float enemy_distance = FLOAT_MAX;
float dist;
- FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this && !(IS_DEAD(it) || STAT(FROZEN, it)),
{
if (it.team == this.team)
{
{
float rating;
vector o;
- ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
+ ratingscale = ratingscale * 0.0001;
IL_EACH(g_items, it.bot_pickup,
{
// NOTE: this code assumes each bot rates items in a different frame
if(it.bot_ratingscale_time == time && ratingscale < it.bot_ratingscale)
continue;
- it.bot_ratingscale_time = time;
- it.bot_ratingscale = ratingscale;
if(!it.solid)
{
if(!havocbot_goalrating_item_pickable_check_players(this, org, it, o))
continue;
+ it.bot_ratingscale_time = time;
+ it.bot_ratingscale = ratingscale;
rating = it.bot_pickupevalfunc(this, it);
if(rating > 0)
navigation_routerating(this, it, rating * ratingscale, 2000);
if(this.waterlevel>WATERLEVEL_WETFEET)
return;
- ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
+ ratingscale = ratingscale * 0.0001;
float t;
FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), {
{
navigation_goalrating_start(this);
havocbot_goalrating_items(this, 10000, this.origin, 10000);
- havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
navigation_goalrating_end(this);