]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/havocbot/havocbot.qc
Merge remote-tracking branch 'origin/terencehill/bot_waypoints'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index 357b37da00337b99e929787cafda0741674ce1e3..b82398675c175290a77594bba4b420fc11362647 100644 (file)
@@ -18,6 +18,7 @@
 #include <common/items/_mod.qh>
 #include <common/wepent.qh>
 
+#include <common/mapobjects/func/ladder.qh>
 #include <common/mapobjects/teleporters.qh>
 #include <common/mapobjects/trigger/jumppads.qh>
 
@@ -30,6 +31,11 @@ void havocbot_ai(entity this)
        if(this.draggedby)
                return;
 
+       this.bot_aimdir_executed = false;
+       // lock aim if teleported or passing through a warpzone
+       if (this.lastteleporttime && !this.jumppadcount)
+               this.bot_aimdir_executed = true;
+
        if(bot_execute_commands(this))
                return;
 
@@ -104,6 +110,7 @@ void havocbot_ai(entity this)
        }
        havocbot_aim(this);
        lag_update(this);
+
        if (this.bot_aimtarg)
        {
                this.aistatus |= AI_STATUS_ATTACKING;
@@ -133,55 +140,24 @@ void havocbot_ai(entity this)
                else
                {
                        if(IS_PLAYER(this.bot_aimtarg))
-                               bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
+                               bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs, 0);
                }
        }
        else if (this.goalcurrent)
        {
                this.aistatus |= AI_STATUS_ROAMING;
                this.aistatus &= ~AI_STATUS_ATTACKING;
-
-               vector now, next;
-               float aimdistance,skillblend,distanceblend,blend;
-
-               vector v = get_closer_dest(this.goalcurrent, this.origin);
-               if(this.goalcurrent.wpisbox)
-               {
-                       // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet
-                       if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT
-                       && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15)
-                               v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5;
-                       // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet
-                       else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
-                               v = this.goalcurrent.origin;
-               }
-               next = now = v - (this.origin + this.view_ofs);
-               aimdistance = vlen(now);
-
-               //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
-               if(
-                       this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
-                       !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
-               )
-                       next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
-
-               skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
-               distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
-               blend = skillblend * (1-distanceblend);
-               //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
-               //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
-               //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
-               v = now + blend * (next - now);
-               //dprint(etos(this), " ");
-               //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
-               //v = now * (distanceblend) + next * (1-distanceblend);
-               if (this.waterlevel < WATERLEVEL_SWIMMING)
-                       v.z = 0;
-               //dprint("walk at:", vtos(v), "\n");
-               //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
-               bot_aimdir(this, v, -1);
        }
+
        havocbot_movetogoal(this);
+       if (!this.bot_aimdir_executed && this.goalcurrent)
+       {
+               // Heading
+               vector dir = get_closer_dest(this.goalcurrent, this.origin);
+               dir -= this.origin + this.view_ofs;
+               dir.z = 0;
+               bot_aimdir(this, dir, 0);
+       }
 
        // if the bot is not attacking, consider reloading weapons
        if (!(this.aistatus & AI_STATUS_ATTACKING))
@@ -488,6 +464,7 @@ void havocbot_movetogoal(entity this)
        vector flatdir;
        vector evadeobstacle;
        vector evadelava;
+       float dodge_enemy_factor = 1;
        float maxspeed;
        //float dist;
        vector dodge;
@@ -567,8 +544,8 @@ void havocbot_movetogoal(entity this)
                if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
                {
                        this.aistatus |= AI_STATUS_OUT_JUMPPAD;
-                       navigation_poptouchedgoals(this);
-                       return;
+                       if(navigation_poptouchedgoals(this))
+                               return;
                }
                else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
                {
@@ -603,7 +580,7 @@ void havocbot_movetogoal(entity this)
                                        this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
                                }
                        }
-                       else
+                       else //if (this.goalcurrent)
                        {
                                if (this.goalcurrent.bot_pickup)
                                {
@@ -627,9 +604,9 @@ void havocbot_movetogoal(entity this)
                                        return;
                        }
                }
-               else
+               else //if (!(this.aistatus & AI_STATUS_OUT_JUMPPAD))
                {
-                       if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
+                       if(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))
@@ -695,7 +672,8 @@ void havocbot_movetogoal(entity this)
 
                        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)
                        {
@@ -800,19 +778,48 @@ void havocbot_movetogoal(entity this)
        if (this.goalcurrent == this.goalentity && this.goalentity_lock_timeout > time)
                locked_goal = true;
 
-       navigation_shortenpath(this);
+       if (navigation_shortenpath(this))
+       {
+               if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
+                       && navigation_goalrating_timeout_can_be_anticipated(this))
+               {
+                       navigation_goalrating_timeout_force(this);
+               }
+       }
 
-       if (IS_MOVABLE(this.goalcurrent))
+       bool goalcurrent_can_be_removed = false;
+       if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
        {
-               if (IS_DEAD(this.goalcurrent))
+               bool freeze_state_changed = (boolean(STAT(FROZEN, this.goalentity)) != this.goalentity_shouldbefrozen);
+               if (IS_DEAD(this.goalcurrent) || (this.goalentity == this.goalcurrent && freeze_state_changed))
                {
+                       goalcurrent_can_be_removed = true;
+                       // don't remove if not visible
                        if (checkpvs(this.origin + this.view_ofs, this.goalcurrent))
                        {
-                               navigation_goalrating_timeout_force(this);
-                               return;
+                               if (IS_DEAD(this.goalcurrent))
+                               {
+                                       IL_EACH(g_items, it.enemy == this.goalcurrent && Item_IsLoot(it),
+                                       {
+                                               if (vdist(it.origin - this.goalcurrent.death_origin, <, 50))
+                                               {
+                                                       navigation_clearroute(this);
+                                                       navigation_pushroute(this, it);
+                                                       // loot can't be immediately rated since it isn't on ground yet
+                                                       // it will be rated after a second when on ground, meanwhile head to it
+                                                       navigation_goalrating_timeout_expire(this, 1);
+                                                       return;
+                                               }
+                                       });
+                               }
+                               if (!Item_IsLoot(this.goalcurrent))
+                               {
+                                       navigation_goalrating_timeout_force(this);
+                                       return;
+                               }
                        }
                }
-               else if (this.bot_tracewalk_time < time)
+               else if (!(STAT(FROZEN, this.goalentity)) && this.bot_tracewalk_time < time)
                {
                        set_tracewalk_dest(this.goalcurrent, this.origin, true);
                        if (!(trace_ent == this || tracewalk(this, this.origin, this.mins, this.maxs,
@@ -824,6 +831,7 @@ void havocbot_movetogoal(entity this)
                        this.bot_tracewalk_time = max(time, this.bot_tracewalk_time) + 0.25;
                }
        }
+
        if(!locked_goal)
        {
                // optimize path finding by anticipating goalrating when bot is near a waypoint;
@@ -833,7 +841,7 @@ void havocbot_movetogoal(entity this)
                {
                        if (this.goalcurrent)
                        {
-                               if (IS_MOVABLE(this.goalcurrent) && IS_DEAD(this.goalcurrent))
+                               if (goalcurrent_can_be_removed)
                                {
                                        // remove even if not visible
                                        navigation_goalrating_timeout_force(this);
@@ -873,29 +881,53 @@ void havocbot_movetogoal(entity this)
 
        bool bunnyhop_forbidden = false;
        vector destorg = get_closer_dest(this.goalcurrent, this.origin);
-
-       // in case bot ends up inside the teleport waypoint without touching
-       // the teleport itself, head to the teleport origin
-       if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
+       if (this.jumppadcount && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
        {
-               bunnyhop_forbidden = true;
+               // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
                destorg = this.goalcurrent.origin;
-               if(destorg.z > this.origin.z)
-                       PHYS_INPUT_BUTTON_JUMP(this) = true;
+       }
+       else if (this.goalcurrent.wpisbox)
+       {
+               // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
+               // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
+               if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
+                       || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
+               {
+                       bunnyhop_forbidden = true;
+                       destorg = this.goalcurrent.origin;
+                       if(destorg.z > this.origin.z)
+                               PHYS_INPUT_BUTTON_JUMP(this) = true;
+               }
        }
 
        diff = destorg - this.origin;
 
-       // 1. stop if too close to target player (even if frozen)
-       // 2. stop if the locked goal has been reached
-       if ((IS_PLAYER(this.goalcurrent) && vdist(diff, <, 80))
+       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;
-               diff = '0 0 0';
+               diff = dir = '0 0 0';
        }
-
-       dir = normalize(diff);
+       else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
+       {
+               if (vdist(diff, <, 80))
+               {
+                       // stop if too close to target player (even if frozen)
+                       destorg = this.origin;
+                       diff = dir = '0 0 0';
+               }
+               else
+               {
+                       // move destorg out of target players, otherwise bot will consider them
+                       // an obstacle that needs to be jumped (especially if frozen)
+                       dir = normalize(diff);
+                       destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
+                       diff = destorg - this.origin;
+               }
+       }
+       else
+               dir = normalize(diff);
        flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
 
        //if (this.bot_dodgevector_time < time)
@@ -907,9 +939,9 @@ void havocbot_movetogoal(entity this)
 
                this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
                makevectors(this.v_angle.y * '0 1 0');
-               if (this.waterlevel)
+               if (this.waterlevel > WATERLEVEL_WETFEET)
                {
-                       if(this.waterlevel>WATERLEVEL_SWIMMING)
+                       if (this.waterlevel > WATERLEVEL_SWIMMING)
                        {
                                if(!this.goalcurrent)
                                        this.aistatus |= AI_STATUS_OUT_WATER;
@@ -918,12 +950,18 @@ void havocbot_movetogoal(entity this)
                        }
                        else
                        {
-                               dir = flatdir;
                                if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && destorg.z < this.origin.z) &&
-                                       ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
+                                       (this.aistatus & AI_STATUS_OUT_WATER))
+                               {
                                        PHYS_INPUT_BUTTON_JUMP(this) = true;
+                                       dir = flatdir;
+                               }
                                else
+                               {
                                        PHYS_INPUT_BUTTON_JUMP(this) = false;
+                                       if (destorg.z > this.origin.z)
+                                               dir = flatdir;
+                               }
                        }
                }
                else
@@ -936,21 +974,33 @@ void havocbot_movetogoal(entity this)
                        // jump if going toward an obstacle that doesn't look like stairs we
                        // can walk up directly
                        vector deviation = '0 0 0';
-                       if (this.velocity)
+                       float current_speed = vlen(vec2(this.velocity));
+                       if (current_speed < maxspeed * 0.2)
+                               current_speed = maxspeed * 0.2;
+                       else
                        {
                                deviation = vectoangles(diff) - vectoangles(this.velocity);
                                while (deviation.y < -180) deviation.y += 360;
                                while (deviation.y > 180) deviation.y -= 360;
                        }
+                       float turning = false;
                        vector flat_diff = vec2(diff);
-                       offset = max(32, vlen(vec2(this.velocity)) * cos(deviation.y * DEG2RAD) * 0.2) * flatdir;
+                       offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
                        vector actual_destorg = this.origin + offset;
-                       if (!this.goalstack01 || this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
+                       if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
                        {
                                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
@@ -962,24 +1012,53 @@ void havocbot_movetogoal(entity this)
                        {
                                vector next_goal_org = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
                                vector next_dir = normalize(vec2(next_goal_org - destorg));
-                               float next_dist = vlen(vec2(this.origin + offset - destorg));
-                               actual_destorg = vec2(destorg) + next_dist * next_dir;
+                               float dist = vlen(vec2(this.origin + offset - destorg));
+                               // if current and next goal are close to each other make sure
+                               // actual_destorg isn't set beyond next_goal_org
+                               if (dist ** 2 > vlen2(vec2(next_goal_org - destorg)))
+                                       actual_destorg = next_goal_org;
+                               else
+                                       actual_destorg = vec2(destorg) + dist * next_dir;
                                actual_destorg.z = this.origin.z;
+                               turning = true;
                        }
 
-                       tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
-                       if (trace_fraction < 1)
-                       if (trace_plane_normal.z < 0.7)
+                       LABEL(jump_check);
+                       dir = flatdir = normalize(actual_destorg - this.origin);
+
+                       if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
                        {
-                               s = trace_fraction;
-                               tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
-                               if (trace_fraction < s + 0.01)
-                               if (trace_plane_normal.z < 0.7)
+                               tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
+                               if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
                                {
                                        s = trace_fraction;
-                                       tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, actual_destorg + jumpstepheightvec, false, this);
-                                       if (trace_fraction > s)
-                                               PHYS_INPUT_BUTTON_JUMP(this) = true;
+                                       tracebox(this.origin + stepheightvec, this.mins, this.maxs, actual_destorg + stepheightvec, false, this);
+                                       if (trace_fraction < s + 0.01 && trace_plane_normal.z < 0.7)
+                                       {
+                                               // found an obstacle
+                                               if (turning && fabs(deviation.y) > 5)
+                                               {
+                                                       // check if the obstacle is still there without turning
+                                                       actual_destorg = destorg;
+                                                       turning = false;
+                                                       this.bot_tracewalk_time = time + 0.25;
+                                                       goto jump_check;
+                                               }
+                                               s = trace_fraction;
+                                               // don't artificially reduce max jump height in real-time
+                                               // (jumpstepheightvec is reduced a bit to make the jumps easy in tracewalk)
+                                               vector jump_height = (IS_ONGROUND(this)) ? stepheightvec + jumpheight_vec : jumpstepheightvec;
+                                               tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
+                                               if (trace_fraction > s)
+                                                       PHYS_INPUT_BUTTON_JUMP(this) = true;
+                                               else
+                                               {
+                                                       jump_height = stepheightvec + jumpheight_vec / 2;
+                                                       tracebox(this.origin + jump_height, this.mins, this.maxs, actual_destorg + jump_height, false, this);
+                                                       if (trace_fraction > s)
+                                                               PHYS_INPUT_BUTTON_JUMP(this) = true;
+                                               }
+                                       }
                                }
                        }
 
@@ -1014,6 +1093,12 @@ void havocbot_movetogoal(entity this)
                        // 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';
@@ -1066,6 +1151,18 @@ void havocbot_movetogoal(entity this)
                                if(IS_PLAYER(this.goalcurrent))
                                        unreachable = true;
                        }
+
+                       // slow down if bot is in the air and goal is under it
+                       if (!this.goalcurrent.wphardwired
+                               && vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
+                               && (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
+                       {
+                               // tracebox wouldn't work when bot is still on the ledge
+                               traceline(this.origin, this.origin - '0 0 200', true, this);
+                               if (this.origin.z - trace_endpos.z > 120)
+                                       evadeobstacle = normalize(this.velocity) * -1;
+                       }
+
                        if(unreachable)
                        {
                                navigation_clearroute(this);
@@ -1076,31 +1173,69 @@ void havocbot_movetogoal(entity this)
                }
 
                dodge = havocbot_dodge(this);
-               dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
+               if (dodge)
+                       dodge *= bound(0, 0.5 + (skill + this.bot_dodgeskill) * 0.1, 1);
+               dodge += evadeobstacle + evadelava;
                evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
-               traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
-               if(IS_PLAYER(trace_ent))
-                       dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
-
-               dir = normalize(dir + dodge + evadeobstacle + evadelava);
+               if (this.enemy)
+               {
+                       traceline(this.origin, (this.enemy.absmin + this.enemy.absmax) * 0.5, true, NULL);
+                       if (IS_PLAYER(trace_ent))
+                               dodge_enemy_factor = bound(0, (skill + this.bot_dodgeskill) / 7, 1);
+               }
        //      this.bot_dodgevector = dir;
        //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
        }
 
+       float ladder_zdir = 0;
        if(time < this.ladder_time)
        {
                if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
                {
                        if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
-                               dir.z = 1;
+                               ladder_zdir = 1;
                }
                else
                {
                        if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
-                               dir.z = -1;
+                               ladder_zdir = -1;
                }
+               if (ladder_zdir)
+               {
+                       if (vdist(vec2(diff), <, 40))
+                               dir.z = ladder_zdir * 4;
+                       else
+                               dir.z = ladder_zdir * 2;
+                       dir = normalize(dir);
+               }
+       }
+
+       if (this.goalcurrent.wpisbox
+               && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
+       {
+               // bot is inside teleport waypoint but hasn't touched the real teleport yet
+               // head to teleport origin
+               dir = (this.goalcurrent.origin - this.origin);
+               dir.z = 0;
+               dir = normalize(dir);
        }
 
+       // already executed when bot targets an enemy
+       if (!this.bot_aimdir_executed)
+       {
+               if (time < this.bot_stop_moving_timeout)
+                       bot_aimdir(this, normalize(this.goalcurrent.origin - this.origin), 0);
+               else
+                       bot_aimdir(this, dir, 0);
+       }
+
+       if (!ladder_zdir)
+       {
+               dir *= dodge_enemy_factor;
+               dir = normalize(dir + dodge);
+       }
+
+       makevectors(this.v_angle);
        //dir = this.bot_dodgevector;
        //if (this.bot_dodgevector_jumpbutton)
        //      PHYS_INPUT_BUTTON_JUMP(this) = true;
@@ -1316,7 +1451,7 @@ void havocbot_chooseweapon(entity this, .entity weaponentity)
        // 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
@@ -1454,20 +1589,24 @@ float havocbot_moveto(entity this, vector pos)
                if(autocvar_bot_debug_goalstack)
                        debuggoalstack(this);
 
-               // Heading
-               vector dir = get_closer_dest(this.goalcurrent, this.origin);
-               dir = dir - (this.origin + this.view_ofs);
-               dir.z = 0;
-               bot_aimdir(this, dir, -1);
 
                // Go!
                havocbot_movetogoal(this);
 
+               if (!this.bot_aimdir_executed && this.goalcurrent)
+               {
+                       // Heading
+                       vector dir = get_closer_dest(this.goalcurrent, this.origin);
+                       dir -= this.origin + this.view_ofs;
+                       dir.z = 0;
+                       bot_aimdir(this, dir, 0);
+               }
+
                if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
                {
                        // Step 5: Waypoint reached
                        LOG_TRACE(this.netname, "'s personal waypoint reached");
-                       delete(this.havocbot_personal_waypoint);
+                       waypoint_remove(this.havocbot_personal_waypoint);
                        this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
                        return CMD_STATUS_FINISHED;
                }
@@ -1536,6 +1675,7 @@ void havocbot_setupbot(entity this)
        this.cmd_moveto = havocbot_moveto;
        this.cmd_resetgoal = havocbot_resetgoal;
 
+       // NOTE: bot is not player yet
        havocbot_chooserole(this);
 }