23#define SUPERBOT (skill > 100)
84#define IN_LAVA(pos) (_content_type = pointcontents(pos), (_content_type == CONTENT_LAVA || _content_type == CONTENT_SLIME))
85#define IN_LIQUID(pos) (_content_type = pointcontents(pos), (_content_type == CONTENT_WATER || _content_type == CONTENT_LAVA || _content_type == CONTENT_SLIME))
86#define SUBMERGED(pos) IN_LIQUID(pos + autocvar_sv_player_viewoffset)
87#define WETFEET(pos) IN_LIQUID(pos + eZ * (m1.z + 1))
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
const int AI_STATUS_JETPACK_LANDING
const int AI_STATUS_ATTACKING
const int AI_STATUS_OUT_JUMPPAD
const int AI_STATUS_JETPACK_FLYING
bool bot_fixcount(bool multiple_per_frame)
void bot_custom_weapon_priority_setup()
float totalfrags_lastcheck
float autoskill_nextthink
const int AI_STATUS_RUNNING
const int AI_STATUS_DANGER_AHEAD
float bot_rangepreference
string playermodel_freeme
float botframe_spawnedwaypoints
void bot_think(entity this)
void autoskill(float factor)
const int AI_STATUS_WAYPOINT_PERSONAL_LINKING
float bot_pickupbasevalue
void bot_calculate_stepheightvec()
float botframe_nextdangertime
const int AI_STATUS_ROAMING
bool bot_pickup_respawning
void bot_setnameandstuff(entity this)
void bot_removefromlargestteam()
void bot_clientdisconnect(entity this)
float bot_strategytoken_taken
float bot_preferredcolors
void bot_clientconnect(entity this)
const int AI_STATUS_WAYPOINT_PERSONAL_REACHED
const int AI_STATUS_WAYPOINT_PERSONAL_GOING
const int AI_STATUS_OUT_WATER
const int AI_STATUS_STUCK
void bot_relinkplayerlist()
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void havocbot_setupbot(entity this)