float weapon_pickupevalfunc(entity player, entity item)
{
float c;
+ int rating = item.bot_pickupbasevalue;
// See if I have it already
if(player.weapons & item.weapons)
c = 0;
else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
{
+ if (rating > 0)
+ rating = BOT_PICKUP_RATING_LOW * 0.5 * (1 + rating / BOT_PICKUP_RATING_HIGH);
// Skilled bots will grab more
- c = bound(0, skill / 10, 1) * 0.5;
+ c = 1 + bound(0, skill / 10, 1) * 0.5;
}
else
c = 0;
}
if (missing < 3 && best_ratio)
- return (BOT_PICKUP_RATING_HIGH - ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * best_ratio )) * c;
+ c = c - best_ratio * 0.3;
}
- return item.bot_pickupbasevalue * c;
+ return rating * c;
}
float commodity_pickupevalfunc(entity player, entity item)