// Jetpack navigation
if(this.navigation_jetpack_goal)
if(this.goalcurrent==this.navigation_jetpack_goal)
- if(GetResourceAmount(this, RESOURCE_FUEL))
+ if(GetResource(this, RES_FUEL))
{
if(autocvar_bot_debug_goalstack)
{
}
vector gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
- this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+ {
+ if (this.velocity.z < 0)
+ this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+ }
else if(havocbot_checkgoaldistance(this, gco))
{
navigation_clearroute(this);
}
else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
{
- if(this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
+ if(this.velocity.z > 0 && this.origin.z - this.lastteleport_origin.z > (this.maxs.z - this.mins.z) * 0.5)
{
vector velxy = this.velocity; velxy_z = 0;
if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
return;
}
else if(!this.jumppadcount && !this.goalcurrent.wphardwired
- && GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
+ && GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
{
if(this.velocity.z < 0)
{
this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
}
- offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
+ offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
vector dst_ahead = this.origin + this.view_ofs + offset;
vector dst_down = dst_ahead - '0 0 3000';
traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
// Look downwards
traceline(dst_ahead , dst_down, true, NULL);
//te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
- //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
+ //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
if(trace_endpos.z < this.origin.z + this.mins.z)
{
s = pointcontents(trace_endpos + '0 0 1');
if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
havocbot_bunnyhop(this, dir);
- if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
- if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true;
- if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10);
+ if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ if (dodge)
+ {
+ if (dodge * v_up > 0 && random() * frametime >= 0.2 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ if (dodge * v_up < 0 && random() * frametime >= 0.5 * bound(0, (10 - skill - this.bot_dodgeskill) * 0.1, 1))
+ this.havocbot_ducktime = time + 0.3 / bound(0.1, skill + this.bot_dodgeskill, 10);
+ }
}
entity havocbot_gettarget(entity this, bool secondary)
traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
if (trace_ent == this.enemy || trace_fraction == 1)
if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
- if (GetResourceAmount(this, RESOURCE_HEALTH) > 30)
+ if (GetResource(this, RES_HEALTH) > 30)
{
// remain tracking him for a shot while (case he went after a small corner or pilar
this.havocbot_chooseenemy_finished = time + 0.5;