]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/bot.qc
Merge branch 'master' into terencehill/bot_waypoints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / bot.qc
index 3b9dd7c60ccd8a5b878bb9a01a5e3e2b4a91442c..b3395c671ff383bb980ba3a832860c864ce37696 100644 (file)
@@ -74,7 +74,7 @@ void bot_think(entity this)
 
        if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
        {
-               this.movement = '0 0 0';
+               CS(this).movement = '0 0 0';
                this.bot_nextthink = time + 0.5;
                return;
        }
@@ -94,7 +94,7 @@ void bot_think(entity this)
        // (simulated network latency + naturally delayed reflexes)
        //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
        // minimum ping 20+10 random
-       this.ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
+       CS(this).ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
        // skill 10 = ping 0.2 (adrenaline)
        // skill 0 = ping 0.7 (slightly drunk)
 
@@ -113,7 +113,7 @@ void bot_think(entity this)
        if (time < game_starttime)
        {
                // block the bot during the countdown to game start
-               this.movement = '0 0 0';
+               CS(this).movement = '0 0 0';
                this.bot_nextthink = game_starttime;
                return;
        }
@@ -121,7 +121,7 @@ void bot_think(entity this)
        // if dead, just wait until we can respawn
        if (IS_DEAD(this))
        {
-               this.movement = '0 0 0';
+               CS(this).movement = '0 0 0';
                if (this.deadflag == DEAD_DEAD)
                {
                        PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn