#include "../../race.qh"
#include <common/t_items.qh>
-#include "../../mutators/_all.qh"
+#include "../../mutators/_mod.qh"
#include "../../weapons/accuracy.qh"
#include <common/physics/player.qh>
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/mapinfo.qh>
#include <common/teams.qh>
#include <common/util.qh>
-#include <common/weapons/all.qh>
+#include <server/scores_rules.qh>
+
+#include <common/weapons/_all.qh>
#include <lib/csqcmodel/sv_model.qh>
if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
{
+ this.movement = '0 0 0';
this.bot_nextthink = time + 0.5;
return;
}
// if dead, just wait until we can respawn
if (IS_DEAD(this))
{
+ this.movement = '0 0 0';
if (this.deadflag == DEAD_DEAD)
{
PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
break;
}
));
- RandomSelection_Add(NULL, 0, readfile, 1, prio);
+ RandomSelection_AddString(readfile, 1, prio);
}
readfile = RandomSelection_chosen_string;
fclose(file);
int bestcount = 0;
int bcount = 0;
- FOREACH_ENTITY_FLOAT(isbot, true,
+ FOREACH_CLIENT(it.isbot,
{
++bcount;
entity best = NULL;
int bcount = 0;
- FOREACH_ENTITY_FLOAT(isbot, true,
+ FOREACH_CLIENT(it.isbot,
{
++bcount;
void bot_serverframe()
{
- if (intermission_running)
+ if (gameover)
return;
if (time < 2)