]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/havocbot/havocbot.qc
Merge remote branch 'origin/fruitiex/bots'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / havocbot / havocbot.qc
index 41b3d66d094f6cd0dd88b5650cf4184cf8c1f0a5..f71df778dad283a245f63a2ade567cad9e9f9d72 100644 (file)
@@ -21,7 +21,8 @@ void havocbot_ai()
                }
                else
                {
-                       self.havocbot_role();
+                       if not(self.jumppadcount)
+                               self.havocbot_role();
                }
 
                // TODO: tracewalk() should take care of this job (better path finding under water)
@@ -80,7 +81,7 @@ void havocbot_ai()
        havocbot_chooseenemy();
        if (self.bot_chooseweapontime < time )
        {
-               self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
+               self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
                havocbot_chooseweapon();
        }
        havocbot_aim();
@@ -93,7 +94,7 @@ void havocbot_ai()
                if(self.weapons)
                {
                        weapon_action(self.weapon, WR_AIM);
-                       if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
+                       if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
                        {
                                self.BUTTON_ATCK = FALSE;
                                self.BUTTON_ATCK2 = FALSE;
@@ -128,7 +129,7 @@ void havocbot_ai()
                        next = self.goalstack01.origin - (self.origin + self.view_ofs);
 
                skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
-               distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
+               distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
                blend = skillblend * (1-distanceblend);
                //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
                //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
@@ -154,7 +155,7 @@ void havocbot_keyboard_movement(vector destorg)
 
        sk = skill + self.bot_moveskill;
 
-       maxspeed = cvar("sv_maxspeed");
+       maxspeed = autocvar_sv_maxspeed;
 
        if (time < self.havocbot_keyboardtime)
                return;
@@ -169,7 +170,7 @@ void havocbot_keyboard_movement(vector destorg)
 
        local float trigger, trigger1;
        blend = bound(0,sk*0.1,1);
-       trigger = cvar("bot_ai_keyboard_treshold");
+       trigger = autocvar_bot_ai_keyboard_treshold;
        trigger1 = 0 - trigger;
 
        // categorize forward movement
@@ -216,7 +217,7 @@ void havocbot_keyboard_movement(vector destorg)
        if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
 
        keyboard = self.havocbot_keyboard;
-       blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
+       blend = bound(0,vlen(destorg-self.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
        //dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
        self.movement = self.movement + (keyboard - self.movement) * blend;
 };
@@ -227,18 +228,20 @@ void havocbot_bunnyhop(vector dir)
        local vector deviation;
        local float maxspeed;
 
-       if(cvar("g_midair"))
+       if(autocvar_g_midair)
                return;
 
        // Don't jump when using some weapons
+       /*
        if(self.aistatus & AI_STATUS_ATTACKING)
-       if(self.weapon & WEP_CAMPINGRIFLE)
+       if(self.weapon == WEP_SNIPERRIFLE)
                return;
 
        if(self.goalcurrent.classname == "player")
                return;
+       */
 
-       maxspeed = cvar("sv_maxspeed");
+       maxspeed = autocvar_sv_maxspeed;
 
        if(self.aistatus & AI_STATUS_DANGER_AHEAD)
        {
@@ -274,7 +277,7 @@ void havocbot_bunnyhop(vector dir)
                        if(self.bot_timelastseengoal)
                        {
                                // for a period of time
-                               if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
+                               if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
                                {
                                        local float checkdistance;
                                        checkdistance = TRUE;
@@ -282,7 +285,7 @@ void havocbot_bunnyhop(vector dir)
                                        // don't run if it is too close
                                        if(self.bot_canruntogoal==0)
                                        {
-                                               if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
+                                               if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
                                                        self.bot_canruntogoal = 1;
                                                else
                                                        self.bot_canruntogoal = -1;
@@ -305,7 +308,7 @@ void havocbot_bunnyhop(vector dir)
                                                if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
                                                if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
                                                {
-                                                       if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
+                                                       if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > autocvar_bot_ai_bunnyhop_startdistance)
                                                        if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
                                                        {
                                                                checkdistance = FALSE;
@@ -316,7 +319,7 @@ void havocbot_bunnyhop(vector dir)
                                        if(checkdistance)
                                        {
                                                self.aistatus &~= AI_STATUS_RUNNING;
-                                               if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
+                                               if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
                                                        self.BUTTON_JUMP = TRUE;
                                        }
                                        else
@@ -337,6 +340,7 @@ void havocbot_bunnyhop(vector dir)
        }
 
        // Release jump button
+       if(!cvar("sv_pogostick"))
        if(self.flags & FL_ONGROUND == 0)
        {
                if(self.velocity_z < 0 || vlen(self.velocity)<maxspeed)
@@ -379,7 +383,7 @@ void havocbot_movetogoal()
        //if (self.goalentity)
        //      te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
        self.movement = '0 0 0';
-       maxspeed = cvar("sv_maxspeed");
+       maxspeed = autocvar_sv_maxspeed;
 
        // Jetpack navigation
        if(self.goalcurrent)
@@ -414,7 +418,7 @@ void havocbot_movetogoal()
                        dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
                        d = vlen(dxy);
                        v = vlen(self.velocity -  self.velocity_z * '0 0 1');
-                       db = (pow(v,2) / (cvar("g_jetpack_acceleration_side") * 2)) + 100;
+                       db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
                //      dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
                        if(d < db || d < 500)
                        {
@@ -452,14 +456,7 @@ void havocbot_movetogoal()
        // Handling of jump pads
        if(self.jumppadcount)
        {
-               if(self.flags & FL_ONGROUND)
-               {
-                       self.jumppadcount = FALSE;
-                       if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
-                               self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
-               }
-
-               // If got stuck on the jump pad try to reach the farther visible item
+               // If got stuck on the jump pad try to reach the farthest visible item
                if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
                {
                        if(fabs(self.velocity_z)<50)
@@ -491,7 +488,7 @@ void havocbot_movetogoal()
                                if(newgoal)
                                {
                                        self.ignoregoal = self.goalcurrent;
-                                       self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
+                                       self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
                                        navigation_clearroute();
                                        navigation_routetogoal(newgoal, self.origin);
                                        self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
@@ -507,11 +504,20 @@ void havocbot_movetogoal()
                                local float threshold;
                                threshold = maxspeed * 0.2;
                                if(fabs(self.velocity_x) < threshold  &&  fabs(self.velocity_y) < threshold)
+                               {
+                                       dprint("Warning: ", self.netname, " got stuck on a jumppad, trying to get out of it now\n");
                                        self.aistatus |= AI_STATUS_OUT_JUMPPAD;
+                               }
                                return;
                        }
+
+                       // Don't chase players while using a jump pad
+                       if(self.goalcurrent.classname=="player" || self.goalstack01.classname=="player")
+                               return;
                }
        }
+       else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
+               self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
 
        // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
        if(skill>6)
@@ -559,7 +565,7 @@ void havocbot_movetogoal()
 
                        return;
                }
-               else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
+               else if(self.health>autocvar_g_balance_rocketlauncher_damage*0.5)
                {
                        if(self.velocity_z < 0)
                        if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
@@ -579,7 +585,7 @@ void havocbot_movetogoal()
                                self.switchweapon = WEP_ROCKET_LAUNCHER;
                                self.v_angle_x = 90;
                                self.BUTTON_ATCK = TRUE;
-                               self.rocketjumptime = time + cvar("g_balance_rocketlauncher_detonatedelay");
+                               self.rocketjumptime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
                                return;
                        }
                }
@@ -702,7 +708,7 @@ void havocbot_movetogoal()
                                if(self.facingwalltime && time > self.facingwalltime)
                                {
                                        self.ignoregoal = self.goalcurrent;
-                                       self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
+                                       self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
                                        self.bot_strategytime = 0;
                                        return;
                                }
@@ -726,7 +732,7 @@ void havocbot_movetogoal()
                        // (only when the bot is on the ground or jumping intentionally)
                        self.aistatus &~= AI_STATUS_DANGER_AHEAD;
 
-                       if(trace_fraction == 1)
+                       if(trace_fraction == 1 && self.jumppadcount == 0)
                        if(self.flags & FL_ONGROUND || self.aistatus & AI_STATUS_RUNNING || self.BUTTON_JUMP == TRUE)
                        {
                                // Look downwards
@@ -808,10 +814,10 @@ void havocbot_movetogoal()
        // Bunnyhop!
 //     if(self.aistatus & AI_STATUS_ROAMING)
        if(self.goalcurrent)
-       if(skill+self.bot_moveskill >= cvar("bot_ai_bunnyhop_skilloffset"))
+       if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
                havocbot_bunnyhop(dir);
 
-       if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
+       if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
        if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=TRUE;
        if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill+self.bot_dodgeskill,10);
 };
@@ -821,7 +827,7 @@ void havocbot_chooseenemy()
        local entity head, best, head2;
        local float rating, bestrating, i, f;
        local vector eye, v;
-       if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
+       if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
        {
                self.enemy = world;
                return;
@@ -847,7 +853,7 @@ void havocbot_chooseenemy()
                        if (self.health > 30)
                        {
                                // remain tracking him for a shot while (case he went after a small corner or pilar
-                               self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
+                               self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
                                return;
                        }
                        // enemy isn't visible, or is far away, or we're injured severely
@@ -858,7 +864,7 @@ void havocbot_chooseenemy()
        }
        if (time < self.havocbot_chooseenemy_finished)
                return;
-       self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
+       self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
        eye = self.origin + self.view_ofs;
        best = world;
        bestrating = 100000000;
@@ -871,7 +877,7 @@ void havocbot_chooseenemy()
                {
                        v = (head.absmin + head.absmax) * 0.5;
                        rating = vlen(v - eye);
-                       if (rating<cvar("bot_ai_enemydetectionradius"))
+                       if (rating<autocvar_bot_ai_enemydetectionradius)
                        if (bestrating > rating)
                        if (bot_shouldattack(head))
                        {
@@ -887,7 +893,7 @@ void havocbot_chooseenemy()
 
                // I want to do a second scan if no enemy was found or I don't have weapons
                // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
-               if(best || self.weapons) // || self.weapon == WEP_CAMPINGRIFLE
+               if(best || self.weapons) // || self.weapon == WEP_SNIPERRIFLE
                        break;
                if(i)
                        break;
@@ -941,34 +947,18 @@ void havocbot_chooseweapon()
                return;
 
        // Workaround for rifle reloading (..)
-       if(self.weapon == WEP_CAMPINGRIFLE)
-       if(i < cvar("g_balance_campingrifle_reloadtime") + 1)
+       if(self.weapon == WEP_SNIPERRIFLE)
+       if(i < autocvar_g_balance_sniperrifle_reloadtime + 1)
                return;
 
        local float w;
-       local float rocket  ; rocket   =-1000;
-       local float nex     ; nex      =-1000;
-       local float hagar   ; hagar    =-1000;
-       local float grenade ; grenade  =-1000;
-       local float mine    ; mine     =-1000;
-       local float electro ; electro  =-1000;
-       local float crylink ; crylink  =-1000;
-       local float uzi     ; uzi      =-1000;
-       local float shotgun ; shotgun  =-1000;
-       local float campingrifle ; campingrifle  =-1000;
-       local float laser   ; laser    =-1000;
-       local float minstanex ; minstanex =-1000;
-       local float bestscore; bestscore = 0;
-       local float bestweapon; bestweapon=self.switchweapon;
        local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
-       local float maxdelaytime=0.5;
-       local float spreadpenalty=10;
 
        // Should it do a weapon combo?
        local float af, ct, combo_time, combo;
 
        af = ATTACK_FINISHED(self);
-       ct = cvar("bot_ai_weapon_combo_threshold");
+       ct = autocvar_bot_ai_weapon_combo_threshold;
 
        // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
        // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
@@ -976,7 +966,7 @@ void havocbot_chooseweapon()
 
        combo = FALSE;
 
-       if(cvar("bot_ai_weapon_combo"))
+       if(autocvar_bot_ai_weapon_combo)
        if(self.weapon == self.lastfiredweapon)
        if(af > combo_time)
        {
@@ -1026,142 +1016,6 @@ void havocbot_chooseweapon()
                        }
                }
        }
-
-#ifdef 0
-       // TODO: This disabled code is not working well and got replaced by custom weapon priorities.
-       // However, this logic should be refactored and moved to weapons code so each new weapon can be
-       // evaluated dynamically by bots without updating the "ai" or config files.     --mand1nga
-       float s, distancefromfloor, currentscore;
-
-
-       // Formula:
-       //      (Damage/Sec * Weapon spefic change to get that damage)
-       //      *(Time to get to target * weapon specfic hitchange bonus) / (in a time of maxdelaytime)
-       //      *(Spread change of hit) // if it applies
-       //      *(Penality for target beeing in air)
-       // %weaponaddpoint
-
-       traceline(self.enemy.origin,self.enemy.origin-'0 0 1000',TRUE,world);
-       distancefromfloor = self.enemy.origin_z - trace_endpos_z;
-
-       if (client_hasweapon(self, WEP_MINSTANEX, TRUE, FALSE))
-               minstanex = (1000/cvar("g_balance_minstanex_refire")*1.0)
-                       * (0.5);
-
-       if (client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE)  &&
-               !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ROCKET_LAUNCHER &&
-                       af > combo_time
-               )
-       )
-               rocket = (cvar("g_balance_rocketlauncher_damage")/cvar("g_balance_rocketlauncher_refire")*0.75)
-                       * bound(0,(cvar("g_balance_rocketlauncher_speed")/distance*maxdelaytime),1)*1.5;
-
-       if (client_hasweapon(self, WEP_NEX, TRUE, FALSE)  &&
-               !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_NEX &&
-                       af > combo_time
-               )
-       )
-               nex = (cvar("g_balance_nex_damage")/cvar("g_balance_nex_refire")*1.0)
-                       * (0.5);
-
-       if (client_hasweapon(self, WEP_HAGAR, TRUE, FALSE) ) // &&
-       //      !( cvar("bot_ai_weapon_combo") && self.weapon == WEP_HAGAR &&  time < self.bot_lastshot + cvar("g_balance_hagar_primary_refire") ))
-               hagar = (cvar("g_balance_hagar_primary_damage")/cvar("g_balance_hagar_primary_refire")*1.0)
-                       * bound(0,(cvar("g_balance_hagar_primary_speed")/distance*maxdelaytime),1)*0.2;
-
-       if (client_hasweapon(self, WEP_GRENADE_LAUNCHER, TRUE, FALSE) &&
-               !(
-                       cvar("bot_ai_weapon_combo") && self.weapon == WEP_GRENADE_LAUNCHER &&
-                       af > combo_time
-               )
-       )
-               grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
-                       * bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
-
-       if (client_hasweapon(self, WEP_MINE_LAYER, TRUE, FALSE) &&
-               !(
-                       cvar("bot_ai_weapon_combo") && self.weapon == WEP_MINE_LAYER &&
-                       af > combo_time
-               )
-       )
-               mine = (cvar("g_balance_minelayer_damage")/cvar("g_balance_minelayer_refire")*1.0)
-                       * bound(0,(cvar("g_balance_minelayer_speedstart")/distance*maxdelaytime),1)*1.1;
-
-       if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
-               !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
-                       af > combo_time
-               )
-       )
-               electro = (cvar("g_balance_electro_primary_damage")/cvar("g_balance_electro_primary_refire")*0.75)
-                       * bound(0,(cvar("g_balance_electro_primary_speed")/distance*maxdelaytime),1)*1.0;
-
-       if (client_hasweapon(self, WEP_CRYLINK, TRUE, FALSE) ) // &&
-       //      !( self.weapon == WEP_CRYLINK &&  time < self.bot_lastshot + cvar("g_balance_crylink_primary_refire") ))
-               crylink = (cvar("g_balance_crylink_primary_damage")/cvar("g_balance_crylink_primary_refire")*1.0)
-                       * bound(0,(cvar("g_balance_crylink_primary_speed")/distance*maxdelaytime),1)*(64/(32+cvar("g_balance_crylink_primary_spread")*distance))*1.0;
-
-       if (client_hasweapon(self, WEP_UZI, TRUE, FALSE) ) // &&
-       //      !( self.weapon == WEP_UZI &&  time < self.bot_lastshot + cvar("g_balance_uzi_sustained_refire") ))
-               uzi = (cvar("g_balance_uzi_sustained_damage")/cvar("g_balance_uzi_sustained_refire")*1.0)
-                       * bound(0,32/(32+cvar("g_balance_uzi_sustained_spread")*distance),1);
-
-       if (client_hasweapon(self, WEP_SHOTGUN, TRUE, FALSE) &&
-               !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_SHOTGUN &&
-                       af > combo_time
-               )
-       )
-               shotgun = (cvar("g_balance_shotgun_primary_damage")*cvar("g_balance_shotgun_primary_bullets")/cvar("g_balance_shotgun_primary_refire")*1.0)
-                       * bound(0,32/(32+cvar("g_balance_shotgun_primary_spread")*distance),1);
-
-       if (client_hasweapon(self, WEP_LASER, FALSE, FALSE) &&
-               !(      cvar("bot_ai_weapon_combo") && self.weapon == WEP_LASER &&
-                       af > combo_time
-               )
-       )
-               laser = (cvar("g_balance_laser_primary_damage")/cvar("g_balance_laser_primary_refire")*1.0)
-                       * bound(0,cvar("g_balance_laser_primary_speed")/distance*maxdelaytime,1);
-
-       if((self.enemy.flags & FL_ONGROUND)==FALSE){
-               rocket = rocket   * (1.5-bound(0, distancefromfloor/cvar("g_balance_rocketlauncher_radius"         ),0.9)); //slight bigger change
-               grenade = grenade * (1.5-bound(0,distancefromfloor/cvar("g_balance_grenadelauncher_primary_radius"),0.95));
-               electro = electro * (1.5-bound(0,distancefromfloor/cvar("g_balance_electro_primary_radius"        ),0.95));
-               laser = laser     * (1.5-bound(0,distancefromfloor/cvar("g_balance_laser_primary_radius"                  ),0.95));
-       }
-       /*
-       dprint("Floor distance: ",ftos(distancefromfloor),"\n");
-       dprint("Rocket: " , ftos(rocket  ), "\n");
-       dprint("Nex: "    , ftos(nex     ), "\n");
-       dprint("Hagar: "  , ftos(hagar   ), "\n");
-       dprint("Grenade: ", ftos(grenade ), "\n");
-       dprint("Mine: "   , ftos(mine    ), "\n");
-       dprint("Electro: ", ftos(electro ), "\n");
-       dprint("Crylink: ", ftos(crylink ), "\n");
-       dprint("Uzi: "    , ftos(uzi     ), "\n");
-       dprint("Shotgun :", ftos(shotgun ), "\n");
-       dprint("Laser   :", ftos(laser   ), "\n\n");
-       */
-       currentscore = -1;
-       w = WEP_MINSTANEX        ;s = minstanex;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
-       w = WEP_ROCKET_LAUNCHER  ;s = rocket   ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
-       w = WEP_NEX              ;s = nex      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
-       w = WEP_HAGAR            ;s = hagar    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
-       w = WEP_GRENADE_LAUNCHER ;s = grenade  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
-       w = WEP_MINE_LAYER       ;s = mine     ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
-       w = WEP_ELECTRO          ;s = electro  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
-       w = WEP_CRYLINK          ;s = crylink  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
-       w = WEP_UZI              ;s = uzi      ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
-       w = WEP_SHOTGUN          ;s = shotgun  ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
-       w = WEP_LASER            ;s = laser    ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
-
-       // switch if the best weapon would provide a significant damage increase
-       if (bestscore > currentscore*1.5){
-               self.switchweapon = bestweapon;
-
-               // buys time for detonating the rocket. not tested yet
-               if ( cvar("bot_ai_weapon_combo") && bestweapon == WEP_ROCKET_LAUNCHER )
-                       self.bot_chooseweapontime += (distance  / cvar("g_balance_rocketlauncher_speed"));
-       }
-#endif
 };
 
 void havocbot_aim()
@@ -1333,7 +1187,6 @@ vector havocbot_dodge()
 {
        // LordHavoc: disabled because this is too expensive
        return '0 0 0';
-       /*
        local entity head;
        local vector dodge, v, n;
        local float danger, bestdanger, vl, d;
@@ -1346,7 +1199,7 @@ vector havocbot_dodge()
                if (head.owner != self)
                {
                        vl = vlen(head.velocity);
-                       if (vl > sv_maxspeed * 0.3)
+                       if (vl > autocvar_sv_maxspeed * 0.3)
                        {
                                n = normalize(head.velocity);
                                v = self.origin - head.origin;
@@ -1378,5 +1231,4 @@ vector havocbot_dodge()
                head = head.chain;
        }
        return dodge;
-       */
 };