set bot_ai_vore_decide_pred 4 "How fast bots decide what to do with their prey, at lowest skill"\r
set bot_ai_vore_decide_prey 4 "How fast bots decide what to do with their predator, at lowest skill"\r
set bot_ai_vore_decide_fear 2 "How much bots will fear players more powerful than them, and therefore avoid them in some situations"\r
+set bot_ai_vore_decide_teamhealabandon 0.5 "Probability (from 0 to 1) of bot stopping a team heal when seeing a foe that they can vore"\r
set bot_god 0 "god mode for bots"\r
set bot_ai_navigation_jetpack 0 "Enable bots to navigat maps using the jetpack"\r
set bot_ai_navigation_jetpack_mindistance 3500 "Bots will try fly to objects located farther than this distance"\r
void Vore_AI_Teamheal(entity prey)
{
// allows bots to take advantage of the teamheal feature, and use it to heal damaged team mates
+ // the prey entity is only used when it's available (a player is detected in-range), otherwise the rest of the code executes as expected
+
+ // if a teamheal is ongoing, decide whether or not to abandon it when seeing a foe that we can attack instead
+ // this only causes the bot to regurgitate their team mate when seeing an enemy, with the hope that this enemy will still be there once we can swallow again
+ if(self.status_teamhealing > 1)
+ if(Swallow_condition_check_bot(prey))
+ if(prey.team != self.team)
+ if(random() < cvar("bot_ai_vore_decide_teamhealabandon"))
+ self.BUTTON_REGURGITATE = TRUE; // release the team mate
entity head;