return 0;
return ammo_pickupevalfunc(player, item);
}
- return item.bot_pickupbasevalue;
+
+ // reduce weapon value if bot already got a good arsenal
+ float c = 1;
+ int weapons_value = 0;
+ FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
+ weapons_value += it.bot_pickupbasevalue;
+ });
+ c -= bound(0, weapons_value / 20000, 1) * 0.5;
+
+ return item.bot_pickupbasevalue * c;
}
float ammo_pickupevalfunc(entity player, entity item)
rating *= min(2, c);
if(wpn)
- // Skilled bots will grab more
- rating += wpn.bot_pickupbasevalue * (0.1 + 0.1 * bound(0, skill / 10, 1));
+ rating += wpn.bot_pickupbasevalue * 0.1;
return rating;
}