#include "../../weapons/weaponsystem.qh"
-#include "../../mutators/_mod.qh"
+#include <server/mutators/_mod.qh>
// traces multiple trajectories to find one that will impact the target
// 'end' vector is the place it aims for,
return false;
if (IS_DEAD(targ))
return false;
- if (PHYS_INPUT_BUTTON_CHAT(targ))
+ if (PHYS_INPUT_BUTTON_CHAT(targ) && !autocvar_bot_typefrag)
return false;
if(targ.flags & FL_NOTARGET)
return false;
+ if(targ.alpha <= 0.1 && targ.alpha != 0)
+ return false; // invisible via alpha
if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
return false;
float dist, delta_t, blend;
vector desiredang, diffang;
+ this.bot_aimdir_executed = true;
+
//dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
// make sure v_angle is sane first
this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;