// Needs weapons?
int c = 0;
FOREACH(Weapons, it != WEP_Null, {
- if(this.weapons & (it.m_wepset))
+ if(STAT(WEAPONS, this) & (it.m_wepset))
if(++c >= 4)
break;
});
{
// gather health and armor only
if (it.solid)
- if ( ((it.health || it.armorvalue) && needarmor) || (it.weapons && needweapons ) )
+ if ( ((it.health || it.armorvalue) && needarmor) || (STAT(WEAPONS, it) && needweapons ) )
if (vdist(it.origin - org, <, sradius))
{
int t = it.bot_pickupevalfunc(this, it);
if (navigation_goalrating_timeout(this))
{
navigation_goalrating_start(this);
- havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
+ havocbot_goalrating_enemyplayers(this, 10000, this.origin, 650);
if(!havocbot_goalrating_ons_generator_attack(this, 20000))
havocbot_goalrating_ons_controlpoints_attack(this, 20000);
havocbot_goalrating_ons_offenseitems(this, 10000, this.origin, 10000);