.velocity);
1703                                 v = this.origin - head.origin;
1704                                 d = v * n;
1705                                 if (d > (0 - head.bot_dodgerating))
1706                                 if (d < (vl * 0.2 + head.bot_dodgerating))
1707                                 {
1708                                         // calculate direction and distance from the flight path, by removing the forward axis
1709                                         v = v - (n * (v * n));
1710                                         danger = head.bot_dodgerating - vlen(v);
1711                                         if (bestdanger < danger)
1712                                         {
1713                                                 bestdanger = danger;
1714                                                 // dodge to the side of the object
1715                                                 dodge = normalize(v);
1716                                         }
1717                                 }
1718                         }
1719                         else
1720                         {
1721                                 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1722                                 if (bestdanger < danger)
1723                                 {
1724                                         bestdanger = danger;
1725                                         dodge = normalize(this.origin - head.origin);
1726                                 }
1727                         }
1728                 }
1729                 head = head.chain;
1730         }
1731         return dodge;
1732 #endif
1733 }