]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/havocbot/havocbot.qc
Merge branch 'master' into samual/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / havocbot / havocbot.qc
index 31631454e842489bea282c86eadf1a2ca78174e9..2ce9706a2ff40cdcb67557a2d1d6979a9d4e5dd3 100644 (file)
@@ -20,7 +20,7 @@ void havocbot_ai()
                }
                else
                {
-                       if not(self.jumppadcount)
+                       if (!self.jumppadcount)
                                self.havocbot_role();
                }
 
@@ -146,7 +146,7 @@ void havocbot_ai()
        havocbot_movetogoal();
 
        // if the bot is not attacking, consider reloading weapons
-       if not(self.aistatus & AI_STATUS_ATTACKING)
+       if (!(self.aistatus & AI_STATUS_ATTACKING))
        {
                float i;
                entity e;
@@ -164,7 +164,7 @@ void havocbot_ai()
                        for(i = WEP_FIRST; i <= WEP_LAST; ++i)
                        {
                                e = get_weaponinfo(i);
-                               if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo"))))
+                               if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < e.reloading_ammo))
                                        self.switchweapon = i;
                        }
                }
@@ -316,7 +316,7 @@ void havocbot_bunnyhop(vector dir)
 
                                        if(self.aistatus & AI_STATUS_ROAMING)
                                        if(self.goalcurrent.classname=="waypoint")
-                                       if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
+                                       if (!(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
                                        if(fabs(gco_z - self.origin_z) < self.maxs_z - self.mins_z)
                                        if(self.goalstack01!=world)
                                        {
@@ -422,7 +422,7 @@ void havocbot_movetogoal()
                }
 
                // Take off
-               if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
+               if (!(self.aistatus & AI_STATUS_JETPACK_FLYING))
                {
                        // Brake almost completely so it can get a good direction
                        if(vlen(self.velocity)>10)
@@ -544,9 +544,9 @@ void havocbot_movetogoal()
        else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
                self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
 
-       // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump // WEAPONTODO: move this to bot think!
+       // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
        if(skill>6)
-       if not(self.flags & FL_ONGROUND)
+       if (!(self.flags & FL_ONGROUND))
        {
                tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
                if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
@@ -722,10 +722,10 @@ void havocbot_movetogoal()
                        vector dst_ahead, dst_down;
                        makevectors(self.v_angle_y * '0 1 0');
                        dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
-                       dst_down = dst_ahead + '0 0 -1500';
+                       dst_down = dst_ahead - '0 0 1500';
 
                        // Look ahead
-                       traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
+                       traceline(self.origin + self.view_ofs, dst_ahead, TRUE, world);
 
                        // Check head-banging against walls
                        if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
@@ -982,7 +982,7 @@ void havocbot_chooseweapon()
        {
                // If no weapon was chosen get the first available weapon
                if(self.weapon==0)
-               for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
+               for(i=WEP_BLASTER + 1; i < WEP_COUNT ; ++i) // Samual: This seems strange compared to other weapon loops...
                {
                        if(client_hasweapon(self, i, TRUE, FALSE))
                        {