#pragma once #include #include #include const int WAYPOINTFLAG_GENERATED = BIT(23); const int WAYPOINTFLAG_ITEM = BIT(22); const int WAYPOINTFLAG_TELEPORT = BIT(21); // teleports, warpzones and jumppads const int WAYPOINTFLAG_NORELINK = BIT(20); const int WAYPOINTFLAG_PERSONAL = BIT(19); const int WAYPOINTFLAG_PROTECTED = BIT(18); // Useless WP detection never kills these. const int WAYPOINTFLAG_USEFUL = BIT(17); // Useless WP detection temporary flag. const int WAYPOINTFLAG_DEAD_END = BIT(16); // Useless WP detection temporary flag. const int WAYPOINTFLAG_LADDER = BIT(15); entity kh_worldkeylist; .entity kh_worldkeynext; float bot_custom_weapon; float bot_weapons_close[Weapons_MAX]; float bot_weapons_far[Weapons_MAX]; float bot_weapons_mid[Weapons_MAX]; float skill; .float bot_tracewalk_time; .float bot_attack; .float bot_dodgerating; .float bot_dodge; .float bot_forced_team; .float bot_moveskill; // moving technique .float bot_pickup; .float(entity player, entity item) bot_pickupevalfunc; .string cleanname; .float havocbot_role_timeout; .void(entity this) havocbot_role; .void(entity this) havocbot_previous_role; .float isbot; // true if this client is actually a bot .float lastteleporttime; .vector lastteleport_origin; .float navigation_hasgoals; .float nearestwaypointtimeout; .entity nearestwaypoint; .float speed; .entity wp00, wp01, wp02, wp03, wp04, wp05, wp06, wp07, wp08, wp09, wp10, wp11, wp12, wp13, wp14, wp15; .entity wp16, wp17, wp18, wp19, wp20, wp21, wp22, wp23, wp24, wp25, wp26, wp27, wp28, wp29, wp30, wp31; .float wp00mincost, wp01mincost, wp02mincost, wp03mincost, wp04mincost, wp05mincost, wp06mincost, wp07mincost; .float wp08mincost, wp09mincost, wp10mincost, wp11mincost, wp12mincost, wp13mincost, wp14mincost, wp15mincost; .float wp16mincost, wp17mincost, wp18mincost, wp19mincost, wp20mincost, wp21mincost, wp22mincost, wp23mincost; .float wp24mincost, wp25mincost, wp26mincost, wp27mincost, wp28mincost, wp29mincost, wp30mincost, wp31mincost; .float wpconsidered; .float wpcost; .float wphardwired; .int wpflags; bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, float applygravity); void bot_clientconnect(entity this); void bot_clientdisconnect(entity this); void bot_cmdhelp(string scmd); void bot_endgame(); bool bot_fixcount(); void bot_list_commands(); void bot_queuecommand(entity bot, string cmdstring); void bot_clear(entity this); void bot_relinkplayerlist(); void bot_resetqueues(); void bot_serverframe(); bool bot_shouldattack(entity this, entity e); void bot_think(entity this); entity find_bot_by_name(string name); entity find_bot_by_number(float number); void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius); void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius); void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius); bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, entity item, vector item_org); vector havocbot_middlepoint; float havocbot_middlepoint_radius; float havocbot_symmetry_axis_m; float havocbot_symmetry_axis_q; float havocbot_symmetry_origin_order; .float goalentity_lock_timeout; .float ignoregoaltime; .entity ignoregoal; .entity bot_basewaypoint; .bool navigation_dynamicgoal; void navigation_dynamicgoal_init(entity this, bool initially_static); void navigation_dynamicgoal_set(entity this); void navigation_dynamicgoal_unset(entity this); entity navigation_findnearestwaypoint(entity ent, float walkfromwp); void navigation_goalrating_end(entity this); void navigation_goalrating_start(entity this); void navigation_goalrating_timeout_set(entity this); void navigation_goalrating_timeout_force(entity this); void navigation_goalrating_timeout_expire(entity this, float seconds); bool navigation_goalrating_timeout(entity this); bool navigation_goalrating_timeout_can_be_anticipated(entity this); void navigation_markroutes(entity this, entity fixed_source_waypoint); void navigation_markroutes_inverted(entity fixed_source_waypoint); void navigation_routerating(entity this, entity e, float f, float rangebias); vector get_closer_dest(entity ent, vector org); void set_tracewalk_dest(entity ent, vector org, bool fix_player_dest); vector set_tracewalk_dest_2(entity ent, vector org); bool tracewalk(entity e, vector start, vector m1, vector m2, vector end, float end_height, float movemode); void waypoint_remove_fromeditor(entity pl); void waypoint_remove(entity wp); void waypoint_saveall(); void waypoint_schedulerelinkall(); void waypoint_schedulerelink(entity wp); void waypoint_spawnforitem(entity e); void waypoint_spawnforitem_force(entity e, vector org); void waypoint_spawnforteleporter(entity e, vector destination, float timetaken, entity tracetest_ent); void waypoint_spawnforteleporter_wz(entity e, vector org, vector destination, float timetaken, vector down_dir, entity tracetest_ent); void waypoint_spawn_fromeditor(entity pl); entity waypoint_spawn(vector m1, vector m2, float f); void waypoint_unreachable(entity pl);