#include "../../antilag.qh"
#include <common/constants.qh>
+#include <common/debug.qh>
#include <common/net_linked.qh>
#include <common/physics/player.qh>
entity e2 = navigation_findnearestwaypoint(pl, false);
if(!e2)
{
- LOG_INFOF("Can't find any waypoint nearby\n");
+ LOG_INFO("Can't find any waypoint nearby\n");
return;
}
// spawn only one destination waypoint for teleports teleporting player to the exact same spot
// otherwise links loaded from file would be applied only to the first destination
// waypoint since link format doesn't specify waypoint entities but just positions
- if((f & WAYPOINTFLAG_GENERATED) && !(f & WAYPOINTFLAG_NORELINK) && m1 == m2)
+ if((f & WAYPOINTFLAG_GENERATED) && !(f & (WAYPOINTFLAG_NORELINK | WAYPOINTFLAG_PERSONAL)) && m1 == m2)
{
IL_EACH(g_waypoints, boxesoverlap(m1, m2, it.absmin, it.absmax),
{
}
// automatically create missing waypoints
-.entity botframe_autowaypoints_lastwp0, botframe_autowaypoints_lastwp1;
void botframe_autowaypoints_fix(entity p, float walkfromwp, .entity fld)
{
float r = botframe_autowaypoints_fix_from(p, walkfromwp, p.(fld), fld);
});
}
+//.entity botframe_autowaypoints_lastwp0;
+.entity botframe_autowaypoints_lastwp1;
void botframe_autowaypoints()
{
FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && !IS_DEAD(it), {