// Find and rate waypoints around it
found = false;
entity best = NULL;
- float bestvalue = 99999999999;
+ float bestvalue = FLOAT_MAX;
entity des = it;
- for(float radius = 0; radius < 1500 && !found; radius += 500)
+ for (float radius = 500; radius <= 1500 && !found; radius += 500)
{
FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
{
if (navigation_goalrating_timeout(this))
{
+ // role: offense
navigation_goalrating_start(this);
- havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
+ havocbot_goalrating_enemyplayers(this, 10000, this.origin, 650);
havocbot_goalrating_ast_targets(this, 20000);
- havocbot_goalrating_items(this, 15000, this.origin, 10000);
+ havocbot_goalrating_items(this, 30000, this.origin, 10000);
navigation_goalrating_end(this);
navigation_goalrating_timeout_set(this);
if (navigation_goalrating_timeout(this))
{
+ // role: defense
navigation_goalrating_start(this);
- havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
+ havocbot_goalrating_enemyplayers(this, 10000, this.origin, 3000);
havocbot_goalrating_ast_targets(this, 20000);
- havocbot_goalrating_items(this, 15000, this.origin, 10000);
+ havocbot_goalrating_items(this, 30000, this.origin, 10000);
navigation_goalrating_end(this);
navigation_goalrating_timeout_set(this);
{
case HAVOCBOT_AST_ROLE_DEFENSE:
this.havocbot_role = havocbot_role_ast_defense;
- this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
this.havocbot_role_timeout = 0;
break;
case HAVOCBOT_AST_ROLE_OFFENSE:
this.havocbot_role = havocbot_role_ast_offense;
- this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
this.havocbot_role_timeout = 0;
break;
}