#include <common/state.qh>
#include <common/physics/player.qh>
+#include <common/wepent.qh>
#include "bot.qh"
if(id < WEP_FIRST || id > WEP_LAST)
return CMD_STATUS_ERROR;
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ bool success = false;
- if(client_hasweapon(this, Weapons_from(id), weaponentity, true, false))
- this.(weaponentity).m_switchweapon = Weapons_from(id);
- else
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
+ continue;
+
+ if(client_hasweapon(this, Weapons_from(id), weaponentity, true, false))
+ {
+ success = true;
+ this.(weaponentity).m_switchweapon = Weapons_from(id);
+ }
+ }
+
+ if(!success)
return CMD_STATUS_ERROR;
return CMD_STATUS_FINISHED;
if(!this.bot_cmd_current)
{
this.bot_cmd_current = new_pure(bot_cmd);
- this.bot_cmd_current.is_bot_cmd = true;
}
bot_cmd = this.bot_cmd_current;
// Find command
bot_setcurrentcommand(this);
- // if we have no bot command, better return
- // old logic kept pressing previously pressed keys, but that has problems
- // (namely, it means you cannot make a bot "normal" ever again)
- // to keep a bot walking for a while, use the "wait" bot command
- if(bot_cmd == NULL)
- return false;
-
// Ignore all commands except continue when the bot is paused
- if(this.bot_exec_status & BOT_EXEC_STATUS_PAUSED)
- if(bot_cmd.bot_cmd_type!=BOT_CMD_CONTINUE)
+ if(!(self.bot_exec_status & BOT_EXEC_STATUS_PAUSED))
+ {
+ // if we have no bot command, better return
+ // old logic kept pressing previously pressed keys, but that has problems
+ // (namely, it means you cannot make a bot "normal" ever again)
+ // to keep a bot walking for a while, use the "wait" bot command
+ if(bot_cmd == world)
+ return 0;
+ }
+ else if(bot_cmd.bot_cmd_type != BOT_CMD_CONTINUE)
{
if(bot_cmd.bot_cmd_type!=BOT_CMD_NULL)
{