return;
}
- else if(GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
+ else if(!this.jumppadcount && !this.goalcurrent.wphardwired
+ && GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
{
if(this.velocity.z < 0)
{
{
if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
&& navigation_goalrating_timeout_can_be_anticipated(this))
+ {
navigation_goalrating_timeout_force(this);
+ }
}
bool goalcurrent_can_be_removed = false;
diff = destorg - this.origin;
- if (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))
+ if (time < this.bot_stop_moving_timeout
+ || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
{
// stop if the locked goal has been reached
destorg = this.origin;
{
if (vlen2(flat_diff) < vlen2(offset))
{
- actual_destorg.x = destorg.x;
- actual_destorg.y = destorg.y;
+ if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
+ {
+ // oblique warpzones need a jump otherwise bots gets stuck
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ }
+ else
+ {
+ actual_destorg.x = destorg.x;
+ actual_destorg.y = destorg.y;
+ }
}
}
else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
// Check for water/slime/lava and dangerous edges
// (only when the bot is on the ground or jumping intentionally)
+ if (skill + this.bot_moveskill <= 3 && time > this.bot_stop_moving_timeout
+ && current_speed > maxspeed * 0.9 && fabs(deviation.y) > 70)
+ {
+ this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
+ }
+
offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
vector dst_ahead = this.origin + this.view_ofs + offset;
vector dst_down = dst_ahead - '0 0 3000';
}
if (!this.bot_aimdir_executed)
- bot_aimdir(this, dir, -1);
+ {
+ if (time < this.bot_stop_moving_timeout)
+ bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), -1);
+ else
+ bot_aimdir(this, dir, -1);
+ }
if (!ladder_zdir)
{
dir = normalize(dir + dodge);
}
+ makevectors(this.v_angle);
//dir = this.bot_dodgevector;
//if (this.bot_dodgevector_jumpbutton)
// PHYS_INPUT_BUTTON_JUMP(this) = true;
// Should it do a weapon combo?
float af, ct, combo_time, combo;
- af = ATTACK_FINISHED(this, 0);
+ af = ATTACK_FINISHED(this, weaponentity);
ct = autocvar_bot_ai_weapon_combo_threshold;
// Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos