]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Cleanse some uses of self in the bot code
authorMario <mario@smbclan.net>
Tue, 22 Mar 2016 09:55:38 +0000 (19:55 +1000)
committerMario <mario@smbclan.net>
Tue, 22 Mar 2016 09:55:38 +0000 (19:55 +1000)
16 files changed:
qcsrc/common/weapons/weapon/devastator.qc
qcsrc/common/weapons/weapon/minelayer.qc
qcsrc/server/bot/aim.qc
qcsrc/server/bot/aim.qh
qcsrc/server/bot/bot.qc
qcsrc/server/bot/bot.qh
qcsrc/server/bot/havocbot/havocbot.qc
qcsrc/server/bot/havocbot/havocbot.qh
qcsrc/server/bot/havocbot/roles.qc
qcsrc/server/bot/navigation.qc
qcsrc/server/bot/navigation.qh
qcsrc/server/bot/scripting.qc
qcsrc/server/bot/scripting.qh
qcsrc/server/bot/waypoints.qc
qcsrc/server/bot/waypoints.qh
qcsrc/server/mutators/events.qh

index e1c6ae1164de095a04a09f49616423ba89c7f9d3..5d963e52bc5eb80410e9ac1650e24c79721c6ec5 100644 (file)
@@ -465,7 +465,7 @@ METHOD(Devastator, wr_aim, void(entity thiswep))
                     selfdamage = selfdamage + d;
                 else if(targ.team == self.team && teamplay)
                     teamdamage = teamdamage + d;
-                else if(bot_shouldattack(targ))
+                else if(bot_shouldattack(self, targ))
                     enemydamage = enemydamage + d;
                 targ = targ.chain;
             }
index 520d293bea37d2aa7dfbfa28be476a0da79639c8..5ba8c92c7b520d43786a78a7140af8a7ee162c70 100644 (file)
@@ -444,7 +444,7 @@ METHOD(MineLayer, wr_aim, void(entity thiswep))
                     selfdamage = selfdamage + d;
                 else if(targ.team == self.team && teamplay)
                     teamdamage = teamdamage + d;
-                else if(bot_shouldattack(targ))
+                else if(bot_shouldattack(self, targ))
                     enemydamage = enemydamage + d;
                 targ = targ.chain;
             }
index 7202547fc0b8491a72619f510e89a7be2dedf3f8..75f1bb19097ee2cb19b0a3e8e202025d2f135b83 100644 (file)
@@ -89,172 +89,172 @@ float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, f
        return false;
 }
 
-void lag_update()
-{SELFPARAM();
-       if (self.lag1_time) if (time > self.lag1_time) {self.lag_func(self.lag1_time, self.lag1_float1, self.lag1_float2, self.lag1_entity1, self.lag1_vec1, self.lag1_vec2, self.lag1_vec3, self.lag1_vec4);self.lag1_time = 0;}
-       if (self.lag2_time) if (time > self.lag2_time) {self.lag_func(self.lag2_time, self.lag2_float1, self.lag2_float2, self.lag2_entity1, self.lag2_vec1, self.lag2_vec2, self.lag2_vec3, self.lag2_vec4);self.lag2_time = 0;}
-       if (self.lag3_time) if (time > self.lag3_time) {self.lag_func(self.lag3_time, self.lag3_float1, self.lag3_float2, self.lag3_entity1, self.lag3_vec1, self.lag3_vec2, self.lag3_vec3, self.lag3_vec4);self.lag3_time = 0;}
-       if (self.lag4_time) if (time > self.lag4_time) {self.lag_func(self.lag4_time, self.lag4_float1, self.lag4_float2, self.lag4_entity1, self.lag4_vec1, self.lag4_vec2, self.lag4_vec3, self.lag4_vec4);self.lag4_time = 0;}
-       if (self.lag5_time) if (time > self.lag5_time) {self.lag_func(self.lag5_time, self.lag5_float1, self.lag5_float2, self.lag5_entity1, self.lag5_vec1, self.lag5_vec2, self.lag5_vec3, self.lag5_vec4);self.lag5_time = 0;}
+void lag_update(entity this)
+{
+       if (this.lag1_time) if (time > this.lag1_time) {this.lag_func(this, this.lag1_time, this.lag1_float1, this.lag1_float2, this.lag1_entity1, this.lag1_vec1, this.lag1_vec2, this.lag1_vec3, this.lag1_vec4);this.lag1_time = 0;}
+       if (this.lag2_time) if (time > this.lag2_time) {this.lag_func(this, this.lag2_time, this.lag2_float1, this.lag2_float2, this.lag2_entity1, this.lag2_vec1, this.lag2_vec2, this.lag2_vec3, this.lag2_vec4);this.lag2_time = 0;}
+       if (this.lag3_time) if (time > this.lag3_time) {this.lag_func(this, this.lag3_time, this.lag3_float1, this.lag3_float2, this.lag3_entity1, this.lag3_vec1, this.lag3_vec2, this.lag3_vec3, this.lag3_vec4);this.lag3_time = 0;}
+       if (this.lag4_time) if (time > this.lag4_time) {this.lag_func(this, this.lag4_time, this.lag4_float1, this.lag4_float2, this.lag4_entity1, this.lag4_vec1, this.lag4_vec2, this.lag4_vec3, this.lag4_vec4);this.lag4_time = 0;}
+       if (this.lag5_time) if (time > this.lag5_time) {this.lag_func(this, this.lag5_time, this.lag5_float1, this.lag5_float2, this.lag5_entity1, this.lag5_vec1, this.lag5_vec2, this.lag5_vec3, this.lag5_vec4);this.lag5_time = 0;}
 }
 
-float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{SELFPARAM();
-       if (self.lag1_time == 0) {self.lag1_time = t;self.lag1_float1 = f1;self.lag1_float2 = f2;self.lag1_entity1 = e1;self.lag1_vec1 = v1;self.lag1_vec2 = v2;self.lag1_vec3 = v3;self.lag1_vec4 = v4;return true;}
-       if (self.lag2_time == 0) {self.lag2_time = t;self.lag2_float1 = f1;self.lag2_float2 = f2;self.lag2_entity1 = e1;self.lag2_vec1 = v1;self.lag2_vec2 = v2;self.lag2_vec3 = v3;self.lag2_vec4 = v4;return true;}
-       if (self.lag3_time == 0) {self.lag3_time = t;self.lag3_float1 = f1;self.lag3_float2 = f2;self.lag3_entity1 = e1;self.lag3_vec1 = v1;self.lag3_vec2 = v2;self.lag3_vec3 = v3;self.lag3_vec4 = v4;return true;}
-       if (self.lag4_time == 0) {self.lag4_time = t;self.lag4_float1 = f1;self.lag4_float2 = f2;self.lag4_entity1 = e1;self.lag4_vec1 = v1;self.lag4_vec2 = v2;self.lag4_vec3 = v3;self.lag4_vec4 = v4;return true;}
-       if (self.lag5_time == 0) {self.lag5_time = t;self.lag5_float1 = f1;self.lag5_float2 = f2;self.lag5_entity1 = e1;self.lag5_vec1 = v1;self.lag5_vec2 = v2;self.lag5_vec3 = v3;self.lag5_vec4 = v4;return true;}
+float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
+{
+       if (this.lag1_time == 0) {this.lag1_time = t;this.lag1_float1 = f1;this.lag1_float2 = f2;this.lag1_entity1 = e1;this.lag1_vec1 = v1;this.lag1_vec2 = v2;this.lag1_vec3 = v3;this.lag1_vec4 = v4;return true;}
+       if (this.lag2_time == 0) {this.lag2_time = t;this.lag2_float1 = f1;this.lag2_float2 = f2;this.lag2_entity1 = e1;this.lag2_vec1 = v1;this.lag2_vec2 = v2;this.lag2_vec3 = v3;this.lag2_vec4 = v4;return true;}
+       if (this.lag3_time == 0) {this.lag3_time = t;this.lag3_float1 = f1;this.lag3_float2 = f2;this.lag3_entity1 = e1;this.lag3_vec1 = v1;this.lag3_vec2 = v2;this.lag3_vec3 = v3;this.lag3_vec4 = v4;return true;}
+       if (this.lag4_time == 0) {this.lag4_time = t;this.lag4_float1 = f1;this.lag4_float2 = f2;this.lag4_entity1 = e1;this.lag4_vec1 = v1;this.lag4_vec2 = v2;this.lag4_vec3 = v3;this.lag4_vec4 = v4;return true;}
+       if (this.lag5_time == 0) {this.lag5_time = t;this.lag5_float1 = f1;this.lag5_float2 = f2;this.lag5_entity1 = e1;this.lag5_vec1 = v1;this.lag5_vec2 = v2;this.lag5_vec3 = v3;this.lag5_vec4 = v4;return true;}
        // no room for it (what is the best thing to do here??)
        return false;
 }
 
-float bot_shouldattack(entity e)
-{SELFPARAM();
-       if (e.team == self.team)
+bool bot_shouldattack(entity this, entity targ)
+{
+       if (targ.team == this.team)
        {
-               if (e == self)
+               if (targ == this)
                        return false;
                if (teamplay)
-               if (e.team != 0)
+               if (targ.team != 0)
                        return false;
        }
 
-       if(STAT(FROZEN, e))
+       if(STAT(FROZEN, targ))
                return false;
 
        if(teamplay)
        {
-               if(e.team==0)
+               if(targ.team==0)
                        return false;
        }
        else if(bot_ignore_bots)
-               if(IS_BOT_CLIENT(e))
+               if(IS_BOT_CLIENT(targ))
                        return false;
 
-       if (!e.takedamage)
+       if (!targ.takedamage)
                return false;
-       if (IS_DEAD(e))
+       if (IS_DEAD(targ))
                return false;
-       if (PHYS_INPUT_BUTTON_CHAT(e))
+       if (PHYS_INPUT_BUTTON_CHAT(targ))
                return false;
-       if(e.flags & FL_NOTARGET)
+       if(targ.flags & FL_NOTARGET)
                return false;
 
-       if(MUTATOR_CALLHOOK(BotShouldAttack, e))
+       if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
                return false;
 
        return true;
 }
 
-void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{SELFPARAM();
-       if(self.flags & FL_INWATER)
+void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
+{
+       if(this.flags & FL_INWATER)
        {
-               self.bot_aimtarg = world;
+               this.bot_aimtarg = world;
                return;
        }
-       self.bot_aimtarg = e1;
-       self.bot_aimlatency = self.ping; // FIXME?  Shouldn't this be in the lag item?
-       self.bot_aimselforigin = v1;
-       self.bot_aimselfvelocity = v2;
-       self.bot_aimtargorigin = v3;
-       self.bot_aimtargvelocity = v4;
+       this.bot_aimtarg = e1;
+       this.bot_aimlatency = this.ping; // FIXME?  Shouldn't this be in the lag item?
+       this.bot_aimselforigin = v1;
+       this.bot_aimselfvelocity = v2;
+       this.bot_aimtargorigin = v3;
+       this.bot_aimtargvelocity = v4;
        if(skill <= 0)
-               self.bot_canfire = (random() < 0.8);
+               this.bot_canfire = (random() < 0.8);
        else if(skill <= 1)
-               self.bot_canfire = (random() < 0.9);
+               this.bot_canfire = (random() < 0.9);
        else if(skill <= 2)
-               self.bot_canfire = (random() < 0.95);
+               this.bot_canfire = (random() < 0.95);
        else
-               self.bot_canfire = 1;
+               this.bot_canfire = 1;
 }
 
-float bot_aimdir(vector v, float maxfiredeviation)
-{SELFPARAM();
+float bot_aimdir(entity this, vector v, float maxfiredeviation)
+{
        float dist, delta_t, blend;
        vector desiredang, diffang;
 
-       //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
+       //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
        // make sure v_angle is sane first
-       self.v_angle_y = self.v_angle.y - floor(self.v_angle.y / 360) * 360;
-       self.v_angle_z = 0;
+       this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
+       this.v_angle_z = 0;
 
        // get the desired angles to aim at
        //dprint(" at:", vtos(v));
        v = normalize(v);
-       //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
-       if (time >= self.bot_badaimtime)
+       //te_lightning2(world, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
+       if (time >= this.bot_badaimtime)
        {
-               self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
-               self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
+               this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
+               this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
        }
-       desiredang = vectoangles(v) + self.bot_badaimoffset;
+       desiredang = vectoangles(v) + this.bot_badaimoffset;
        //dprint(" desired:", vtos(desiredang));
        if (desiredang.x >= 180)
                desiredang.x = desiredang.x - 360;
        desiredang.x = bound(-90, 0 - desiredang.x, 90);
-       desiredang.z = self.v_angle.z;
+       desiredang.z = this.v_angle.z;
        //dprint(" / ", vtos(desiredang));
 
        //// pain throws off aim
-       //if (self.bot_painintensity)
+       //if (this.bot_painintensity)
        //{
        //      // shake from pain
-       //      desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
+       //      desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
        //}
 
        // calculate turn angles
-       diffang = (desiredang - self.bot_olddesiredang);
+       diffang = (desiredang - this.bot_olddesiredang);
        // wrap yaw turn
        diffang.y = diffang.y - floor(diffang.y / 360) * 360;
        if (diffang.y >= 180)
                diffang.y = diffang.y - 360;
-       self.bot_olddesiredang = desiredang;
+       this.bot_olddesiredang = desiredang;
        //dprint(" diff:", vtos(diffang));
 
-       delta_t = time-self.bot_prevaimtime;
-       self.bot_prevaimtime = time;
+       delta_t = time-this.bot_prevaimtime;
+       this.bot_prevaimtime = time;
        // Here we will try to anticipate the comming aiming direction
-       self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
-               + (diffang * (1 / delta_t)    - self.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
-       self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
-               + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
-       self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
-               + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
-       self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
-               + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
-       self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
-               + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
+       this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
+               + (diffang * (1 / delta_t)    - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
+       this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
+               + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
+       this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
+               + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
+       this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
+               + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
+       this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
+               + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
 
        //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
-       blend = bound(0,skill+self.bot_aimskill,10)*0.1;
+       blend = bound(0,skill+this.bot_aimskill,10)*0.1;
        desiredang = desiredang + blend *
        (
-                 self.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
-               + self.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
-               + self.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
-               + self.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
-               + self.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
+                 this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
+               + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
+               + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
+               + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
+               + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
        );
 
        // calculate turn angles
-       diffang = desiredang - self.bot_mouseaim;
+       diffang = desiredang - this.bot_mouseaim;
        // wrap yaw turn
        diffang.y = diffang.y - floor(diffang.y / 360) * 360;
        if (diffang.y >= 180)
                diffang.y = diffang.y - 360;
        //dprint(" diff:", vtos(diffang));
 
-       if (time >= self.bot_aimthinktime)
+       if (time >= this.bot_aimthinktime)
        {
-               self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
-               self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+self.bot_thinkskill),10));
+               this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
+               this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
        }
 
-       //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
+       //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
 
-       diffang = self.bot_mouseaim - desiredang;
+       diffang = this.bot_mouseaim - desiredang;
        // wrap yaw turn
        diffang.y = diffang.y - floor(diffang.y / 360) * 360;
        if (diffang.y >= 180)
@@ -262,7 +262,7 @@ float bot_aimdir(vector v, float maxfiredeviation)
        desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
 
        // calculate turn angles
-       diffang = desiredang - self.v_angle;
+       diffang = desiredang - this.v_angle;
        // wrap yaw turn
        diffang.y = diffang.y - floor(diffang.y / 360) * 360;
        if (diffang.y >= 180)
@@ -278,24 +278,24 @@ float bot_aimdir(vector v, float maxfiredeviation)
        fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
        blendrate = autocvar_bot_ai_aimskill_blendrate;
        r = max(fixedrate, blendrate);
-       //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
-       self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
-       self.v_angle = self.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
-       //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
-       //self.v_angle = self.v_angle + diffang * (1/ blendrate);
-       self.v_angle_z = 0;
-       self.v_angle_y = self.v_angle.y - floor(self.v_angle.y / 360) * 360;
-       //dprint(" turn:", vtos(self.v_angle));
-
-       makevectors(self.v_angle);
-       shotorg = self.origin + self.view_ofs;
+       //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
+       this.v_angle = this.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+this.bot_mouseskill,3)*0.005-random()), 1);
+       this.v_angle = this.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
+       //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
+       //this.v_angle = this.v_angle + diffang * (1/ blendrate);
+       this.v_angle_z = 0;
+       this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
+       //dprint(" turn:", vtos(this.v_angle));
+
+       makevectors(this.v_angle);
+       shotorg = this.origin + this.view_ofs;
        shotdir = v_forward;
 
        //dprint(" dir:", vtos(v_forward));
        //te_lightning2(world, shotorg, shotorg + shotdir * 100);
 
        // calculate turn angles again
-       //diffang = desiredang - self.v_angle;
+       //diffang = desiredang - this.v_angle;
        //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
        //if (diffang_y >= 180)
        //      diffang_y = diffang_y - 360;
@@ -306,13 +306,13 @@ float bot_aimdir(vector v, float maxfiredeviation)
        // note the maxfiredeviation is in degrees so this has to convert to radians first
        //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
        if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
-       if(vdist(trace_endpos-shotorg, <, 500 + 500 * bound(0, skill + self.bot_aggresskill, 10)) || random()*random()>bound(0,(skill+self.bot_aggresskill)*0.05,1))
-               self.bot_firetimer = time + bound(0.1, 0.5-(skill+self.bot_aggresskill)*0.05, 0.5);
+       if(vdist(trace_endpos-shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10)) || random()*random()>bound(0,(skill+this.bot_aggresskill)*0.05,1))
+               this.bot_firetimer = time + bound(0.1, 0.5-(skill+this.bot_aggresskill)*0.05, 0.5);
        //traceline(shotorg,shotorg+shotdir*1000,false,world);
        //dprint(ftos(maxfiredeviation),"\n");
        //dprint(" diff:", vtos(diffang), "\n");
 
-       return self.bot_canfire && (time < self.bot_firetimer);
+       return this.bot_canfire && (time < this.bot_firetimer);
 }
 
 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
@@ -365,21 +365,21 @@ float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float a
                        return false;
                }
 
-               f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
+               f = bot_aimdir(self, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
        }
        else
        {
-               f = bot_aimdir(v - shotorg, r);
+               f = bot_aimdir(self, v - shotorg, r);
                //dprint("AIM: ");dprint(vtos(self.bot_aimtargorigin));dprint(" + ");dprint(vtos(self.bot_aimtargvelocity));dprint(" * ");dprint(ftos(self.bot_aimlatency + vlen(self.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
                //traceline(shotorg, shotorg + shotdir * 10000, false, self);
                //if (trace_ent.takedamage)
                //if (trace_fraction < 1)
-               //if (!bot_shouldattack(trace_ent))
+               //if (!bot_shouldattack(self, trace_ent))
                //      return false;
                traceline(shotorg, self.bot_aimtargorigin, false, self);
                if (trace_fraction < 1)
                if (trace_ent != self.enemy)
-               if (!bot_shouldattack(trace_ent))
+               if (!bot_shouldattack(self, trace_ent))
                {
                        self.dphitcontentsmask = hf;
                        return false;
index 3ea036b5fa09c34b076a07a3b26387d0389e82a3..a21272d876eea48043439eb5364e88fa56cb50fa 100644 (file)
@@ -85,15 +85,15 @@ vector shotdir;
  * Functions
  */
 
-float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
-void lag_update();
-void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
+float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
+void lag_update(entity this);
+void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4);
 
-float bot_shouldattack(entity e);
-float bot_aimdir(vector v, float maxfiredeviation);
+float bot_shouldattack(entity this, entity targ);
+float bot_aimdir(entity this, vector v, float maxfiredeviation);
 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity);
 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore);
 
 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay);
 
-.void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
+.void(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
index 37079a33c32cf2da4ccf45a7c307849fee1d53ce..0b905dbbe6667fa604ee0d98aefe1bce6d07056b 100644 (file)
@@ -125,7 +125,7 @@ void bot_think()
                navigation_unstuck();
 
        // now call the current bot AI (havocbot for example)
-       self.bot_ai();
+       self.bot_ai(self);
 }
 
 void bot_setnameandstuff()
index f4ba92cd30609b2f55d7e1cbef642277e82ba88b..b52651904a2e046b7b4f0f947c5ff99411031126 100644 (file)
@@ -104,7 +104,7 @@ void bot_removenewest();
 void autoskill(float factor);
 void bot_serverframe();
 
-.void() bot_ai;
+.void(entity this) bot_ai;
 .float(entity player, entity item) bot_pickupevalfunc;
 
 /*
index e83007d9bdbfef6e8d2f39c2988ce063937ef27d..56b9017583fd4a98d0eeebe76acbbccb3c71adfd 100644 (file)
 
 .float speed;
 
-void havocbot_ai()
-{SELFPARAM();
-       if(self.draggedby)
+void havocbot_ai(entity this)
+{
+       if(this.draggedby)
                return;
 
-       if(bot_execute_commands())
+       if(bot_execute_commands(this))
                return;
 
-       if (bot_strategytoken == self)
+       if (bot_strategytoken == this)
        if (!bot_strategytoken_taken)
        {
-               if(self.havocbot_blockhead)
+               if(this.havocbot_blockhead)
                {
-                       self.havocbot_blockhead = false;
+                       this.havocbot_blockhead = false;
                }
                else
                {
-                       if (!self.jumppadcount)
-                               self.havocbot_role();
+                       if (!this.jumppadcount)
+                               WITH(entity, self, this, this.havocbot_role()); // little too far down the rabbit hole
                }
 
                // TODO: tracewalk() should take care of this job (better path finding under water)
                // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
-               if(IS_DEAD(self))
-               if(self.goalcurrent==world)
-               if(self.waterlevel==WATERLEVEL_SWIMMING || (self.aistatus & AI_STATUS_OUT_WATER))
+               if(IS_DEAD(this))
+               if(this.goalcurrent==world)
+               if(this.waterlevel==WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
                {
                        // Look for the closest waypoint out of water
                        entity newgoal, head;
@@ -52,20 +52,20 @@ void havocbot_ai()
                        bestdistance = 10000;
                        for (head = findchain(classname, "waypoint"); head; head = head.chain)
                        {
-                               distance = vlen(head.origin - self.origin);
+                               distance = vlen(head.origin - this.origin);
                                if(distance>10000)
                                        continue;
 
-                               if(head.origin.z < self.origin.z)
+                               if(head.origin.z < this.origin.z)
                                        continue;
 
-                               if(head.origin.z - self.origin.z - self.view_ofs.z > 100)
+                               if(head.origin.z - this.origin.z - this.view_ofs.z > 100)
                                        continue;
 
                                if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
                                        continue;
 
-                               traceline(self.origin + self.view_ofs , head.origin, true, head);
+                               traceline(this.origin + this.view_ofs , head.origin, true, head);
 
                                if(trace_fraction<1)
                                        continue;
@@ -80,7 +80,7 @@ void havocbot_ai()
                        if(newgoal)
                        {
                        //      te_wizspike(newgoal.origin);
-                               navigation_pushroute(newgoal);
+                               navigation_pushroute(this, newgoal);
                        }
                }
 
@@ -88,119 +88,119 @@ void havocbot_ai()
                bot_strategytoken_taken = true;
        }
 
-       if(IS_DEAD(self))
+       if(IS_DEAD(this))
                return;
 
-       havocbot_chooseenemy();
-       if (self.bot_chooseweapontime < time )
+       havocbot_chooseenemy(this);
+       if (this.bot_chooseweapontime < time )
        {
-               self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
-               havocbot_chooseweapon();
+               this.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
+               havocbot_chooseweapon(this);
        }
-       havocbot_aim();
-       lag_update();
-       if (self.bot_aimtarg)
+       havocbot_aim(this);
+       lag_update(this);
+       if (this.bot_aimtarg)
        {
-               self.aistatus |= AI_STATUS_ATTACKING;
-               self.aistatus &= ~AI_STATUS_ROAMING;
+               this.aistatus |= AI_STATUS_ATTACKING;
+               this.aistatus &= ~AI_STATUS_ROAMING;
 
-               if(self.weapons)
+               if(this.weapons)
                {
-                       Weapon w = PS(self).m_weapon;
+                       Weapon w = PS(this).m_weapon;
                        w.wr_aim(w);
-                       if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
+                       if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
                        {
-                               PHYS_INPUT_BUTTON_ATCK(self) = false;
-                               PHYS_INPUT_BUTTON_ATCK2(self) = false;
+                               PHYS_INPUT_BUTTON_ATCK(this) = false;
+                               PHYS_INPUT_BUTTON_ATCK2(this) = false;
                        }
                        else
                        {
-                               if(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self))
-                                       self.lastfiredweapon = PS(self).m_weapon.m_id;
+                               if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))
+                                       this.lastfiredweapon = PS(this).m_weapon.m_id;
                        }
                }
                else
                {
-                       if(IS_PLAYER(self.bot_aimtarg))
-                               bot_aimdir(self.bot_aimtarg.origin + self.bot_aimtarg.view_ofs - self.origin - self.view_ofs , -1);
+                       if(IS_PLAYER(this.bot_aimtarg))
+                               bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
                }
        }
-       else if (self.goalcurrent)
+       else if (this.goalcurrent)
        {
-               self.aistatus |= AI_STATUS_ROAMING;
-               self.aistatus &= ~AI_STATUS_ATTACKING;
+               this.aistatus |= AI_STATUS_ROAMING;
+               this.aistatus &= ~AI_STATUS_ATTACKING;
 
                vector now,v,next;//,heading;
                float aimdistance,skillblend,distanceblend,blend;
-               next = now = ( (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5) - (self.origin + self.view_ofs);
+               next = now = ( (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5) - (this.origin + this.view_ofs);
                aimdistance = vlen(now);
-               //heading = self.velocity;
-               //dprint(self.goalstack01.classname,etos(self.goalstack01),"\n");
+               //heading = this.velocity;
+               //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
                if(
-                       self.goalstack01 != self && self.goalstack01 != world && ((self.aistatus & AI_STATUS_RUNNING) == 0) &&
-                       !(self.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
+                       this.goalstack01 != this && this.goalstack01 != world && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
+                       !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
                )
-                       next = ((self.goalstack01.absmin + self.goalstack01.absmax) * 0.5) - (self.origin + self.view_ofs);
+                       next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
 
-               skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
+               skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
                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);
                //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
                v = now + blend * (next - now);
-               //dprint(etos(self), " ");
+               //dprint(etos(this), " ");
                //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
                //v = now * (distanceblend) + next * (1-distanceblend);
-               if (self.waterlevel < WATERLEVEL_SWIMMING)
+               if (this.waterlevel < WATERLEVEL_SWIMMING)
                        v.z = 0;
                //dprint("walk at:", vtos(v), "\n");
-               //te_lightning2(world, self.origin, self.goalcurrent.origin);
-               bot_aimdir(v, -1);
+               //te_lightning2(world, this.origin, this.goalcurrent.origin);
+               bot_aimdir(this, v, -1);
        }
-       havocbot_movetogoal();
+       havocbot_movetogoal(this);
 
        // if the bot is not attacking, consider reloading weapons
-       if (!(self.aistatus & AI_STATUS_ATTACKING))
+       if (!(this.aistatus & AI_STATUS_ATTACKING))
        {
                // we are currently holding a weapon that's not fully loaded, reload it
                if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
-               if(self.clip_load < self.clip_size)
-                       self.impulse = 20; // "press" the reload button, not sure if this is done right
+               if(this.clip_load < this.clip_size)
+                       this.impulse = 20; // "press" the reload button, not sure if this is done right
 
                // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
                // the code above executes next frame, starting the reloading then
                if(skill >= 5) // bots can only look for unloaded weapons past this skill
-               if(self.clip_load >= 0) // only if we're not reloading a weapon already
+               if(this.clip_load >= 0) // only if we're not reloading a weapon already
                {
                        FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                               if((self.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[it.m_id] < it.reloading_ammo))
-                                       PS(self).m_switchweapon = it;
+                               if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo))
+                                       PS(this).m_switchweapon = it;
                        ));
                }
        }
 }
 
-void havocbot_keyboard_movement(vector destorg)
-{SELFPARAM();
+void havocbot_keyboard_movement(entity this, vector destorg)
+{
        vector keyboard;
        float blend, maxspeed;
        float sk;
 
-       sk = skill + self.bot_moveskill;
+       sk = skill + this.bot_moveskill;
 
        maxspeed = autocvar_sv_maxspeed;
 
-       if (time < self.havocbot_keyboardtime)
+       if (time < this.havocbot_keyboardtime)
                return;
 
-       self.havocbot_keyboardtime =
+       this.havocbot_keyboardtime =
                max(
-                       self.havocbot_keyboardtime
-                               + 0.05/max(1, sk+self.havocbot_keyboardskill)
-                               + random()*0.025/max(0.00025, skill+self.havocbot_keyboardskill)
+                       this.havocbot_keyboardtime
+                               + 0.05/max(1, sk+this.havocbot_keyboardskill)
+                               + random()*0.025/max(0.00025, skill+this.havocbot_keyboardskill)
                , time);
-       keyboard = self.movement * (1.0 / maxspeed);
+       keyboard = this.movement * (1.0 / maxspeed);
 
        float trigger, trigger1;
        blend = bound(0,sk*0.1,1);
@@ -247,100 +247,100 @@ void havocbot_keyboard_movement(vector destorg)
        else
                keyboard.z = 0;
 
-       self.havocbot_keyboard = keyboard * maxspeed;
-       if (self.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(self) = true;
+       this.havocbot_keyboard = keyboard * maxspeed;
+       if (this.havocbot_ducktime>time) PHYS_INPUT_BUTTON_CROUCH(this) = true;
 
-       keyboard = self.havocbot_keyboard;
-       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;
+       keyboard = this.havocbot_keyboard;
+       blend = bound(0,vlen(destorg-this.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
+       //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
+       this.movement = this.movement + (keyboard - this.movement) * blend;
 }
 
-void havocbot_bunnyhop(vector dir)
-{SELFPARAM();
+void havocbot_bunnyhop(entity this, vector dir)
+{
        float bunnyhopdistance;
        vector deviation;
        float maxspeed;
        vector gco, gno;
 
        // Don't jump when attacking
-       if(self.aistatus & AI_STATUS_ATTACKING)
+       if(this.aistatus & AI_STATUS_ATTACKING)
                return;
 
-       if(IS_PLAYER(self.goalcurrent))
+       if(IS_PLAYER(this.goalcurrent))
                return;
 
        maxspeed = autocvar_sv_maxspeed;
 
-       if(self.aistatus & AI_STATUS_DANGER_AHEAD)
+       if(this.aistatus & AI_STATUS_DANGER_AHEAD)
        {
-               self.aistatus &= ~AI_STATUS_RUNNING;
-               PHYS_INPUT_BUTTON_JUMP(self) = false;
-               self.bot_canruntogoal = 0;
-               self.bot_timelastseengoal = 0;
+               this.aistatus &= ~AI_STATUS_RUNNING;
+               PHYS_INPUT_BUTTON_JUMP(this) = false;
+               this.bot_canruntogoal = 0;
+               this.bot_timelastseengoal = 0;
                return;
        }
 
-       if(self.waterlevel > WATERLEVEL_WETFEET)
+       if(this.waterlevel > WATERLEVEL_WETFEET)
        {
-               self.aistatus &= ~AI_STATUS_RUNNING;
+               this.aistatus &= ~AI_STATUS_RUNNING;
                return;
        }
 
-       if(self.bot_lastseengoal != self.goalcurrent && !(self.aistatus & AI_STATUS_RUNNING))
+       if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
        {
-               self.bot_canruntogoal = 0;
-               self.bot_timelastseengoal = 0;
+               this.bot_canruntogoal = 0;
+               this.bot_timelastseengoal = 0;
        }
 
-       gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
-       bunnyhopdistance = vlen(self.origin - gco);
+       gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
+       bunnyhopdistance = vlen(this.origin - gco);
 
        // Run only to visible goals
-       if(IS_ONGROUND(self))
-       if(self.speed==maxspeed)
-       if(checkpvs(self.origin + self.view_ofs, self.goalcurrent))
+       if(IS_ONGROUND(this))
+       if(this.speed==maxspeed)
+       if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
        {
-                       self.bot_lastseengoal = self.goalcurrent;
+                       this.bot_lastseengoal = this.goalcurrent;
 
                        // seen it before
-                       if(self.bot_timelastseengoal)
+                       if(this.bot_timelastseengoal)
                        {
                                // for a period of time
-                               if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
+                               if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
                                {
                                        float checkdistance;
                                        checkdistance = true;
 
                                        // don't run if it is too close
-                                       if(self.bot_canruntogoal==0)
+                                       if(this.bot_canruntogoal==0)
                                        {
                                                if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
-                                                       self.bot_canruntogoal = 1;
+                                                       this.bot_canruntogoal = 1;
                                                else
-                                                       self.bot_canruntogoal = -1;
+                                                       this.bot_canruntogoal = -1;
                                        }
 
-                                       if(self.bot_canruntogoal != 1)
+                                       if(this.bot_canruntogoal != 1)
                                                return;
 
-                                       if(self.aistatus & AI_STATUS_ROAMING)
-                                       if(self.goalcurrent.classname=="waypoint")
-                                       if (!(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
-                                       if(fabs(gco.z - self.origin.z) < self.maxs.z - self.mins.z)
-                                       if(self.goalstack01!=world)
+                                       if(this.aistatus & AI_STATUS_ROAMING)
+                                       if(this.goalcurrent.classname=="waypoint")
+                                       if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
+                                       if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
+                                       if(this.goalstack01!=world)
                                        {
-                                               gno = (self.goalstack01.absmin + self.goalstack01.absmax) * 0.5;
-                                               deviation = vectoangles(gno - self.origin) - vectoangles(gco - self.origin);
+                                               gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
+                                               deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
                                                while (deviation.y < -180) deviation.y = deviation.y + 360;
                                                while (deviation.y > 180) deviation.y = deviation.y - 360;
 
                                                if(fabs(deviation.y) < 20)
-                                               if(bunnyhopdistance < vlen(self.origin - gno))
-                                               if(fabs(gno.z - gco.z) < self.maxs.z - self.mins.z)
+                                               if(bunnyhopdistance < vlen(this.origin - gno))
+                                               if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
                                                {
-                                                       if(vlen(gco - gno) > autocvar_bot_ai_bunnyhop_startdistance)
-                                                       if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
+                                                       if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
+                                                       if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
                                                        {
                                                                checkdistance = false;
                                                        }
@@ -349,58 +349,58 @@ void havocbot_bunnyhop(vector dir)
 
                                        if(checkdistance)
                                        {
-                                               self.aistatus &= ~AI_STATUS_RUNNING;
+                                               this.aistatus &= ~AI_STATUS_RUNNING;
                                                if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
-                                                       PHYS_INPUT_BUTTON_JUMP(self) = true;
+                                                       PHYS_INPUT_BUTTON_JUMP(this) = true;
                                        }
                                        else
                                        {
-                                               self.aistatus |= AI_STATUS_RUNNING;
-                                               PHYS_INPUT_BUTTON_JUMP(self) = true;
+                                               this.aistatus |= AI_STATUS_RUNNING;
+                                               PHYS_INPUT_BUTTON_JUMP(this) = true;
                                        }
                                }
                        }
                        else
                        {
-                               self.bot_timelastseengoal = time;
+                               this.bot_timelastseengoal = time;
                        }
        }
        else
        {
-               self.bot_timelastseengoal = 0;
+               this.bot_timelastseengoal = 0;
        }
 
 #if 0
        // Release jump button
        if(!cvar("sv_pogostick"))
-       if((IS_ONGROUND(self)) == 0)
+       if((IS_ONGROUND(this)) == 0)
        {
-               if(self.velocity.z < 0 || vlen(self.velocity)<maxspeed)
-                       PHYS_INPUT_BUTTON_JUMP(self) = false;
+               if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
+                       PHYS_INPUT_BUTTON_JUMP(this) = false;
 
                // Strafe
-               if(self.aistatus & AI_STATUS_RUNNING)
-               if(vlen(self.velocity)>maxspeed)
+               if(this.aistatus & AI_STATUS_RUNNING)
+               if(vlen(this.velocity)>maxspeed)
                {
-                       deviation = vectoangles(dir) - vectoangles(self.velocity);
+                       deviation = vectoangles(dir) - vectoangles(this.velocity);
                        while (deviation.y < -180) deviation.y = deviation.y + 360;
                        while (deviation.y > 180) deviation.y = deviation.y - 360;
 
                        if(fabs(deviation.y)>10)
-                               self.movement_x = 0;
+                               this.movement_x = 0;
 
                        if(deviation.y>10)
-                               self.movement_y = maxspeed * -1;
+                               this.movement_y = maxspeed * -1;
                        else if(deviation.y<10)
-                               self.movement_y = maxspeed;
+                               this.movement_y = maxspeed;
 
                }
        }
 #endif
 }
 
-void havocbot_movetogoal()
-{SELFPARAM();
+void havocbot_movetogoal(entity this)
+{
        vector destorg;
        vector diff;
        vector dir;
@@ -414,87 +414,87 @@ void havocbot_movetogoal()
        vector gco;
        //float dist;
        vector dodge;
-       //if (self.goalentity)
-       //      te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
-       self.movement = '0 0 0';
+       //if (this.goalentity)
+       //      te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
+       this.movement = '0 0 0';
        maxspeed = autocvar_sv_maxspeed;
 
        // Jetpack navigation
-       if(self.goalcurrent)
-       if(self.navigation_jetpack_goal)
-       if(self.goalcurrent==self.navigation_jetpack_goal)
-       if(self.ammo_fuel)
+       if(this.goalcurrent)
+       if(this.navigation_jetpack_goal)
+       if(this.goalcurrent==this.navigation_jetpack_goal)
+       if(this.ammo_fuel)
        {
                if(autocvar_bot_debug_goalstack)
                {
-                       debuggoalstack();
-                       te_wizspike(self.navigation_jetpack_point);
+                       debuggoalstack(this);
+                       te_wizspike(this.navigation_jetpack_point);
                }
 
                // Take off
-               if (!(self.aistatus & AI_STATUS_JETPACK_FLYING))
+               if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
                {
                        // Brake almost completely so it can get a good direction
-                       if(vlen(self.velocity)>10)
+                       if(vdist(this.velocity, >, 10))
                                return;
-                       self.aistatus |= AI_STATUS_JETPACK_FLYING;
+                       this.aistatus |= AI_STATUS_JETPACK_FLYING;
                }
 
-               makevectors(self.v_angle.y * '0 1 0');
-               dir = normalize(self.navigation_jetpack_point - self.origin);
+               makevectors(this.v_angle.y * '0 1 0');
+               dir = normalize(this.navigation_jetpack_point - this.origin);
 
                // Landing
-               if(self.aistatus & AI_STATUS_JETPACK_LANDING)
+               if(this.aistatus & AI_STATUS_JETPACK_LANDING)
                {
                        // Calculate brake distance in xy
                        float db, v, d;
                        vector dxy;
 
-                       dxy = self.origin - ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
+                       dxy = this.origin - ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
                        d = vlen(dxy);
-                       v = vlen(self.velocity -  self.velocity.z * '0 0 1');
+                       v = vlen(this.velocity -  this.velocity.z * '0 0 1');
                        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)
                        {
                                // Brake
-                               if(fabs(self.velocity.x)>maxspeed*0.3)
+                               if(fabs(this.velocity.x)>maxspeed*0.3)
                                {
-                                       self.movement_x = dir * v_forward * -maxspeed;
+                                       this.movement_x = dir * v_forward * -maxspeed;
                                        return;
                                }
                                // Switch to normal mode
-                               self.navigation_jetpack_goal = world;
-                               self.aistatus &= ~AI_STATUS_JETPACK_LANDING;
-                               self.aistatus &= ~AI_STATUS_JETPACK_FLYING;
+                               this.navigation_jetpack_goal = world;
+                               this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
+                               this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
                                return;
                        }
                }
-               else if(checkpvs(self.origin,self.goalcurrent))
+               else if(checkpvs(this.origin,this.goalcurrent))
                {
                        // If I can see the goal switch to landing code
-                       self.aistatus &= ~AI_STATUS_JETPACK_FLYING;
-                       self.aistatus |= AI_STATUS_JETPACK_LANDING;
+                       this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
+                       this.aistatus |= AI_STATUS_JETPACK_LANDING;
                        return;
                }
 
                // Flying
-               PHYS_INPUT_BUTTON_HOOK(self) = true;
-               if(self.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < self.origin.z)
+               PHYS_INPUT_BUTTON_HOOK(this) = true;
+               if(this.navigation_jetpack_point.z - STAT(PL_MAX, NULL).z + STAT(PL_MIN, NULL).z < this.origin.z)
                {
-                       self.movement_x = dir * v_forward * maxspeed;
-                       self.movement_y = dir * v_right * maxspeed;
+                       this.movement_x = dir * v_forward * maxspeed;
+                       this.movement_y = dir * v_right * maxspeed;
                }
                return;
        }
 
        // Handling of jump pads
-       if(self.jumppadcount)
+       if(this.jumppadcount)
        {
                // If got stuck on the jump pad try to reach the farthest visible waypoint
-               if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
+               if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
                {
-                       if(fabs(self.velocity.z)<50)
+                       if(fabs(this.velocity.z)<50)
                        {
                                entity head, newgoal = world;
                                float distance, bestdistance = 0;
@@ -502,11 +502,11 @@ void havocbot_movetogoal()
                                for (head = findchain(classname, "waypoint"); head; head = head.chain)
                                {
 
-                                       distance = vlen(head.origin - self.origin);
+                                       distance = vlen(head.origin - this.origin);
                                        if(distance>1000)
                                                continue;
 
-                                       traceline(self.origin + self.view_ofs , ( ( head.absmin + head.absmax ) * 0.5 ), true, world);
+                                       traceline(this.origin + this.view_ofs , ( ( head.absmin + head.absmax ) * 0.5 ), true, world);
 
                                        if(trace_fraction<1)
                                                continue;
@@ -520,11 +520,11 @@ void havocbot_movetogoal()
 
                                if(newgoal)
                                {
-                                       self.ignoregoal = self.goalcurrent;
-                                       self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
-                                       navigation_clearroute();
-                                       navigation_routetogoal(newgoal, self.origin);
-                                       self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+                                       this.ignoregoal = this.goalcurrent;
+                                       this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
+                                       navigation_clearroute(this);
+                                       navigation_routetogoal(this, newgoal, this.origin);
+                                       this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
                                }
                        }
                        else
@@ -532,267 +532,266 @@ void havocbot_movetogoal()
                }
                else
                {
-                       if(self.velocity.z>0)
+                       if(this.velocity.z>0)
                        {
-                               float threshold, sxy;
-                               vector velxy = self.velocity; velxy_z = 0;
-                               sxy = vlen(velxy);
+                               float threshold;
+                               vector velxy = this.velocity; velxy_z = 0;
                                threshold = maxspeed * 0.2;
-                               if(sxy < threshold)
+                               if(vdist(velxy, <, threshold))
                                {
-                                       LOG_TRACE("Warning: ", self.netname, " got stuck on a jumppad (velocity in xy is ", ftos(sxy), "), trying to get out of it now\n");
-                                       self.aistatus |= AI_STATUS_OUT_JUMPPAD;
+                                       LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now\n");
+                                       this.aistatus |= AI_STATUS_OUT_JUMPPAD;
                                }
                                return;
                        }
 
                        // Don't chase players while using a jump pad
-                       if(IS_PLAYER(self.goalcurrent) || IS_PLAYER(self.goalstack01))
+                       if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
                                return;
                }
        }
-       else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
-               self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
+       else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
+               this.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)
-       if (!(IS_ONGROUND(self)))
+       if (!(IS_ONGROUND(this)))
        {
-               tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
-               if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
-               if(self.items & IT_JETPACK)
+               tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
+               if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
+               if(this.items & IT_JETPACK)
                {
-                       tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 65536', MOVE_NOMONSTERS, self);
-                       if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos + '0 0 1' ))
+                       tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
+                       if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
                        {
-                               if(self.velocity.z<0)
+                               if(this.velocity.z<0)
                                {
-                                       PHYS_INPUT_BUTTON_HOOK(self) = true;
+                                       PHYS_INPUT_BUTTON_HOOK(this) = true;
                                }
                        }
                        else
-                               PHYS_INPUT_BUTTON_HOOK(self) = true;
+                               PHYS_INPUT_BUTTON_HOOK(this) = true;
 
                        // If there is no goal try to move forward
 
-                       if(self.goalcurrent==world)
+                       if(this.goalcurrent==world)
                                dir = v_forward;
                        else
-                               dir = normalize(( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - self.origin);
+                               dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
 
-                       vector xyvelocity = self.velocity; xyvelocity_z = 0;
+                       vector xyvelocity = this.velocity; xyvelocity_z = 0;
                        float xyspeed = xyvelocity * dir;
 
                        if(xyspeed < (maxspeed / 2))
                        {
-                               makevectors(self.v_angle.y * '0 1 0');
-                               tracebox(self.origin, self.mins, self.maxs, self.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, self);
+                               makevectors(this.v_angle.y * '0 1 0');
+                               tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
                                if(trace_fraction==1)
                                {
-                                       self.movement_x = dir * v_forward * maxspeed;
-                                       self.movement_y = dir * v_right * maxspeed;
+                                       this.movement_x = dir * v_forward * maxspeed;
+                                       this.movement_y = dir * v_right * maxspeed;
                                        if (skill < 10)
-                                               havocbot_keyboard_movement(self.origin + dir * 100);
+                                               havocbot_keyboard_movement(this, this.origin + dir * 100);
                                }
                        }
 
-                       self.havocbot_blockhead = true;
+                       this.havocbot_blockhead = true;
 
                        return;
                }
-               else if(self.health>WEP_CVAR(devastator, damage)*0.5)
+               else if(this.health>WEP_CVAR(devastator, damage)*0.5)
                {
-                       if(self.velocity.z < 0)
-                       if(client_hasweapon(self, WEP_DEVASTATOR, true, false))
+                       if(this.velocity.z < 0)
+                       if(client_hasweapon(this, WEP_DEVASTATOR, true, false))
                        {
-                               self.movement_x = maxspeed;
+                               this.movement_x = maxspeed;
 
-                               if(self.rocketjumptime)
+                               if(this.rocketjumptime)
                                {
-                                       if(time > self.rocketjumptime)
+                                       if(time > this.rocketjumptime)
                                        {
-                                               PHYS_INPUT_BUTTON_ATCK2(self) = true;
-                                               self.rocketjumptime = 0;
+                                               PHYS_INPUT_BUTTON_ATCK2(this) = true;
+                                               this.rocketjumptime = 0;
                                        }
                                        return;
                                }
 
-                               PS(self).m_switchweapon = WEP_DEVASTATOR;
-                               self.v_angle_x = 90;
-                               PHYS_INPUT_BUTTON_ATCK(self) = true;
-                               self.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
+                               PS(this).m_switchweapon = WEP_DEVASTATOR;
+                               this.v_angle_x = 90;
+                               PHYS_INPUT_BUTTON_ATCK(this) = true;
+                               this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
                                return;
                        }
                }
                else
                {
                        // If there is no goal try to move forward
-                       if(self.goalcurrent==world)
-                               self.movement_x = maxspeed;
+                       if(this.goalcurrent==world)
+                               this.movement_x = maxspeed;
                }
        }
 
        // If we are under water with no goals, swim up
-       if(self.waterlevel)
-       if(self.goalcurrent==world)
+       if(this.waterlevel)
+       if(this.goalcurrent==world)
        {
                dir = '0 0 0';
-               if(self.waterlevel>WATERLEVEL_SWIMMING)
+               if(this.waterlevel>WATERLEVEL_SWIMMING)
                        dir.z = 1;
-               else if(self.velocity.z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
-                       PHYS_INPUT_BUTTON_JUMP(self) = true;
+               else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
+                       PHYS_INPUT_BUTTON_JUMP(this) = true;
                else
-                       PHYS_INPUT_BUTTON_JUMP(self) = false;
-               makevectors(self.v_angle.y * '0 1 0');
-               self.movement_x = dir * v_forward * maxspeed;
-               self.movement_y = dir * v_right * maxspeed;
-               self.movement_z = dir * v_up * maxspeed;
+                       PHYS_INPUT_BUTTON_JUMP(this) = false;
+               makevectors(this.v_angle.y * '0 1 0');
+               this.movement_x = dir * v_forward * maxspeed;
+               this.movement_y = dir * v_right * maxspeed;
+               this.movement_z = dir * v_up * maxspeed;
        }
 
        // if there is nowhere to go, exit
-       if (self.goalcurrent == world)
+       if (this.goalcurrent == world)
                return;
 
-       if (self.goalcurrent)
+       if (this.goalcurrent)
                navigation_poptouchedgoals();
 
        // if ran out of goals try to use an alternative goal or get a new strategy asap
-       if(self.goalcurrent == world)
+       if(this.goalcurrent == world)
        {
-               self.bot_strategytime = 0;
+               this.bot_strategytime = 0;
                return;
        }
 
 
        if(autocvar_bot_debug_goalstack)
-               debuggoalstack();
+               debuggoalstack(this);
 
-       m1 = self.goalcurrent.origin + self.goalcurrent.mins;
-       m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
-       destorg = self.origin;
+       m1 = this.goalcurrent.origin + this.goalcurrent.mins;
+       m2 = this.goalcurrent.origin + this.goalcurrent.maxs;
+       destorg = this.origin;
        destorg.x = bound(m1_x, destorg.x, m2_x);
        destorg.y = bound(m1_y, destorg.y, m2_y);
        destorg.z = bound(m1_z, destorg.z, m2_z);
-       diff = destorg - self.origin;
+       diff = destorg - this.origin;
        //dist = vlen(diff);
        dir = normalize(diff);
        flatdir = diff;flatdir.z = 0;
        flatdir = normalize(flatdir);
-       gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
+       gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
 
-       //if (self.bot_dodgevector_time < time)
+       //if (this.bot_dodgevector_time < time)
        {
-       //      self.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
-       //      self.bot_dodgevector_jumpbutton = 1;
+       //      this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
+       //      this.bot_dodgevector_jumpbutton = 1;
                evadeobstacle = '0 0 0';
                evadelava = '0 0 0';
 
-               if (self.waterlevel)
+               if (this.waterlevel)
                {
-                       if(self.waterlevel>WATERLEVEL_SWIMMING)
+                       if(this.waterlevel>WATERLEVEL_SWIMMING)
                        {
                        //      flatdir_z = 1;
-                               self.aistatus |= AI_STATUS_OUT_WATER;
+                               this.aistatus |= AI_STATUS_OUT_WATER;
                        }
                        else
                        {
-                               if(self.velocity.z >= 0 && !(self.watertype == CONTENT_WATER && gco.z < self.origin.z) &&
-                                       ( !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER) || self.aistatus & AI_STATUS_OUT_WATER))
-                                       PHYS_INPUT_BUTTON_JUMP(self) = true;
+                               if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
+                                       ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
+                                       PHYS_INPUT_BUTTON_JUMP(this) = true;
                                else
-                                       PHYS_INPUT_BUTTON_JUMP(self) = false;
+                                       PHYS_INPUT_BUTTON_JUMP(this) = false;
                        }
                        dir = normalize(flatdir);
-                       makevectors(self.v_angle.y * '0 1 0');
+                       makevectors(this.v_angle.y * '0 1 0');
                }
                else
                {
-                       if(self.aistatus & AI_STATUS_OUT_WATER)
-                               self.aistatus &= ~AI_STATUS_OUT_WATER;
+                       if(this.aistatus & AI_STATUS_OUT_WATER)
+                               this.aistatus &= ~AI_STATUS_OUT_WATER;
 
                        // jump if going toward an obstacle that doesn't look like stairs we
                        // can walk up directly
-                       tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.2, false, self);
+                       tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.2, false, this);
                        if (trace_fraction < 1)
                        if (trace_plane_normal.z < 0.7)
                        {
                                s = trace_fraction;
-                               tracebox(self.origin + stepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + stepheightvec, false, self);
+                               tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + stepheightvec, false, this);
                                if (trace_fraction < s + 0.01)
                                if (trace_plane_normal.z < 0.7)
                                {
                                        s = trace_fraction;
-                                       tracebox(self.origin + jumpstepheightvec, self.mins, self.maxs, self.origin + self.velocity * 0.2 + jumpstepheightvec, false, self);
+                                       tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + this.velocity * 0.2 + jumpstepheightvec, false, this);
                                        if (trace_fraction > s)
-                                               PHYS_INPUT_BUTTON_JUMP(self) = true;
+                                               PHYS_INPUT_BUTTON_JUMP(this) = true;
                                }
                        }
 
                        // avoiding dangers and obstacles
                        vector dst_ahead, dst_down;
-                       makevectors(self.v_angle.y * '0 1 0');
-                       dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
+                       makevectors(this.v_angle.y * '0 1 0');
+                       dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3);
                        dst_down = dst_ahead - '0 0 1500';
 
                        // Look ahead
-                       traceline(self.origin + self.view_ofs, dst_ahead, true, world);
+                       traceline(this.origin + this.view_ofs, dst_ahead, true, world);
 
                        // Check head-banging against walls
-                       if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))
+                       if(vlen(this.origin + this.view_ofs - trace_endpos) < 25 && !(this.aistatus & AI_STATUS_OUT_WATER))
                        {
-                               PHYS_INPUT_BUTTON_JUMP(self) = true;
-                               if(self.facingwalltime && time > self.facingwalltime)
+                               PHYS_INPUT_BUTTON_JUMP(this) = true;
+                               if(this.facingwalltime && time > this.facingwalltime)
                                {
-                                       self.ignoregoal = self.goalcurrent;
-                                       self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
-                                       self.bot_strategytime = 0;
+                                       this.ignoregoal = this.goalcurrent;
+                                       this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
+                                       this.bot_strategytime = 0;
                                        return;
                                }
                                else
                                {
-                                       self.facingwalltime = time + 0.05;
+                                       this.facingwalltime = time + 0.05;
                                }
                        }
                        else
                        {
-                               self.facingwalltime = 0;
+                               this.facingwalltime = 0;
 
-                               if(self.ignoregoal != world && time > self.ignoregoaltime)
+                               if(this.ignoregoal != world && time > this.ignoregoaltime)
                                {
-                                       self.ignoregoal = world;
-                                       self.ignoregoaltime = 0;
+                                       this.ignoregoal = world;
+                                       this.ignoregoaltime = 0;
                                }
                        }
 
                        // Check for water/slime/lava and dangerous edges
                        // (only when the bot is on the ground or jumping intentionally)
-                       self.aistatus &= ~AI_STATUS_DANGER_AHEAD;
+                       this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
 
-                       if(trace_fraction == 1 && self.jumppadcount == 0 && !self.goalcurrent.wphardwired )
-                       if((IS_ONGROUND(self)) || (self.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(self))
+                       if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
+                       if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this))
                        {
                                // Look downwards
                                traceline(dst_ahead , dst_down, true, world);
-                       //      te_lightning2(world, self.origin, dst_ahead);   // Draw "ahead" look
+                       //      te_lightning2(world, this.origin, dst_ahead);   // Draw "ahead" look
                        //      te_lightning2(world, dst_ahead, dst_down);              // Draw "downwards" look
-                               if(trace_endpos.z < self.origin.z + self.mins.z)
+                               if(trace_endpos.z < this.origin.z + this.mins.z)
                                {
                                        s = pointcontents(trace_endpos + '0 0 1');
                                        if (s != CONTENT_SOLID)
                                        if (s == CONTENT_LAVA || s == CONTENT_SLIME)
-                                               evadelava = normalize(self.velocity) * -1;
+                                               evadelava = normalize(this.velocity) * -1;
                                        else if (s == CONTENT_SKY)
-                                               evadeobstacle = normalize(self.velocity) * -1;
-                                       else if (!boxesoverlap(dst_ahead - self.view_ofs + self.mins, dst_ahead - self.view_ofs + self.maxs,
-                                                               self.goalcurrent.absmin, self.goalcurrent.absmax))
+                                               evadeobstacle = normalize(this.velocity) * -1;
+                                       else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs,
+                                                               this.goalcurrent.absmin, this.goalcurrent.absmax))
                                        {
                                                // if ain't a safe goal with "holes" (like the jumpad on soylent)
                                                // and there is a trigger_hurt below
-                                               if(tracebox_hits_trigger_hurt(dst_ahead, self.mins, self.maxs, trace_endpos))
+                                               if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
                                                {
                                                        // Remove dangerous dynamic goals from stack
-                                                       LOG_TRACE("bot ", self.netname, " avoided the goal ", self.goalcurrent.classname, " ", etos(self.goalcurrent), " because it led to a dangerous path; goal stack cleared\n");
-                                                       navigation_clearroute();
+                                                       LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared\n");
+                                                       navigation_clearroute(this);
                                                        return;
                                                }
                                        }
@@ -802,114 +801,114 @@ void havocbot_movetogoal()
                        dir = flatdir;
                        evadeobstacle.z = 0;
                        evadelava.z = 0;
-                       makevectors(self.v_angle.y * '0 1 0');
+                       makevectors(this.v_angle.y * '0 1 0');
 
                        if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
-                               self.aistatus |= AI_STATUS_DANGER_AHEAD;
+                               this.aistatus |= AI_STATUS_DANGER_AHEAD;
                }
 
                dodge = havocbot_dodge();
-               dodge = dodge * bound(0,0.5+(skill+self.bot_dodgeskill)*0.1,1);
-               evadelava = evadelava * bound(1,3-(skill+self.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
-               traceline(self.origin, ( ( self.enemy.absmin + self.enemy.absmax ) * 0.5 ), true, world);
+               dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
+               evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
+               traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, world);
                if(IS_PLAYER(trace_ent))
-                       dir = dir * bound(0,(skill+self.bot_dodgeskill)/7,1);
+                       dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
 
                dir = normalize(dir + dodge + evadeobstacle + evadelava);
-       //      self.bot_dodgevector = dir;
-       //      self.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(self);
+       //      this.bot_dodgevector = dir;
+       //      this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
        }
 
-       if(time < self.ladder_time)
+       if(time < this.ladder_time)
        {
-               if(self.goalcurrent.origin.z + self.goalcurrent.mins.z > self.origin.z + self.mins.z)
+               if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
                {
-                       if(self.origin.z + self.mins.z  < self.ladder_entity.origin.z + self.ladder_entity.maxs.z)
+                       if(this.origin.z + this.mins.z  < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
                                dir.z = 1;
                }
                else
                {
-                       if(self.origin.z + self.mins.z  > self.ladder_entity.origin.z + self.ladder_entity.mins.z)
+                       if(this.origin.z + this.mins.z  > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
                                dir.z = -1;
                }
        }
 
-       //dir = self.bot_dodgevector;
-       //if (self.bot_dodgevector_jumpbutton)
-       //      PHYS_INPUT_BUTTON_JUMP(self) = true;
-       self.movement_x = dir * v_forward * maxspeed;
-       self.movement_y = dir * v_right * maxspeed;
-       self.movement_z = dir * v_up * maxspeed;
+       //dir = this.bot_dodgevector;
+       //if (this.bot_dodgevector_jumpbutton)
+       //      PHYS_INPUT_BUTTON_JUMP(this) = true;
+       this.movement_x = dir * v_forward * maxspeed;
+       this.movement_y = dir * v_right * maxspeed;
+       this.movement_z = dir * v_up * maxspeed;
 
        // Emulate keyboard interface
        if (skill < 10)
-               havocbot_keyboard_movement(destorg);
+               havocbot_keyboard_movement(this, destorg);
 
        // Bunnyhop!
-//     if(self.aistatus & AI_STATUS_ROAMING)
-       if(self.goalcurrent)
-       if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
-               havocbot_bunnyhop(dir);
-
-       if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(self))) PHYS_INPUT_BUTTON_JUMP(self) = true;
-       if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(self) = 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);
+//     if(this.aistatus & AI_STATUS_ROAMING)
+       if(this.goalcurrent)
+       if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
+               havocbot_bunnyhop(this, dir);
+
+       if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
+       if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true;
+       if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10);
 }
 
-void havocbot_chooseenemy()
-{SELFPARAM();
+void havocbot_chooseenemy(entity this)
+{
        entity head, best, head2;
        float rating, bestrating, hf;
        vector eye, v;
-       if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
+       if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
        {
-               self.enemy = world;
+               this.enemy = world;
                return;
        }
-       if (self.enemy)
+       if (this.enemy)
        {
-               if (!bot_shouldattack(self.enemy))
+               if (!bot_shouldattack(this, this.enemy))
                {
                        // enemy died or something, find a new target
-                       self.enemy = world;
-                       self.havocbot_chooseenemy_finished = time;
+                       this.enemy = world;
+                       this.havocbot_chooseenemy_finished = time;
                }
-               else if (self.havocbot_stickenemy)
+               else if (this.havocbot_stickenemy)
                {
                        // tracking last chosen enemy
                        // if enemy is visible
                        // and not really really far away
                        // and we're not severely injured
                        // then keep tracking for a half second into the future
-                       traceline(self.origin+self.view_ofs, ( self.enemy.absmin + self.enemy.absmax ) * 0.5,false,world);
-                       if (trace_ent == self.enemy || trace_fraction == 1)
-                       if (vlen((( self.enemy.absmin + self.enemy.absmax ) * 0.5) - self.origin) < 1000)
-                       if (self.health > 30)
+                       traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,world);
+                       if (trace_ent == this.enemy || trace_fraction == 1)
+                       if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
+                       if (this.health > 30)
                        {
                                // remain tracking him for a shot while (case he went after a small corner or pilar
-                               self.havocbot_chooseenemy_finished = time + 0.5;
+                               this.havocbot_chooseenemy_finished = time + 0.5;
                                return;
                        }
                        // enemy isn't visible, or is far away, or we're injured severely
                        // so stop preferring this enemy
                        // (it will still take a half second until a new one is chosen)
-                       self.havocbot_stickenemy = 0;
+                       this.havocbot_stickenemy = 0;
                }
        }
-       if (time < self.havocbot_chooseenemy_finished)
+       if (time < this.havocbot_chooseenemy_finished)
                return;
-       self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
-       eye = self.origin + self.view_ofs;
+       this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
+       eye = this.origin + this.view_ofs;
        best = world;
        bestrating = 100000000;
        head = head2 = findchainfloat(bot_attack, true);
 
        // Backup hit flags
-       hf = self.dphitcontentsmask;
+       hf = this.dphitcontentsmask;
 
        // Search for enemies, if no enemy can be seen directly try to look through transparent objects
 
-       self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+       this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
 
        bool scan_transparent = false;
        bool scan_secondary_targets = false;
@@ -938,9 +937,9 @@ LABEL(scan_targets)
                        rating = vlen(v - eye);
                        if (rating<autocvar_bot_ai_enemydetectionradius)
                        if (bestrating > rating)
-                       if (bot_shouldattack(head))
+                       if (bot_shouldattack(this, head))
                        {
-                               traceline(eye, v, true, self);
+                               traceline(eye, v, true, this);
                                if (trace_ent == head || trace_fraction >= 1)
                                {
                                        best = head;
@@ -960,29 +959,29 @@ LABEL(scan_targets)
 
                // 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_RIFLE.m_id
+               if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
                        break;
                if(scan_transparent)
                        break;
 
                // Set flags to see through transparent objects
-               self.dphitcontentsmask |= DPCONTENTS_OPAQUE;
+               this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
 
                head = head2;
                scan_transparent = true;
        }
 
        // Restore hit flags
-       self.dphitcontentsmask = hf;
+       this.dphitcontentsmask = hf;
 
-       self.enemy = best;
-       self.havocbot_stickenemy = true;
+       this.enemy = best;
+       this.havocbot_stickenemy = true;
        if(best && best.classname == "misc_breakablemodel")
-               self.havocbot_stickenemy = false;
+               this.havocbot_stickenemy = false;
 }
 
-float havocbot_chooseweapon_checkreload(int new_weapon)
-{SELFPARAM();
+float havocbot_chooseweapon_checkreload(entity this, int new_weapon)
+{
        // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
        // so skip this for them, or they'll never get to reload their weapons at all.
        // this also allows bots under this skill to be more stupid, and reload more often during combat :)
@@ -990,7 +989,7 @@ float havocbot_chooseweapon_checkreload(int new_weapon)
                return false;
 
        // if this weapon is scheduled for reloading, don't switch to it during combat
-       if (self.weapon_load[new_weapon] < 0)
+       if (this.weapon_load[new_weapon] < 0)
        {
                bool other_weapon_available = false;
                FOREACH(Weapons, it != WEP_Null, LAMBDA(
@@ -1004,26 +1003,26 @@ float havocbot_chooseweapon_checkreload(int new_weapon)
        return false;
 }
 
-void havocbot_chooseweapon()
-{SELFPARAM();
+void havocbot_chooseweapon(entity this)
+{
        int i;
 
        // ;)
        if(g_weaponarena_weapons == WEPSET(TUBA))
        {
-               PS(self).m_switchweapon = WEP_TUBA;
+               PS(this).m_switchweapon = WEP_TUBA;
                return;
        }
 
        // TODO: clean this up by moving it to weapon code
-       if(self.enemy==world)
+       if(this.enemy==world)
        {
                // If no weapon was chosen get the first available weapon
-               if(PS(self).m_weapon==WEP_Null)
+               if(PS(this).m_weapon==WEP_Null)
                FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                       if(client_hasweapon(self, it, true, false))
+                       if(client_hasweapon(this, it, true, false))
                        {
-                               PS(self).m_switchweapon = it;
+                               PS(this).m_switchweapon = it;
                                return;
                        }
                ));
@@ -1031,34 +1030,34 @@ void havocbot_chooseweapon()
        }
 
        // Do not change weapon during the next second after a combo
-       float f = time - self.lastcombotime;
+       float f = time - this.lastcombotime;
        if(f < 1)
                return;
 
        float w;
-       float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
+       float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
 
        // Should it do a weapon combo?
        float af, ct, combo_time, combo;
 
-       af = ATTACK_FINISHED(self, 0);
+       af = ATTACK_FINISHED(this, 0);
        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
-       combo_time = time + ct + (ct * ((-0.3*(skill+self.bot_weaponskill))+3));
+       combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
 
        combo = false;
 
        if(autocvar_bot_ai_weapon_combo)
-       if(PS(self).m_weapon.m_id == self.lastfiredweapon)
+       if(PS(this).m_weapon.m_id == this.lastfiredweapon)
        if(af > combo_time)
        {
                combo = true;
-               self.lastcombotime = time;
+               this.lastcombotime = time;
        }
 
-       distance *= pow(2, self.bot_rangepreference);
+       distance *= pow(2, this.bot_rangepreference);
 
        // Custom weapon list based on distance to the enemy
        if(bot_custom_weapon){
@@ -1067,11 +1066,11 @@ void havocbot_chooseweapon()
                if ( distance > bot_distance_far ) {
                        for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
                                w = bot_weapons_far[i];
-                               if ( client_hasweapon(self, Weapons_from(w), true, false) )
+                               if ( client_hasweapon(this, Weapons_from(w), true, false) )
                                {
-                                       if ((PS(self).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(w))
+                                       if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
                                                continue;
-                                       PS(self).m_switchweapon = Weapons_from(w);
+                                       PS(this).m_switchweapon = Weapons_from(w);
                                        return;
                                }
                        }
@@ -1081,11 +1080,11 @@ void havocbot_chooseweapon()
                if ( distance > bot_distance_close) {
                        for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
                                w = bot_weapons_mid[i];
-                               if ( client_hasweapon(self, Weapons_from(w), true, false) )
+                               if ( client_hasweapon(this, Weapons_from(w), true, false) )
                                {
-                                       if ((PS(self).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(w))
+                                       if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
                                                continue;
-                                       PS(self).m_switchweapon = Weapons_from(w);
+                                       PS(this).m_switchweapon = Weapons_from(w);
                                        return;
                                }
                        }
@@ -1094,107 +1093,107 @@ void havocbot_chooseweapon()
                // Choose weapons for close distance
                for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
                        w = bot_weapons_close[i];
-                       if ( client_hasweapon(self, Weapons_from(w), true, false) )
+                       if ( client_hasweapon(this, Weapons_from(w), true, false) )
                        {
-                               if ((PS(self).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(w))
+                               if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w))
                                        continue;
-                               PS(self).m_switchweapon = Weapons_from(w);
+                               PS(this).m_switchweapon = Weapons_from(w);
                                return;
                        }
                }
        }
 }
 
-void havocbot_aim()
-{SELFPARAM();
+void havocbot_aim(entity this)
+{
        vector selfvel, enemyvel;
-//     if(self.flags & FL_INWATER)
+//     if(this.flags & FL_INWATER)
 //             return;
-       if (time < self.nextaim)
+       if (time < this.nextaim)
                return;
-       self.nextaim = time + 0.1;
-       selfvel = self.velocity;
-       if (!self.waterlevel)
+       this.nextaim = time + 0.1;
+       selfvel = this.velocity;
+       if (!this.waterlevel)
                selfvel.z = 0;
-       if (self.enemy)
+       if (this.enemy)
        {
-               enemyvel = self.enemy.velocity;
-               if (!self.enemy.waterlevel)
+               enemyvel = this.enemy.velocity;
+               if (!this.enemy.waterlevel)
                        enemyvel.z = 0;
-               lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, (self.enemy.absmin + self.enemy.absmax) * 0.5, enemyvel);
+               lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, selfvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
        }
        else
-               lag_additem(time + self.ping, 0, 0, world, self.origin, selfvel, ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5, '0 0 0');
+               lag_additem(this, time + this.ping, 0, 0, world, this.origin, selfvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
 }
 
-float havocbot_moveto_refresh_route()
-{SELFPARAM();
+float havocbot_moveto_refresh_route(entity this)
+{
        // Refresh path to goal if necessary
        entity wp;
-       wp = self.havocbot_personal_waypoint;
-       navigation_goalrating_start();
-       navigation_routerating(wp, 10000, 10000);
-       navigation_goalrating_end();
-       return self.navigation_hasgoals;
+       wp = this.havocbot_personal_waypoint;
+       WITH(entity, self, this, navigation_goalrating_start());
+       WITH(entity, self, this, navigation_routerating(wp, 10000, 10000));
+       WITH(entity, self, this, navigation_goalrating_end());
+       return this.navigation_hasgoals;
 }
 
-float havocbot_moveto(vector pos)
-{SELFPARAM();
+float havocbot_moveto(entity this, vector pos)
+{
        entity wp;
 
-       if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
+       if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
        {
                // Step 4: Move to waypoint
-               if(self.havocbot_personal_waypoint==world)
+               if(this.havocbot_personal_waypoint==world)
                {
-                       LOG_TRACE("Error: ", self.netname, " trying to walk to a non existent personal waypoint\n");
-                       self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
+                       LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint\n");
+                       this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
                        return CMD_STATUS_ERROR;
                }
 
                if (!bot_strategytoken_taken)
-               if(self.havocbot_personal_waypoint_searchtime<time)
+               if(this.havocbot_personal_waypoint_searchtime<time)
                {
                        bot_strategytoken_taken = true;
-                       if(havocbot_moveto_refresh_route())
+                       if(havocbot_moveto_refresh_route(this))
                        {
-                               LOG_TRACE(self.netname, " walking to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
-                               self.havocbot_personal_waypoint_searchtime = time + 10;
-                               self.havocbot_personal_waypoint_failcounter = 0;
+                               LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)\n");
+                               this.havocbot_personal_waypoint_searchtime = time + 10;
+                               this.havocbot_personal_waypoint_failcounter = 0;
                        }
                        else
                        {
-                               self.havocbot_personal_waypoint_failcounter += 1;
-                               self.havocbot_personal_waypoint_searchtime = time + 2;
-                               if(self.havocbot_personal_waypoint_failcounter >= 30)
+                               this.havocbot_personal_waypoint_failcounter += 1;
+                               this.havocbot_personal_waypoint_searchtime = time + 2;
+                               if(this.havocbot_personal_waypoint_failcounter >= 30)
                                {
-                                       LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(self.havocbot_personal_waypoint.origin),"\n");
-                                       self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
-                                       remove(self.havocbot_personal_waypoint);
+                                       LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin),"\n");
+                                       this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
+                                       remove(this.havocbot_personal_waypoint);
                                        return CMD_STATUS_ERROR;
                                }
                                else
-                                       LOG_TRACE(self.netname, " can't walk to its personal waypoint (after ", ftos(self.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
+                                       LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later\n");
                        }
                }
 
                if(autocvar_bot_debug_goalstack)
-                       debuggoalstack();
+                       debuggoalstack(this);
 
                // Heading
-               vector dir = ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - (self.origin + self.view_ofs);
+               vector dir = ( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - (this.origin + this.view_ofs);
                dir.z = 0;
-               bot_aimdir(dir, -1);
+               bot_aimdir(this, dir, -1);
 
                // Go!
-               havocbot_movetogoal();
+               havocbot_movetogoal(this);
 
-               if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
+               if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
                {
                        // Step 5: Waypoint reached
-                       LOG_TRACE(self.netname, "'s personal waypoint reached\n");
-                       remove(self.havocbot_personal_waypoint);
-                       self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
+                       LOG_TRACE(this.netname, "'s personal waypoint reached\n");
+                       remove(this.havocbot_personal_waypoint);
+                       this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
                        return CMD_STATUS_FINISHED;
                }
 
@@ -1202,36 +1201,36 @@ float havocbot_moveto(vector pos)
        }
 
        // Step 2: Linking waypoint
-       if(self.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
+       if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
        {
                // Wait until it is linked
-               if(!self.havocbot_personal_waypoint.wplinked)
+               if(!this.havocbot_personal_waypoint.wplinked)
                {
-                       LOG_TRACE(self.netname, " waiting for personal waypoint to be linked\n");
+                       LOG_TRACE(this.netname, " waiting for personal waypoint to be linked\n");
                        return CMD_STATUS_EXECUTING;
                }
 
-               self.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
-               self.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
-               self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
+               this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
+               this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
+               this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
 
                // Step 3: Route to waypoint
-               LOG_TRACE(self.netname, " walking to its personal waypoint\n");
+               LOG_TRACE(this.netname, " walking to its personal waypoint\n");
 
                return CMD_STATUS_EXECUTING;
        }
 
        // Step 1: Spawning waypoint
-       wp = waypoint_spawnpersonal(pos);
+       wp = waypoint_spawnpersonal(this, pos);
        if(wp==world)
        {
                LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos),"\n");
                return CMD_STATUS_ERROR;
        }
 
-       self.havocbot_personal_waypoint = wp;
-       self.havocbot_personal_waypoint_failcounter = 0;
-       self.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
+       this.havocbot_personal_waypoint = wp;
+       this.havocbot_personal_waypoint_failcounter = 0;
+       this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
 
        // if pos is inside a teleport, then let's mark it as teleport waypoint
        entity head;
@@ -1240,7 +1239,7 @@ float havocbot_moveto(vector pos)
                if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, world))
                {
                        wp.wpflags |= WAYPOINTFLAG_TELEPORT;
-                       self.lastteleporttime = 0;
+                       this.lastteleporttime = 0;
                }
        }
 
@@ -1254,9 +1253,9 @@ float havocbot_moveto(vector pos)
        return CMD_STATUS_EXECUTING;
 }
 
-float havocbot_resetgoal()
+float havocbot_resetgoal(entity this)
 {
-       navigation_clearroute();
+       navigation_clearroute(this);
        return CMD_STATUS_FINISHED;
 }
 
index 99c7b00751a117b9af95341bab0fc9c6cc294d0c..4f017f0048d60ca1387028162b6446522520501f 100644 (file)
  * Functions
  */
 
-void havocbot_ai();
-void havocbot_aim();
+void havocbot_ai(entity this);
+void havocbot_aim(entity this);
 void havocbot_setupbot();
-void havocbot_movetogoal();
+void havocbot_movetogoal(entity this);
 void havocbot_chooserole();
-void havocbot_chooseenemy();
-void havocbot_chooseweapon();
-void havocbot_bunnyhop(vector dir);
-void havocbot_keyboard_movement(vector destorg);
+void havocbot_chooseenemy(entity this);
+void havocbot_chooseweapon(entity this);
+void havocbot_bunnyhop(entity this, vector dir);
+void havocbot_keyboard_movement(entity this, vector destorg);
 
-float havocbot_resetgoal();
-float havocbot_moveto(vector pos);
-float havocbot_moveto_refresh_route();
+float havocbot_resetgoal(entity this);
+float havocbot_moveto(entity this, vector pos);
+float havocbot_moveto_refresh_route(entity this);
 
 vector havocbot_dodge();
 
index d8904de32d9584be339f934498cb10637787617d..a4c769921a108e4728e023312d3c41f51a560861 100644 (file)
@@ -158,13 +158,11 @@ void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradi
        if(self.waterlevel>WATERLEVEL_WETFEET)
                return;
 
-       float distance;
        int t;
 
-       FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(it), LAMBDA(
+       FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(self, it), LAMBDA(
                // TODO: Merge this logic with the bot_shouldattack function
-               distance = vlen(it.origin - org);
-               if (distance < 100 || distance > sradius)
+               if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
                        continue;
 
                // rate only visible enemies
index 2e40f09601bf5763edb90a9d82e0ffe31e9efa60..03d3f1e89935094a4c4bece706c948d8a1fce9f8 100644 (file)
@@ -225,42 +225,42 @@ float tracewalk(entity e, vector start, vector m1, vector m2, vector end, float
 /////////////////////////////////////////////////////////////////////////////
 
 // completely empty the goal stack, used when deciding where to go
-void navigation_clearroute()
-{SELFPARAM();
-       //print("bot ", etos(self), " clear\n");
-       self.navigation_hasgoals = false;
-       self.goalcurrent = world;
-       self.goalstack01 = world;
-       self.goalstack02 = world;
-       self.goalstack03 = world;
-       self.goalstack04 = world;
-       self.goalstack05 = world;
-       self.goalstack06 = world;
-       self.goalstack07 = world;
-       self.goalstack08 = world;
-       self.goalstack09 = world;
-       self.goalstack10 = world;
-       self.goalstack11 = world;
-       self.goalstack12 = world;
-       self.goalstack13 = world;
-       self.goalstack14 = world;
-       self.goalstack15 = world;
-       self.goalstack16 = world;
-       self.goalstack17 = world;
-       self.goalstack18 = world;
-       self.goalstack19 = world;
-       self.goalstack20 = world;
-       self.goalstack21 = world;
-       self.goalstack22 = world;
-       self.goalstack23 = world;
-       self.goalstack24 = world;
-       self.goalstack25 = world;
-       self.goalstack26 = world;
-       self.goalstack27 = world;
-       self.goalstack28 = world;
-       self.goalstack29 = world;
-       self.goalstack30 = world;
-       self.goalstack31 = world;
+void navigation_clearroute(entity this)
+{
+       //print("bot ", etos(this), " clear\n");
+       this.navigation_hasgoals = false;
+       this.goalcurrent = world;
+       this.goalstack01 = world;
+       this.goalstack02 = world;
+       this.goalstack03 = world;
+       this.goalstack04 = world;
+       this.goalstack05 = world;
+       this.goalstack06 = world;
+       this.goalstack07 = world;
+       this.goalstack08 = world;
+       this.goalstack09 = world;
+       this.goalstack10 = world;
+       this.goalstack11 = world;
+       this.goalstack12 = world;
+       this.goalstack13 = world;
+       this.goalstack14 = world;
+       this.goalstack15 = world;
+       this.goalstack16 = world;
+       this.goalstack17 = world;
+       this.goalstack18 = world;
+       this.goalstack19 = world;
+       this.goalstack20 = world;
+       this.goalstack21 = world;
+       this.goalstack22 = world;
+       this.goalstack23 = world;
+       this.goalstack24 = world;
+       this.goalstack25 = world;
+       this.goalstack26 = world;
+       this.goalstack27 = world;
+       this.goalstack28 = world;
+       this.goalstack29 = world;
+       this.goalstack30 = world;
+       this.goalstack31 = world;
 }
 
 // add a new goal at the beginning of the stack
@@ -269,41 +269,41 @@ void navigation_clearroute()
 // next-closest WP on the shortest path to the WP
 // That means, if the stack overflows, the bot will know how to do the FIRST 32
 // steps to the goal, and then recalculate the path.
-void navigation_pushroute(entity e)
-{SELFPARAM();
-       //print("bot ", etos(self), " push ", etos(e), "\n");
-       self.goalstack31 = self.goalstack30;
-       self.goalstack30 = self.goalstack29;
-       self.goalstack29 = self.goalstack28;
-       self.goalstack28 = self.goalstack27;
-       self.goalstack27 = self.goalstack26;
-       self.goalstack26 = self.goalstack25;
-       self.goalstack25 = self.goalstack24;
-       self.goalstack24 = self.goalstack23;
-       self.goalstack23 = self.goalstack22;
-       self.goalstack22 = self.goalstack21;
-       self.goalstack21 = self.goalstack20;
-       self.goalstack20 = self.goalstack19;
-       self.goalstack19 = self.goalstack18;
-       self.goalstack18 = self.goalstack17;
-       self.goalstack17 = self.goalstack16;
-       self.goalstack16 = self.goalstack15;
-       self.goalstack15 = self.goalstack14;
-       self.goalstack14 = self.goalstack13;
-       self.goalstack13 = self.goalstack12;
-       self.goalstack12 = self.goalstack11;
-       self.goalstack11 = self.goalstack10;
-       self.goalstack10 = self.goalstack09;
-       self.goalstack09 = self.goalstack08;
-       self.goalstack08 = self.goalstack07;
-       self.goalstack07 = self.goalstack06;
-       self.goalstack06 = self.goalstack05;
-       self.goalstack05 = self.goalstack04;
-       self.goalstack04 = self.goalstack03;
-       self.goalstack03 = self.goalstack02;
-       self.goalstack02 = self.goalstack01;
-       self.goalstack01 = self.goalcurrent;
-       self.goalcurrent = e;
+void navigation_pushroute(entity this, entity e)
+{
+       //print("bot ", etos(this), " push ", etos(e), "\n");
+       this.goalstack31 = this.goalstack30;
+       this.goalstack30 = this.goalstack29;
+       this.goalstack29 = this.goalstack28;
+       this.goalstack28 = this.goalstack27;
+       this.goalstack27 = this.goalstack26;
+       this.goalstack26 = this.goalstack25;
+       this.goalstack25 = this.goalstack24;
+       this.goalstack24 = this.goalstack23;
+       this.goalstack23 = this.goalstack22;
+       this.goalstack22 = this.goalstack21;
+       this.goalstack21 = this.goalstack20;
+       this.goalstack20 = this.goalstack19;
+       this.goalstack19 = this.goalstack18;
+       this.goalstack18 = this.goalstack17;
+       this.goalstack17 = this.goalstack16;
+       this.goalstack16 = this.goalstack15;
+       this.goalstack15 = this.goalstack14;
+       this.goalstack14 = this.goalstack13;
+       this.goalstack13 = this.goalstack12;
+       this.goalstack12 = this.goalstack11;
+       this.goalstack11 = this.goalstack10;
+       this.goalstack10 = this.goalstack09;
+       this.goalstack09 = this.goalstack08;
+       this.goalstack08 = this.goalstack07;
+       this.goalstack07 = this.goalstack06;
+       this.goalstack06 = this.goalstack05;
+       this.goalstack05 = this.goalstack04;
+       this.goalstack04 = this.goalstack03;
+       this.goalstack03 = this.goalstack02;
+       this.goalstack02 = this.goalstack01;
+       this.goalstack01 = this.goalcurrent;
+       this.goalcurrent = e;
 }
 
 // remove first goal from stack
@@ -854,26 +854,26 @@ void navigation_routerating(entity e, float f, float rangebias)
 }
 
 // adds an item to the the goal stack with the path to a given item
-float navigation_routetogoal(entity e, vector startposition)
-{SELFPARAM();
-       self.goalentity = e;
+bool navigation_routetogoal(entity this, entity e, vector startposition)
+{
+       this.goalentity = e;
 
        // if there is no goal, just exit
        if (!e)
                return false;
 
-       self.navigation_hasgoals = true;
+       this.navigation_hasgoals = true;
 
        // put the entity on the goal stack
        //print("routetogoal ", etos(e), "\n");
-       navigation_pushroute(e);
+       navigation_pushroute(this, e);
 
        if(g_jetpack)
-       if(e==self.navigation_jetpack_goal)
+       if(e==this.navigation_jetpack_goal)
                return true;
 
        // if it can reach the goal there is nothing more to do
-       if (tracewalk(self, startposition, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), (e.absmin + e.absmax) * 0.5, bot_navigation_movemode))
+       if (tracewalk(this, startposition, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), (e.absmin + e.absmax) * 0.5, bot_navigation_movemode))
                return true;
 
        // see if there are waypoints describing a path to the item
@@ -888,7 +888,7 @@ float navigation_routetogoal(entity e, vector startposition)
        for (;;)
        {
                // add the spawnfunc_waypoint to the path
-               navigation_pushroute(e);
+               navigation_pushroute(this, e);
                e = e.enemy;
 
                if(e==world)
@@ -994,7 +994,7 @@ void navigation_goalrating_start()
        self.navigation_jetpack_goal = world;
        navigation_bestrating = -1;
        self.navigation_hasgoals = false;
-       navigation_clearroute();
+       navigation_clearroute(self);
        navigation_bestgoal = world;
        navigation_markroutes(world);
 }
@@ -1005,7 +1005,7 @@ void navigation_goalrating_end()
        if(self.aistatus & AI_STATUS_STUCK)
                return;
 
-       navigation_routetogoal(navigation_bestgoal, self.origin);
+       navigation_routetogoal(self, navigation_bestgoal, self.origin);
        LOG_DEBUG(strcat("best goal ", self.goalcurrent.classname , "\n"));
 
        // If the bot got stuck then try to reach the farthest waypoint
@@ -1098,7 +1098,7 @@ void navigation_unstuck()
                        if (bot_waypoint_queue_bestgoal)
                        {
                                LOG_DEBUG(strcat(self.netname, " stuck, reachable waypoint found, heading to it\n"));
-                               navigation_routetogoal(bot_waypoint_queue_bestgoal, self.origin);
+                               navigation_routetogoal(self, bot_waypoint_queue_bestgoal, self.origin);
                                self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
                                self.aistatus &= ~AI_STATUS_STUCK;
                        }
@@ -1200,61 +1200,61 @@ void debugnodestatus(vector position, float status)
 .vector lastposition;
 
 // Debug the goal stack visually
-void debuggoalstack()
-{SELFPARAM();
+void debuggoalstack(entity this)
+{
        entity goal;
        vector org, go;
 
-       if(self.goalcounter==0)goal=self.goalcurrent;
-       else if(self.goalcounter==1)goal=self.goalstack01;
-       else if(self.goalcounter==2)goal=self.goalstack02;
-       else if(self.goalcounter==3)goal=self.goalstack03;
-       else if(self.goalcounter==4)goal=self.goalstack04;
-       else if(self.goalcounter==5)goal=self.goalstack05;
-       else if(self.goalcounter==6)goal=self.goalstack06;
-       else if(self.goalcounter==7)goal=self.goalstack07;
-       else if(self.goalcounter==8)goal=self.goalstack08;
-       else if(self.goalcounter==9)goal=self.goalstack09;
-       else if(self.goalcounter==10)goal=self.goalstack10;
-       else if(self.goalcounter==11)goal=self.goalstack11;
-       else if(self.goalcounter==12)goal=self.goalstack12;
-       else if(self.goalcounter==13)goal=self.goalstack13;
-       else if(self.goalcounter==14)goal=self.goalstack14;
-       else if(self.goalcounter==15)goal=self.goalstack15;
-       else if(self.goalcounter==16)goal=self.goalstack16;
-       else if(self.goalcounter==17)goal=self.goalstack17;
-       else if(self.goalcounter==18)goal=self.goalstack18;
-       else if(self.goalcounter==19)goal=self.goalstack19;
-       else if(self.goalcounter==20)goal=self.goalstack20;
-       else if(self.goalcounter==21)goal=self.goalstack21;
-       else if(self.goalcounter==22)goal=self.goalstack22;
-       else if(self.goalcounter==23)goal=self.goalstack23;
-       else if(self.goalcounter==24)goal=self.goalstack24;
-       else if(self.goalcounter==25)goal=self.goalstack25;
-       else if(self.goalcounter==26)goal=self.goalstack26;
-       else if(self.goalcounter==27)goal=self.goalstack27;
-       else if(self.goalcounter==28)goal=self.goalstack28;
-       else if(self.goalcounter==29)goal=self.goalstack29;
-       else if(self.goalcounter==30)goal=self.goalstack30;
-       else if(self.goalcounter==31)goal=self.goalstack31;
+       if(this.goalcounter==0)goal=this.goalcurrent;
+       else if(this.goalcounter==1)goal=this.goalstack01;
+       else if(this.goalcounter==2)goal=this.goalstack02;
+       else if(this.goalcounter==3)goal=this.goalstack03;
+       else if(this.goalcounter==4)goal=this.goalstack04;
+       else if(this.goalcounter==5)goal=this.goalstack05;
+       else if(this.goalcounter==6)goal=this.goalstack06;
+       else if(this.goalcounter==7)goal=this.goalstack07;
+       else if(this.goalcounter==8)goal=this.goalstack08;
+       else if(this.goalcounter==9)goal=this.goalstack09;
+       else if(this.goalcounter==10)goal=this.goalstack10;
+       else if(this.goalcounter==11)goal=this.goalstack11;
+       else if(this.goalcounter==12)goal=this.goalstack12;
+       else if(this.goalcounter==13)goal=this.goalstack13;
+       else if(this.goalcounter==14)goal=this.goalstack14;
+       else if(this.goalcounter==15)goal=this.goalstack15;
+       else if(this.goalcounter==16)goal=this.goalstack16;
+       else if(this.goalcounter==17)goal=this.goalstack17;
+       else if(this.goalcounter==18)goal=this.goalstack18;
+       else if(this.goalcounter==19)goal=this.goalstack19;
+       else if(this.goalcounter==20)goal=this.goalstack20;
+       else if(this.goalcounter==21)goal=this.goalstack21;
+       else if(this.goalcounter==22)goal=this.goalstack22;
+       else if(this.goalcounter==23)goal=this.goalstack23;
+       else if(this.goalcounter==24)goal=this.goalstack24;
+       else if(this.goalcounter==25)goal=this.goalstack25;
+       else if(this.goalcounter==26)goal=this.goalstack26;
+       else if(this.goalcounter==27)goal=this.goalstack27;
+       else if(this.goalcounter==28)goal=this.goalstack28;
+       else if(this.goalcounter==29)goal=this.goalstack29;
+       else if(this.goalcounter==30)goal=this.goalstack30;
+       else if(this.goalcounter==31)goal=this.goalstack31;
        else goal=world;
 
        if(goal==world)
        {
-               self.goalcounter = 0;
-               self.lastposition='0 0 0';
+               this.goalcounter = 0;
+               this.lastposition='0 0 0';
                return;
        }
 
-       if(self.lastposition=='0 0 0')
-               org = self.origin;
+       if(this.lastposition=='0 0 0')
+               org = this.origin;
        else
-               org = self.lastposition;
+               org = this.lastposition;
 
 
        go = ( goal.absmin + goal.absmax ) * 0.5;
        te_lightning2(world, org, go);
-       self.lastposition = go;
+       this.lastposition = go;
 
-       self.goalcounter++;
+       this.goalcounter++;
 }
index efa2843a23a5730fe9ecb53809e4f4044036d0ab..2d0f2d6dd6cb7a6050b36691251a9cce00029fa0 100644 (file)
@@ -53,15 +53,15 @@ void debugresetnodes();
 void debugnode(vector node);
 void debugnodestatus(vector position, float status);
 
-void debuggoalstack();
+void debuggoalstack(entity this);
 
 float tracewalk(entity e, vector start, vector m1, vector m2, vector end, float movemode);
 
 float navigation_markroutes_nearestwaypoints(entity waylist, float maxdist);
-float navigation_routetogoal(entity e, vector startposition);
+float navigation_routetogoal(entity this, entity e, vector startposition);
 
-void navigation_clearroute();
-void navigation_pushroute(entity e);
+void navigation_clearroute(entity this);
+void navigation_pushroute(entity this, entity e);
 void navigation_poproute();
 void navigation_markroutes_checkwaypoint(entity w, entity wp, float cost2, vector p);
 void navigation_markroutes(entity fixed_source_waypoint);
index 4e867b05bfa4b6f1feb689d062e1b7b5114a7dbb..16bb6b314bc4f53eb803bcb12b785fabaabf744e 100644 (file)
@@ -89,33 +89,33 @@ string bot_readcommand(entity bot, float idx)
        return bufstr_get(bot.bot_cmdqueuebuf, idx);
 }
 
-float bot_havecommand(entity bot, float idx)
+bool bot_havecommand(entity this, int idx)
 {
-       if(!bot.bot_cmdqueuebuf_allocated)
-               return 0;
-       if(idx < bot.bot_cmdqueuebuf_start)
-               return 0;
-       if(idx >= bot.bot_cmdqueuebuf_end)
-               return 0;
-       return 1;
+       if(!this.bot_cmdqueuebuf_allocated)
+               return false;
+       if(idx < this.bot_cmdqueuebuf_start)
+               return false;
+       if(idx >= this.bot_cmdqueuebuf_end)
+               return false;
+       return true;
 }
 
 const int MAX_BOT_PLACES = 4;
 .float bot_places_count;
 .entity bot_places[MAX_BOT_PLACES];
 .string bot_placenames[MAX_BOT_PLACES];
-entity bot_getplace(string placename)
-{SELFPARAM();
+entity bot_getplace(entity this, string placename)
+{
        entity e;
        if(substring(placename, 0, 1) == "@")
        {
                int i, p;
                placename = substring(placename, 1, -1);
                string s, s2;
-               for(i = 0; i < self.bot_places_count; ++i)
-                       if(self.(bot_placenames[i]) == placename)
-                               return self.(bot_places[i]);
-               // now: i == self.bot_places_count
+               for(i = 0; i < this.bot_places_count; ++i)
+                       if(this.(bot_placenames[i]) == placename)
+                               return this.(bot_places[i]);
+               // now: i == this.bot_places_count
                s = s2 = cvar_string(placename);
                p = strstrofs(s2, " ", 0);
                if(p >= 0)
@@ -130,9 +130,9 @@ entity bot_getplace(string placename)
                        LOG_INFO("invalid place ", s, "\n");
                if(i < MAX_BOT_PLACES)
                {
-                       self.(bot_placenames[i]) = strzone(placename);
-                       self.(bot_places[i]) = e;
-                       self.bot_places_count += 1;
+                       this.(bot_placenames[i]) = strzone(placename);
+                       this.(bot_places[i]) = e;
+                       this.bot_places_count += 1;
                }
                return e;
        }
@@ -477,66 +477,66 @@ void bot_list_commands()
 .int bot_exec_status;
 
 void SV_ParseClientCommand(string s);
-float bot_cmd_cc()
+float bot_cmd_cc(entity this)
 {
-       SV_ParseClientCommand(bot_cmd.bot_cmd_parm_string);
+       WITH(entity, self, this, SV_ParseClientCommand(bot_cmd.bot_cmd_parm_string));
        return CMD_STATUS_FINISHED;
 }
 
-float bot_cmd_impulse()
-{SELFPARAM();
-       self.impulse = bot_cmd.bot_cmd_parm_float;
+float bot_cmd_impulse(entity this)
+{
+       this.impulse = bot_cmd.bot_cmd_parm_float;
        return CMD_STATUS_FINISHED;
 }
 
-float bot_cmd_continue()
-{SELFPARAM();
-       self.bot_exec_status &= ~BOT_EXEC_STATUS_PAUSED;
+float bot_cmd_continue(entity this)
+{
+       this.bot_exec_status &= ~BOT_EXEC_STATUS_PAUSED;
        return CMD_STATUS_FINISHED;
 }
 
 .float bot_cmd_wait_time;
-float bot_cmd_wait()
-{SELFPARAM();
-       if(self.bot_exec_status & BOT_EXEC_STATUS_WAITING)
+float bot_cmd_wait(entity this)
+{
+       if(this.bot_exec_status & BOT_EXEC_STATUS_WAITING)
        {
-               if(time>=self.bot_cmd_wait_time)
+               if(time>=this.bot_cmd_wait_time)
                {
-                       self.bot_exec_status &= ~BOT_EXEC_STATUS_WAITING;
+                       this.bot_exec_status &= ~BOT_EXEC_STATUS_WAITING;
                        return CMD_STATUS_FINISHED;
                }
                else
                        return CMD_STATUS_EXECUTING;
        }
 
-       self.bot_cmd_wait_time = time + bot_cmd.bot_cmd_parm_float;
-       self.bot_exec_status |= BOT_EXEC_STATUS_WAITING;
+       this.bot_cmd_wait_time = time + bot_cmd.bot_cmd_parm_float;
+       this.bot_exec_status |= BOT_EXEC_STATUS_WAITING;
        return CMD_STATUS_EXECUTING;
 }
 
-float bot_cmd_wait_until()
-{SELFPARAM();
+float bot_cmd_wait_until(entity this)
+{
        if(time < bot_cmd.bot_cmd_parm_float + bot_barriertime)
        {
-               self.bot_exec_status |= BOT_EXEC_STATUS_WAITING;
+               this.bot_exec_status |= BOT_EXEC_STATUS_WAITING;
                return CMD_STATUS_EXECUTING;
        }
-       self.bot_exec_status &= ~BOT_EXEC_STATUS_WAITING;
+       this.bot_exec_status &= ~BOT_EXEC_STATUS_WAITING;
        return CMD_STATUS_FINISHED;
 }
 
-float bot_cmd_barrier()
-{SELFPARAM();
+float bot_cmd_barrier(entity this)
+{
        // 0 = no barrier, 1 = waiting, 2 = waiting finished
 
-       if(self.bot_barrier == 0) // initialization
+       if(this.bot_barrier == 0) // initialization
        {
-               self.bot_barrier = 1;
+               this.bot_barrier = 1;
 
-               //self.colormod = '4 4 0';
+               //this.colormod = '4 4 0';
        }
 
-       if(self.bot_barrier == 1) // find other bots
+       if(this.bot_barrier == 1) // find other bots
        {
                FOREACH_CLIENT(it.isbot, LAMBDA(
                        if(it.bot_cmdqueuebuf_allocated)
@@ -554,28 +554,28 @@ float bot_cmd_barrier()
 
        // if we get here, the barrier is finished
        // so end it...
-       self.bot_barrier = 0;
-       //self.colormod = '0 0 0';
+       this.bot_barrier = 0;
+       //this.colormod = '0 0 0';
 
        return CMD_STATUS_FINISHED;
 }
 
-float bot_cmd_turn()
-{SELFPARAM();
-       self.v_angle_y = self.v_angle.y + bot_cmd.bot_cmd_parm_float;
-       self.v_angle_y = self.v_angle.y - floor(self.v_angle.y / 360) * 360;
+float bot_cmd_turn(entity this)
+{
+       this.v_angle_y = this.v_angle.y + bot_cmd.bot_cmd_parm_float;
+       this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
        return CMD_STATUS_FINISHED;
 }
 
-float bot_cmd_select_weapon()
-{SELFPARAM();
+float bot_cmd_select_weapon(entity this)
+{
        float id = bot_cmd.bot_cmd_parm_float;
 
        if(id < WEP_FIRST || id > WEP_LAST)
                return CMD_STATUS_ERROR;
 
-       if(client_hasweapon(self, Weapons_from(id), true, false))
-               PS(self).m_switchweapon = Weapons_from(id);
+       if(client_hasweapon(this, Weapons_from(id), true, false))
+               PS(this).m_switchweapon = Weapons_from(id);
        else
                return CMD_STATUS_ERROR;
 
@@ -590,8 +590,8 @@ const int CMD_CONDITION_false = 2;
 const int CMD_CONDITION_true_BLOCK = 4;
 const int CMD_CONDITION_false_BLOCK = 8;
 
-float bot_cmd_eval(string expr)
-{SELFPARAM();
+float bot_cmd_eval(entity this, string expr)
+{
        // Search for numbers
        if(strstrofs("0123456789", substring(expr, 0, 1), 0) >= 0)
        {
@@ -608,31 +608,31 @@ float bot_cmd_eval(string expr)
        switch(expr)
        {
                case "health":
-                       return self.health;
+                       return this.health;
                case "speed":
-                       return vlen(self.velocity);
+                       return vlen(this.velocity);
                case "flagcarrier":
-                       return ((self.flagcarried!=world));
+                       return ((this.flagcarried!=world));
        }
 
        LOG_INFO(strcat("ERROR: Unable to convert the expression '",expr,"' into a numeric value\n"));
        return 0;
 }
 
-float bot_cmd_if()
-{SELFPARAM();
+float bot_cmd_if(entity this)
+{
        string expr, val_a, val_b;
        float cmpofs;
 
-       if(self.bot_cmd_condition_status != CMD_CONDITION_NONE)
+       if(this.bot_cmd_condition_status != CMD_CONDITION_NONE)
        {
                // Only one "if" block is allowed at time
                LOG_INFO("ERROR: Only one conditional block can be processed at time");
-               bot_clearqueue(self);
+               bot_clearqueue(this);
                return CMD_STATUS_ERROR;
        }
 
-       self.bot_cmd_condition_status |= CMD_CONDITION_true_BLOCK;
+       this.bot_cmd_condition_status |= CMD_CONDITION_true_BLOCK;
 
        // search for operators
        expr = bot_cmd.bot_cmd_parm_string;
@@ -644,10 +644,10 @@ float bot_cmd_if()
                val_a = substring(expr,0,cmpofs);
                val_b = substring(expr,cmpofs+1,strlen(expr));
 
-               if(bot_cmd_eval(val_a)==bot_cmd_eval(val_b))
-                       self.bot_cmd_condition_status |= CMD_CONDITION_true;
+               if(bot_cmd_eval(this, val_a)==bot_cmd_eval(this, val_b))
+                       this.bot_cmd_condition_status |= CMD_CONDITION_true;
                else
-                       self.bot_cmd_condition_status |= CMD_CONDITION_false;
+                       this.bot_cmd_condition_status |= CMD_CONDITION_false;
 
                return CMD_STATUS_FINISHED;
        }
@@ -659,10 +659,10 @@ float bot_cmd_if()
                val_a = substring(expr,0,cmpofs);
                val_b = substring(expr,cmpofs+1,strlen(expr));
 
-               if(bot_cmd_eval(val_a)>bot_cmd_eval(val_b))
-                       self.bot_cmd_condition_status |= CMD_CONDITION_true;
+               if(bot_cmd_eval(this, val_a)>bot_cmd_eval(this, val_b))
+                       this.bot_cmd_condition_status |= CMD_CONDITION_true;
                else
-                       self.bot_cmd_condition_status |= CMD_CONDITION_false;
+                       this.bot_cmd_condition_status |= CMD_CONDITION_false;
 
                return CMD_STATUS_FINISHED;
        }
@@ -674,38 +674,38 @@ float bot_cmd_if()
                val_a = substring(expr,0,cmpofs);
                val_b = substring(expr,cmpofs+1,strlen(expr));
 
-               if(bot_cmd_eval(val_a)<bot_cmd_eval(val_b))
-                       self.bot_cmd_condition_status |= CMD_CONDITION_true;
+               if(bot_cmd_eval(this, val_a)<bot_cmd_eval(this, val_b))
+                       this.bot_cmd_condition_status |= CMD_CONDITION_true;
                else
-                       self.bot_cmd_condition_status |= CMD_CONDITION_false;
+                       this.bot_cmd_condition_status |= CMD_CONDITION_false;
 
                return CMD_STATUS_FINISHED;
        }
 
-       if(bot_cmd_eval(expr))
-               self.bot_cmd_condition_status |= CMD_CONDITION_true;
+       if(bot_cmd_eval(this, expr))
+               this.bot_cmd_condition_status |= CMD_CONDITION_true;
        else
-               self.bot_cmd_condition_status |= CMD_CONDITION_false;
+               this.bot_cmd_condition_status |= CMD_CONDITION_false;
 
        return CMD_STATUS_FINISHED;
 }
 
-float bot_cmd_else()
-{SELFPARAM();
-       self.bot_cmd_condition_status &= ~CMD_CONDITION_true_BLOCK;
-       self.bot_cmd_condition_status |= CMD_CONDITION_false_BLOCK;
+float bot_cmd_else(entity this)
+{
+       this.bot_cmd_condition_status &= ~CMD_CONDITION_true_BLOCK;
+       this.bot_cmd_condition_status |= CMD_CONDITION_false_BLOCK;
        return CMD_STATUS_FINISHED;
 }
 
-float bot_cmd_fi()
-{SELFPARAM();
-       self.bot_cmd_condition_status = CMD_CONDITION_NONE;
+float bot_cmd_fi(entity this)
+{
+       this.bot_cmd_condition_status = CMD_CONDITION_NONE;
        return CMD_STATUS_FINISHED;
 }
 
-float bot_cmd_resetaim()
-{SELFPARAM();
-       self.v_angle = '0 0 0';
+float bot_cmd_resetaim(entity this)
+{
+       this.v_angle = '0 0 0';
        return CMD_STATUS_FINISHED;
 }
 
@@ -714,19 +714,19 @@ float bot_cmd_resetaim()
 .vector bot_cmd_aim_begin;
 .vector bot_cmd_aim_end;
 
-float bot_cmd_aim()
-{SELFPARAM();
+float bot_cmd_aim(entity this)
+{
        // Current direction
-       if(self.bot_cmd_aim_endtime)
+       if(this.bot_cmd_aim_endtime)
        {
                float progress;
 
-               progress = min(1 - (self.bot_cmd_aim_endtime - time) / (self.bot_cmd_aim_endtime - self.bot_cmd_aim_begintime),1);
-               self.v_angle = self.bot_cmd_aim_begin + ((self.bot_cmd_aim_end - self.bot_cmd_aim_begin) * progress);
+               progress = min(1 - (this.bot_cmd_aim_endtime - time) / (this.bot_cmd_aim_endtime - this.bot_cmd_aim_begintime),1);
+               this.v_angle = this.bot_cmd_aim_begin + ((this.bot_cmd_aim_end - this.bot_cmd_aim_begin) * progress);
 
-               if(time>=self.bot_cmd_aim_endtime)
+               if(time>=this.bot_cmd_aim_endtime)
                {
-                       self.bot_cmd_aim_endtime = 0;
+                       this.bot_cmd_aim_endtime = 0;
                        return CMD_STATUS_FINISHED;
                }
                else
@@ -748,28 +748,28 @@ float bot_cmd_aim()
 
        if(step == 0)
        {
-               self.v_angle_x -= stof(argv(1));
-               self.v_angle_y += stof(argv(0));
+               this.v_angle_x -= stof(argv(1));
+               this.v_angle_y += stof(argv(0));
                return CMD_STATUS_FINISHED;
        }
 
-       self.bot_cmd_aim_begin = self.v_angle;
+       this.bot_cmd_aim_begin = this.v_angle;
 
-       self.bot_cmd_aim_end_x = self.v_angle.x - stof(argv(1));
-       self.bot_cmd_aim_end_y = self.v_angle.y + stof(argv(0));
-       self.bot_cmd_aim_end_z = 0;
+       this.bot_cmd_aim_end_x = this.v_angle.x - stof(argv(1));
+       this.bot_cmd_aim_end_y = this.v_angle.y + stof(argv(0));
+       this.bot_cmd_aim_end_z = 0;
 
-       self.bot_cmd_aim_begintime = time;
-       self.bot_cmd_aim_endtime = time + step;
+       this.bot_cmd_aim_begintime = time;
+       this.bot_cmd_aim_endtime = time + step;
 
        return CMD_STATUS_EXECUTING;
 }
 
-float bot_cmd_aimtarget()
-{SELFPARAM();
-       if(self.bot_cmd_aim_endtime)
+float bot_cmd_aimtarget(entity this)
+{
+       if(this.bot_cmd_aim_endtime)
        {
-               return bot_cmd_aim();
+               return bot_cmd_aim(this);
        }
 
        entity e;
@@ -781,7 +781,7 @@ float bot_cmd_aimtarget()
 
        tokens = tokenizebyseparator(parms, " ");
 
-       e = bot_getplace(argv(0));
+       e = bot_getplace(this, argv(0));
        if(!e)
                return CMD_STATUS_ERROR;
 
@@ -789,8 +789,8 @@ float bot_cmd_aimtarget()
 
        if(tokens==1)
        {
-               self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
-               self.v_angle_x = -self.v_angle.x;
+               this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
+               this.v_angle_x = -this.v_angle.x;
                return CMD_STATUS_FINISHED;
        }
 
@@ -799,12 +799,12 @@ float bot_cmd_aimtarget()
 
        step = stof(argv(1));
 
-       self.bot_cmd_aim_begin = self.v_angle;
-       self.bot_cmd_aim_end = vectoangles(v - (self.origin + self.view_ofs));
-       self.bot_cmd_aim_end_x = -self.bot_cmd_aim_end.x;
+       this.bot_cmd_aim_begin = this.v_angle;
+       this.bot_cmd_aim_end = vectoangles(v - (this.origin + this.view_ofs));
+       this.bot_cmd_aim_end_x = -this.bot_cmd_aim_end.x;
 
-       self.bot_cmd_aim_begintime = time;
-       self.bot_cmd_aim_endtime = time + step;
+       this.bot_cmd_aim_begintime = time;
+       this.bot_cmd_aim_endtime = time + step;
 
        return CMD_STATUS_EXECUTING;
 }
@@ -873,92 +873,92 @@ float bot_presskeys()
 }
 
 
-float bot_cmd_keypress_handler(string key, float enabled)
-{SELFPARAM();
+float bot_cmd_keypress_handler(entity this, string key, float enabled)
+{
        switch(key)
        {
                case "all":
                        if(enabled)
-                               self.bot_cmd_keys = power2of(20) - 1; // >:)
+                               this.bot_cmd_keys = power2of(20) - 1; // >:)
                        else
-                               self.bot_cmd_keys = BOT_CMD_KEY_NONE;
+                               this.bot_cmd_keys = BOT_CMD_KEY_NONE;
                case "forward":
                        if(enabled)
                        {
-                               self.bot_cmd_keys |= BOT_CMD_KEY_FORWARD;
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_BACKWARD;
+                               this.bot_cmd_keys |= BOT_CMD_KEY_FORWARD;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_BACKWARD;
                        }
                        else
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_FORWARD;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_FORWARD;
                        break;
                case "backward":
                        if(enabled)
                        {
-                               self.bot_cmd_keys |= BOT_CMD_KEY_BACKWARD;
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_FORWARD;
+                               this.bot_cmd_keys |= BOT_CMD_KEY_BACKWARD;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_FORWARD;
                        }
                        else
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_BACKWARD;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_BACKWARD;
                        break;
                case "left":
                        if(enabled)
                        {
-                               self.bot_cmd_keys |= BOT_CMD_KEY_LEFT;
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_RIGHT;
+                               this.bot_cmd_keys |= BOT_CMD_KEY_LEFT;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_RIGHT;
                        }
                        else
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_LEFT;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_LEFT;
                        break;
                case "right":
                        if(enabled)
                        {
-                               self.bot_cmd_keys |= BOT_CMD_KEY_RIGHT;
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_LEFT;
+                               this.bot_cmd_keys |= BOT_CMD_KEY_RIGHT;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_LEFT;
                        }
                        else
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_RIGHT;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_RIGHT;
                        break;
                case "jump":
                        if(enabled)
-                               self.bot_cmd_keys |= BOT_CMD_KEY_JUMP;
+                               this.bot_cmd_keys |= BOT_CMD_KEY_JUMP;
                        else
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_JUMP;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_JUMP;
                        break;
                case "crouch":
                        if(enabled)
-                               self.bot_cmd_keys |= BOT_CMD_KEY_CROUCH;
+                               this.bot_cmd_keys |= BOT_CMD_KEY_CROUCH;
                        else
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_CROUCH;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_CROUCH;
                        break;
                case "attack1":
                        if(enabled)
-                               self.bot_cmd_keys |= BOT_CMD_KEY_ATTACK1;
+                               this.bot_cmd_keys |= BOT_CMD_KEY_ATTACK1;
                        else
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_ATTACK1;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_ATTACK1;
                        break;
                case "attack2":
                        if(enabled)
-                               self.bot_cmd_keys |= BOT_CMD_KEY_ATTACK2;
+                               this.bot_cmd_keys |= BOT_CMD_KEY_ATTACK2;
                        else
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_ATTACK2;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_ATTACK2;
                        break;
                case "use":
                        if(enabled)
-                               self.bot_cmd_keys |= BOT_CMD_KEY_USE;
+                               this.bot_cmd_keys |= BOT_CMD_KEY_USE;
                        else
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_USE;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_USE;
                        break;
                case "hook":
                        if(enabled)
-                               self.bot_cmd_keys |= BOT_CMD_KEY_HOOK;
+                               this.bot_cmd_keys |= BOT_CMD_KEY_HOOK;
                        else
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_HOOK;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_HOOK;
                        break;
                case "chat":
                        if(enabled)
-                               self.bot_cmd_keys |= BOT_CMD_KEY_CHAT;
+                               this.bot_cmd_keys |= BOT_CMD_KEY_CHAT;
                        else
-                               self.bot_cmd_keys &= ~BOT_CMD_KEY_CHAT;
+                               this.bot_cmd_keys &= ~BOT_CMD_KEY_CHAT;
                        break;
                default:
                        break;
@@ -967,66 +967,66 @@ float bot_cmd_keypress_handler(string key, float enabled)
        return CMD_STATUS_FINISHED;
 }
 
-float bot_cmd_presskey()
+float bot_cmd_presskey(entity this)
 {
        string key;
 
        key = bot_cmd.bot_cmd_parm_string;
 
-       bot_cmd_keypress_handler(key,true);
+       bot_cmd_keypress_handler(this, key,true);
 
        return CMD_STATUS_FINISHED;
 }
 
-float bot_cmd_releasekey()
+float bot_cmd_releasekey(entity this)
 {
        string key;
 
        key = bot_cmd.bot_cmd_parm_string;
 
-       return bot_cmd_keypress_handler(key,false);
+       return bot_cmd_keypress_handler(this, key,false);
 }
 
-float bot_cmd_pause()
-{SELFPARAM();
-       PHYS_INPUT_BUTTON_DRAG(self) = false;
-       PHYS_INPUT_BUTTON_USE(self) = false;
-       PHYS_INPUT_BUTTON_ATCK(self) = false;
-       PHYS_INPUT_BUTTON_JUMP(self) = false;
-       PHYS_INPUT_BUTTON_HOOK(self) = false;
-       PHYS_INPUT_BUTTON_CHAT(self) = false;
-       PHYS_INPUT_BUTTON_ATCK2(self) = false;
-       PHYS_INPUT_BUTTON_CROUCH(self) = false;
-
-       self.movement = '0 0 0';
-       self.bot_cmd_keys = BOT_CMD_KEY_NONE;
-
-       self.bot_exec_status |= BOT_EXEC_STATUS_PAUSED;
+float bot_cmd_pause(entity this)
+{
+       PHYS_INPUT_BUTTON_DRAG(this) = false;
+       PHYS_INPUT_BUTTON_USE(this) = false;
+       PHYS_INPUT_BUTTON_ATCK(this) = false;
+       PHYS_INPUT_BUTTON_JUMP(this) = false;
+       PHYS_INPUT_BUTTON_HOOK(this) = false;
+       PHYS_INPUT_BUTTON_CHAT(this) = false;
+       PHYS_INPUT_BUTTON_ATCK2(this) = false;
+       PHYS_INPUT_BUTTON_CROUCH(this) = false;
+
+       this.movement = '0 0 0';
+       this.bot_cmd_keys = BOT_CMD_KEY_NONE;
+
+       this.bot_exec_status |= BOT_EXEC_STATUS_PAUSED;
        return CMD_STATUS_FINISHED;
 }
 
-float bot_cmd_moveto()
-{SELFPARAM();
-       return self.cmd_moveto(bot_cmd.bot_cmd_parm_vector);
+float bot_cmd_moveto(entity this)
+{
+       return this.cmd_moveto(this, bot_cmd.bot_cmd_parm_vector);
 }
 
-float bot_cmd_movetotarget()
-{SELFPARAM();
+float bot_cmd_movetotarget(entity this)
+{
        entity e;
-       e = bot_getplace(bot_cmd.bot_cmd_parm_string);
+       e = bot_getplace(this, bot_cmd.bot_cmd_parm_string);
        if(!e)
                return CMD_STATUS_ERROR;
-       return self.cmd_moveto(e.origin + (e.mins + e.maxs) * 0.5);
+       return this.cmd_moveto(this, e.origin + (e.mins + e.maxs) * 0.5);
 }
 
-float bot_cmd_resetgoal()
-{SELFPARAM();
-       return self.cmd_resetgoal();
+float bot_cmd_resetgoal(entity this)
+{
+       return this.cmd_resetgoal(this);
 }
 
 
-float bot_cmd_sound()
-{SELFPARAM();
+float bot_cmd_sound(entity this)
+{
        string f;
        f = bot_cmd.bot_cmd_parm_string;
 
@@ -1047,48 +1047,48 @@ float bot_cmd_sound()
                atten = stof(argv(2));
 
        precache_sound(f);
-       _sound(self, chan, sample, vol, atten);
+       _sound(this, chan, sample, vol, atten);
 
        return CMD_STATUS_FINISHED;
 }
 
 .entity tuba_note;
-float bot_cmd_debug_assert_canfire()
-{SELFPARAM();
+float bot_cmd_debug_assert_canfire(entity this)
+{
        float f = bot_cmd.bot_cmd_parm_float;
 
        int slot = 0;
        .entity weaponentity = weaponentities[slot];
-       if(self.(weaponentity).state != WS_READY)
+       if(this.(weaponentity).state != WS_READY)
        {
                if(f)
                {
-                       self.colormod = '0 8 8';
-                       LOG_INFO("Bot ", self.netname, " using ", self.weaponname, " wants to fire, inhibited by weaponentity state\n");
+                       this.colormod = '0 8 8';
+                       LOG_INFO("Bot ", this.netname, " using ", this.weaponname, " wants to fire, inhibited by weaponentity state\n");
                }
        }
-       else if(ATTACK_FINISHED(self, slot) > time)
+       else if(ATTACK_FINISHED(this, slot) > time)
        {
                if(f)
                {
-                       self.colormod = '8 0 8';
-                       LOG_INFO("Bot ", self.netname, " using ", self.weaponname, " wants to fire, inhibited by ATTACK_FINISHED (", ftos(ATTACK_FINISHED(self, slot) - time), " seconds left)\n");
+                       this.colormod = '8 0 8';
+                       LOG_INFO("Bot ", this.netname, " using ", this.weaponname, " wants to fire, inhibited by ATTACK_FINISHED (", ftos(ATTACK_FINISHED(this, slot) - time), " seconds left)\n");
                }
        }
-       else if(self.tuba_note)
+       else if(this.tuba_note)
        {
                if(f)
                {
-                       self.colormod = '8 0 0';
-                       LOG_INFO("Bot ", self.netname, " using ", self.weaponname, " wants to fire, bot still has an active tuba note\n");
+                       this.colormod = '8 0 0';
+                       LOG_INFO("Bot ", this.netname, " using ", this.weaponname, " wants to fire, bot still has an active tuba note\n");
                }
        }
        else
        {
                if(!f)
                {
-                       self.colormod = '8 8 0';
-                       LOG_INFO("Bot ", self.netname, " using ", self.weaponname, " thinks it has fired, but apparently did not; ATTACK_FINISHED says ", ftos(ATTACK_FINISHED(self, slot) - time), " seconds left\n");
+                       this.colormod = '8 8 0';
+                       LOG_INFO("Bot ", this.netname, " using ", this.weaponname, " thinks it has fired, but apparently did not; ATTACK_FINISHED says ", ftos(ATTACK_FINISHED(this, slot) - time), " seconds left\n");
                }
        }
 
@@ -1097,46 +1097,46 @@ float bot_cmd_debug_assert_canfire()
 
 //
 
-void bot_command_executed(float rm)
-{SELFPARAM();
+void bot_command_executed(entity this, bool rm)
+{
        entity cmd;
 
        cmd = bot_cmd;
 
        if(rm)
-               bot_dequeuecommand(self, self.bot_cmd_execution_index);
+               bot_dequeuecommand(this, this.bot_cmd_execution_index);
 
-       self.bot_cmd_execution_index++;
+       this.bot_cmd_execution_index++;
 }
 
-void bot_setcurrentcommand()
-{SELFPARAM();
+void bot_setcurrentcommand(entity this)
+{
        bot_cmd = world;
 
-       if(!self.bot_cmd_current)
+       if(!this.bot_cmd_current)
        {
-               self.bot_cmd_current = new_pure(bot_cmd);
-               self.bot_cmd_current.is_bot_cmd = true;
+               this.bot_cmd_current = new_pure(bot_cmd);
+               this.bot_cmd_current.is_bot_cmd = true;
        }
 
-       bot_cmd = self.bot_cmd_current;
-       if(bot_cmd.bot_cmd_index != self.bot_cmd_execution_index || self.bot_cmd_execution_index == 0)
+       bot_cmd = this.bot_cmd_current;
+       if(bot_cmd.bot_cmd_index != this.bot_cmd_execution_index || this.bot_cmd_execution_index == 0)
        {
-               if(bot_havecommand(self, self.bot_cmd_execution_index))
+               if(bot_havecommand(this, this.bot_cmd_execution_index))
                {
                        string cmdstring;
-                       cmdstring = bot_readcommand(self, self.bot_cmd_execution_index);
+                       cmdstring = bot_readcommand(this, this.bot_cmd_execution_index);
                        if(bot_decodecommand(cmdstring))
                        {
-                               bot_cmd.owner = self;
-                               bot_cmd.bot_cmd_index = self.bot_cmd_execution_index;
+                               bot_cmd.owner = this;
+                               bot_cmd.bot_cmd_index = this.bot_cmd_execution_index;
                        }
                        else
                        {
                                // Invalid command, remove from queue
                                bot_cmd = world;
-                               bot_dequeuecommand(self, self.bot_cmd_execution_index);
-                               self.bot_cmd_execution_index++;
+                               bot_dequeuecommand(this, this.bot_cmd_execution_index);
+                               this.bot_cmd_execution_index++;
                        }
                }
                else
@@ -1164,12 +1164,12 @@ void bot_resetqueues()
 
 // Here we map commands to functions and deal with complex interactions between commands and execution states
 // NOTE: Of course you need to include your commands here too :)
-float bot_execute_commands_once()
-{SELFPARAM();
+float bot_execute_commands_once(entity this)
+{
        float status, ispressingkey;
 
        // Find command
-       bot_setcurrentcommand();
+       bot_setcurrentcommand(this);
 
        // if we have no bot command, better return
        // old logic kept pressing previously pressed keys, but that has problems
@@ -1179,12 +1179,12 @@ float bot_execute_commands_once()
                return false;
 
        // Ignore all commands except continue when the bot is paused
-       if(self.bot_exec_status & BOT_EXEC_STATUS_PAUSED)
+       if(this.bot_exec_status & BOT_EXEC_STATUS_PAUSED)
        if(bot_cmd.bot_cmd_type!=BOT_CMD_CONTINUE)
        {
                if(bot_cmd.bot_cmd_type!=BOT_CMD_NULL)
                {
-                       bot_command_executed(true);
+                       bot_command_executed(this, true);
                        LOG_INFO( "WARNING: Commands are ignored while the bot is paused. Use the command 'continue' instead.\n");
                }
                return 1;
@@ -1195,14 +1195,14 @@ float bot_execute_commands_once()
 
        // Handle conditions
        if (!(bot_cmd.bot_cmd_type==BOT_CMD_FI||bot_cmd.bot_cmd_type==BOT_CMD_ELSE))
-       if(self.bot_cmd_condition_status & CMD_CONDITION_true && self.bot_cmd_condition_status & CMD_CONDITION_false_BLOCK)
+       if(this.bot_cmd_condition_status & CMD_CONDITION_true && this.bot_cmd_condition_status & CMD_CONDITION_false_BLOCK)
        {
-               bot_command_executed(true);
+               bot_command_executed(this, true);
                return -1;
        }
-       else if(self.bot_cmd_condition_status & CMD_CONDITION_false && self.bot_cmd_condition_status & CMD_CONDITION_true_BLOCK)
+       else if(this.bot_cmd_condition_status & CMD_CONDITION_false && this.bot_cmd_condition_status & CMD_CONDITION_true_BLOCK)
        {
-               bot_command_executed(true);
+               bot_command_executed(this, true);
                return -1;
        }
 
@@ -1213,74 +1213,74 @@ float bot_execute_commands_once()
                        return ispressingkey;
                        //break;
                case BOT_CMD_PAUSE:
-                       status = bot_cmd_pause();
+                       status = bot_cmd_pause(this);
                        break;
                case BOT_CMD_CONTINUE:
-                       status = bot_cmd_continue();
+                       status = bot_cmd_continue(this);
                        break;
                case BOT_CMD_WAIT:
-                       status = bot_cmd_wait();
+                       status = bot_cmd_wait(this);
                        break;
                case BOT_CMD_WAIT_UNTIL:
-                       status = bot_cmd_wait_until();
+                       status = bot_cmd_wait_until(this);
                        break;
                case BOT_CMD_TURN:
-                       status = bot_cmd_turn();
+                       status = bot_cmd_turn(this);
                        break;
                case BOT_CMD_MOVETO:
-                       status = bot_cmd_moveto();
+                       status = bot_cmd_moveto(this);
                        break;
                case BOT_CMD_MOVETOTARGET:
-                       status = bot_cmd_movetotarget();
+                       status = bot_cmd_movetotarget(this);
                        break;
                case BOT_CMD_RESETGOAL:
-                       status = bot_cmd_resetgoal();
+                       status = bot_cmd_resetgoal(this);
                        break;
                case BOT_CMD_CC:
-                       status = bot_cmd_cc();
+                       status = bot_cmd_cc(this);
                        break;
                case BOT_CMD_IF:
-                       status = bot_cmd_if();
+                       status = bot_cmd_if(this);
                        break;
                case BOT_CMD_ELSE:
-                       status = bot_cmd_else();
+                       status = bot_cmd_else(this);
                        break;
                case BOT_CMD_FI:
-                       status = bot_cmd_fi();
+                       status = bot_cmd_fi(this);
                        break;
                case BOT_CMD_RESETAIM:
-                       status = bot_cmd_resetaim();
+                       status = bot_cmd_resetaim(this);
                        break;
                case BOT_CMD_AIM:
-                       status = bot_cmd_aim();
+                       status = bot_cmd_aim(this);
                        break;
                case BOT_CMD_AIMTARGET:
-                       status = bot_cmd_aimtarget();
+                       status = bot_cmd_aimtarget(this);
                        break;
                case BOT_CMD_PRESSKEY:
-                       status = bot_cmd_presskey();
+                       status = bot_cmd_presskey(this);
                        break;
                case BOT_CMD_RELEASEKEY:
-                       status = bot_cmd_releasekey();
+                       status = bot_cmd_releasekey(this);
                        break;
                case BOT_CMD_SELECTWEAPON:
-                       status = bot_cmd_select_weapon();
+                       status = bot_cmd_select_weapon(this);
                        break;
                case BOT_CMD_IMPULSE:
-                       status = bot_cmd_impulse();
+                       status = bot_cmd_impulse(this);
                        break;
                case BOT_CMD_BARRIER:
-                       status = bot_cmd_barrier();
+                       status = bot_cmd_barrier(this);
                        break;
                case BOT_CMD_CONSOLE:
                        localcmd(strcat(bot_cmd.bot_cmd_parm_string, "\n"));
                        status = CMD_STATUS_FINISHED;
                        break;
                case BOT_CMD_SOUND:
-                       status = bot_cmd_sound();
+                       status = bot_cmd_sound(this);
                        break;
                case BOT_CMD_DEBUG_ASSERT_CANFIRE:
-                       status = bot_cmd_debug_assert_canfire();
+                       status = bot_cmd_debug_assert_canfire(this);
                        break;
                default:
                        LOG_INFO(strcat("ERROR: Invalid command on queue with id '",ftos(bot_cmd.bot_cmd_type),"'\n"));
@@ -1316,10 +1316,10 @@ float bot_execute_commands_once()
                                        parms = "";
                                        break;
                        }
-                       clientcommand(self,strcat("say ^7", bot_cmd_string[bot_cmd.bot_cmd_type]," ",parms,"\n"));
+                       clientcommand(this,strcat("say ^7", bot_cmd_string[bot_cmd.bot_cmd_type]," ",parms,"\n"));
                }
 
-               bot_command_executed(true);
+               bot_command_executed(this, true);
        }
 
        if(status == CMD_STATUS_FINISHED)
@@ -1329,12 +1329,12 @@ float bot_execute_commands_once()
 }
 
 // This function should be (the only) called directly from the bot ai loop
-float bot_execute_commands()
+int bot_execute_commands(entity this)
 {
-       float f;
+       int f;
        do
        {
-               f = bot_execute_commands_once();
+               f = bot_execute_commands_once(this);
        }
        while(f < 0);
        return f;
index 3ec51cc789965ff02091e93ad43f8ce12cbfc4d3..cb6cd8731daab16ad2d43147a5c64ad0f5f3f71e 100644 (file)
@@ -42,8 +42,8 @@ const int BOT_CMD_COUNTER             = 24;   // Update this value if you add/remove a comma
 
 // NOTE: Following commands should be implemented on the bot ai
 //              If a new command should be handled by the target ai(s) please declare it here
-.float(vector) cmd_moveto;
-.float() cmd_resetgoal;
+.float(entity, vector) cmd_moveto;
+.float(entity) cmd_resetgoal;
 
 //
 const int BOT_CMD_PARAMETER_NONE = 0;
@@ -76,6 +76,6 @@ void bot_resetqueues();
 void bot_queuecommand(entity bot, string cmdstring);
 void bot_cmdhelp(string scmd);
 void bot_list_commands();
-float bot_execute_commands();
+float bot_execute_commands(entity this);
 entity find_bot_by_name(string name);
 entity find_bot_by_number(float number);
index 0abc94a0d452fa3cf348196529fa4771c60c4f5f..c5f01e14a70831c9649e6b3939f43d465bf6b762 100644 (file)
@@ -790,8 +790,8 @@ void waypoint_spawnforteleporter(entity e, vector destination, float timetaken)
        waypoint_spawnforteleporter_boxes(e, e.absmin, e.absmax, destination, destination, timetaken);
 }
 
-entity waypoint_spawnpersonal(vector position)
-{SELFPARAM();
+entity waypoint_spawnpersonal(entity this, vector position)
+{
        entity w;
 
        // drop the waypoint to a proper location:
@@ -802,7 +802,7 @@ entity waypoint_spawnpersonal(vector position)
        w = waypoint_spawn(position, position, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_PERSONAL);
        w.nearestwaypoint = world;
        w.nearestwaypointtimeout = 0;
-       w.owner = self;
+       w.owner = this;
 
        waypoint_schedulerelink(w);
 
index 3033ced7073b9dcd8743cb3c0ee3414774a974a7..a03155544f6688722ef8e3f462ae50f4531226a2 100644 (file)
@@ -60,7 +60,7 @@ float waypoint_loadall();
 float waypoint_load_links();
 
 entity waypoint_spawn(vector m1, vector m2, float f);
-entity waypoint_spawnpersonal(vector position);
+entity waypoint_spawnpersonal(entity this, vector position);
 
 vector waypoint_fixorigin(vector position);
 
index b83e40abc1837e80e7cd3023ad5d2db12946dcff..afd006ad94c78e7f3c587fef22bca29baaf05ee8 100644 (file)
@@ -472,6 +472,7 @@ MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
 
 /** called when a bot checks a target to attack */
 #define EV_BotShouldAttack(i, o) \
+    /**/ i(entity, __self) \
     /**/ i(entity, checkentity) \
     /**/
 entity checkentity;