vector pm1 = ent.origin + ent.mins;
vector pm2 = ent.origin + ent.maxs;
- if (autocvar_g_waypointeditor && !IS_BOT_CLIENT(ent))
+ if (waypointeditor_enabled && !IS_BOT_CLIENT(ent))
{
// this code allows removing waypoints in the air and seeing jumppad/telepport waypoint links
// FIXME it causes a bug where a waypoint spawned really close to another one (max 16 qu)
}
else
{
- if(autocvar_g_waypointeditor && e.nearestwaypointtimeout >= 0 && time > e.nearestwaypointtimeout)
+ if(waypointeditor_enabled && e.nearestwaypointtimeout >= 0 && time > e.nearestwaypointtimeout)
e.nearestwaypoint = NULL;
if ((!e.nearestwaypoint || e.navigation_dynamicgoal)
if(e.navigation_dynamicgoal)
e.nearestwaypointtimeout = time + 2;
- else if(autocvar_g_waypointeditor)
+ else if(waypointeditor_enabled)
e.nearestwaypointtimeout = time + 3 + random() * 2;
}
nwp = e.nearestwaypoint;
if(nearest_wp && nearest_wp.enemy && !(nearest_wp.enemy.wpflags & WPFLAGMASK_NORELINK))
{
// often path can be optimized by not adding the nearest waypoint
- if (this.goalentity.navigation_dynamicgoal || autocvar_g_waypointeditor)
+ if (this.goalentity.navigation_dynamicgoal || waypointeditor_enabled)
{
if (nearest_wp.enemy.wpcost < autocvar_bot_ai_strategyinterval_movingtarget)
{