#include <common/t_items.qh>
-#include <common/items/all.qh>
+#include <common/items/_mod.qh>
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/triggers/trigger/jumppads.qh>
.float speed;
{
if (walkfromwp)
{
- if (tracewalk(ent, v, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), org, bot_navigation_movemode))
+ if (tracewalk(ent, v, PL_MIN_CONST, PL_MAX_CONST, org, bot_navigation_movemode))
return true;
}
else
{
- if (tracewalk(ent, org, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, bot_navigation_movemode))
+ if (tracewalk(ent, org, PL_MIN_CONST, PL_MAX_CONST, v, bot_navigation_movemode))
return true;
}
}
});
vector org = ent.origin + 0.5 * (ent.mins + ent.maxs);
- org.z = ent.origin.z + ent.mins.z - STAT(PL_MIN, NULL).z; // player height
+ org.z = ent.origin.z + ent.mins.z - PL_MIN_CONST.z; // player height
// TODO possibly make other code have the same support for bboxes
if(ent.tag_entity)
org = org + ent.tag_entity.origin;
float zdistance, xydistance, cost, t, fuel;
vector down, npa, npb;
- down = '0 0 -1' * (STAT(PL_MAX, NULL).z - STAT(PL_MIN, NULL).z) * 10;
+ down = '0 0 -1' * (STAT(PL_MAX, this).z - STAT(PL_MIN, this).z) * 10;
do{
npa = pointa + down;
return true;
// if it can reach the goal there is nothing more to do
- if (tracewalk(this, startposition, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), (e.absmin + e.absmax) * 0.5, bot_navigation_movemode))
+ if (tracewalk(this, startposition, STAT(PL_MIN, this), STAT(PL_MAX, this), (e.absmin + e.absmax) * 0.5, bot_navigation_movemode))
return true;
// see if there are waypoints describing a path to the item
}
// If for some reason the bot is closer to the next goal, pop the current one
- if(this.goalstack01)
+ if(this.goalstack01 && !wasfreed(this.goalstack01))
if(vlen2(this.goalcurrent.origin - this.origin) > vlen2(this.goalstack01.origin - this.origin))
if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
if(tracewalk(this, this.origin, this.mins, this.maxs, (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5, bot_navigation_movemode))
}
// HACK: remove players/bots as goals, they can lead a bot to unexpected places (cliffs, lava, etc)
- // TODO: rate waypoints near the targetted player at that moment, instead of the player itthis
+ // TODO: rate waypoints near the targetted player at that moment, instead of the player itself
if(IS_PLAYER(this.goalcurrent))
navigation_poproute(this);
danger = 0;
m1 = it.mins;
m2 = it.maxs;
- FOREACH_ENTITY_FLOAT(bot_dodge, true,
+ IL_EACH(g_bot_dodge, it.bot_dodge,
{
v = it.origin;
v.x = bound(m1_x, v.x, m2_x);
if (!bot_waypoint_queue_owner)
{
- LOG_DEBUG(this.netname, " sutck, taking over the waypoints queue");
+ LOG_DEBUG(this.netname, " stuck, taking over the waypoints queue");
bot_waypoint_queue_owner = this;
bot_waypoint_queue_bestgoal = NULL;
bot_waypoint_queue_bestgoalrating = 0;
if (bot_waypoint_queue_goal)
{
// evaluate the next goal on the queue
- float d = vlen(this.origin - bot_waypoint_queue_goal.origin);
+ float d = vlen2(this.origin - bot_waypoint_queue_goal.origin);
LOG_DEBUG(this.netname, " evaluating ", bot_waypoint_queue_goal.classname, " with distance ", ftos(d));
- if(tracewalk(bot_waypoint_queue_goal, this.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), bot_waypoint_queue_goal.origin, bot_navigation_movemode))
+ if(tracewalk(bot_waypoint_queue_goal, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), bot_waypoint_queue_goal.origin, bot_navigation_movemode))
{
if( d > bot_waypoint_queue_bestgoalrating)
{