* Globals and Fields
*/
-const int AI_STATUS_ROAMING = BIT(0); // Bot is just crawling the map. No enemies at sight
-const int AI_STATUS_ATTACKING = BIT(1); // There are enemies at sight
-const int AI_STATUS_RUNNING = BIT(2); // Bot is bunny hopping
-const int AI_STATUS_DANGER_AHEAD = BIT(3); // There is lava/slime/trigger_hurt ahead
-const int AI_STATUS_OUT_JUMPPAD = BIT(4); // Trying to get out of a "vertical" jump pad
-const int AI_STATUS_OUT_WATER = BIT(5); // Trying to get out of water
-const int AI_STATUS_WAYPOINT_PERSONAL_LINKING = BIT(6); // Waiting for the personal waypoint to be linked
-const int AI_STATUS_WAYPOINT_PERSONAL_GOING = BIT(7); // Going to a personal waypoint
-const int AI_STATUS_WAYPOINT_PERSONAL_REACHED = BIT(8); // Personal waypoint reached
-const int AI_STATUS_JETPACK_FLYING = BIT(9);
-const int AI_STATUS_JETPACK_LANDING = BIT(10);
-const int AI_STATUS_STUCK = BIT(11); // Cannot reach any goal
-
-.float isbot; // true if this client is actually a bot
+const int AI_STATUS_ROAMING = BIT(0); // Bot is just crawling the map. No enemies at sight
+const int AI_STATUS_ATTACKING = BIT(1); // There are enemies at sight
+const int AI_STATUS_RUNNING = BIT(2); // Bot is bunny hopping
+const int AI_STATUS_DANGER_AHEAD = BIT(3); // There is lava/slime/trigger_hurt ahead
+const int AI_STATUS_OUT_JUMPPAD = BIT(4); // Trying to get out of a "vertical" jump pad
+const int AI_STATUS_OUT_WATER = BIT(5); // Trying to get out of water
+const int AI_STATUS_WAYPOINT_PERSONAL_LINKING = BIT(6); // Waiting for the personal waypoint to be linked
+const int AI_STATUS_WAYPOINT_PERSONAL_GOING = BIT(7); // Going to a personal waypoint
+const int AI_STATUS_WAYPOINT_PERSONAL_REACHED = BIT(8); // Personal waypoint reached
+const int AI_STATUS_JETPACK_FLYING = BIT(9);
+const int AI_STATUS_JETPACK_LANDING = BIT(10);
+const int AI_STATUS_STUCK = BIT(11); // Cannot reach any goal
+
+.bool isbot; // true if this client is actually a bot
.int aistatus;
// Skill system
.float bot_pickup;
.float bot_pickupbasevalue;
+.bool bot_pickup_respawning;
.float bot_canfire;
.float bot_strategytime;
float botframe_nextthink;
float botframe_nextdangertime;
float bot_cvar_nextthink;
-float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
+
+int _content_type;
+#define IN_LAVA(pos) (_content_type = pointcontents(pos), (_content_type == CONTENT_LAVA || _content_type == CONTENT_SLIME))
+#define IN_LIQUID(pos) (_content_type = pointcontents(pos), (_content_type == CONTENT_WATER || _content_type == CONTENT_LAVA || _content_type == CONTENT_SLIME))
+#define SUBMERGED(pos) IN_LIQUID(pos + autocvar_sv_player_viewoffset)
+#define WETFEET(pos) IN_LIQUID(pos + eZ * (m1.z + 1))
/*
* Functions