void havocbot_chooseenemy(entity this)
{
- entity head, best, head2;
- float rating, bestrating, hf;
- vector eye, v;
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
{
this.enemy = NULL;
if (time < this.havocbot_chooseenemy_finished)
return;
this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
- eye = this.origin + this.view_ofs;
- best = NULL;
- bestrating = 100000000;
- head = head2 = findchainfloat(bot_attack, true);
+ vector eye = this.origin + this.view_ofs;
+ entity best = NULL;
+ float bestrating = 100000000;
// Backup hit flags
- hf = this.dphitcontentsmask;
+ int hf = this.dphitcontentsmask;
// Search for enemies, if no enemy can be seen directly try to look through transparent objects
{
scan_secondary_targets = false;
LABEL(scan_targets)
- for( ; head; head = head.chain)
+ IL_EACH(g_bot_targets, it.bot_attack,
{
if(!scan_secondary_targets)
{
- if(head.classname == "misc_breakablemodel")
+ if(it.classname == "misc_breakablemodel")
{
have_secondary_targets = true;
continue;
}
}
- else
- {
- if(head.classname != "misc_breakablemodel")
- continue;
- }
+ else if(it.classname != "misc_breakablemodel")
+ continue;
- v = (head.absmin + head.absmax) * 0.5;
- rating = vlen(v - eye);
- if (rating<autocvar_bot_ai_enemydetectionradius)
+ vector v = (it.absmin + it.absmax) * 0.5;
+ float rating = vlen2(v - eye);
+ if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
if (bestrating > rating)
- if (bot_shouldattack(this, head))
+ if (bot_shouldattack(this, it))
{
traceline(eye, v, true, this);
- if (trace_ent == head || trace_fraction >= 1)
+ if (trace_ent == it || trace_fraction >= 1)
{
- best = head;
+ best = it;
bestrating = rating;
}
}
- }
+ });
if(!best && have_secondary_targets && !scan_secondary_targets)
{
scan_secondary_targets = true;
// restart the loop
- head = head2;
bestrating = 100000000;
goto scan_targets;
}
// Set flags to see through transparent objects
this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
- head = head2;
scan_transparent = true;
}