.float status_teamhealing; // 0 = can't team heal, 1 = can team heal, 2 = team healing right now
-.float hold_BUTTON_ATCK; // marks the bot holding the fire button after having decided on his prey
+.float hold_BUTTON_ATCK2; // marks the bot holding the fire button after having decided on his prey
float Swallow_condition_check_bot(entity prey)
{
if(prey.health < cvar("g_balance_vore_teamheal_stable"))
if not(prey.digesting) // if our team mate is digesting someone, he likely wouldn't want us ruining his frag
if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
- if not(prey.BUTTON_ATCK || prey.BUTTON_ATCK2) // our team mate wouldn't want us eating him while he's firing
+ if not(prey.BUTTON_ATCK || prey.BUTTON_ATCK2) // our team mate wouldn't want us eating him while he's attacking
{
if(time > self.decide_swallow)
{
// base the decision around HOW damaged the team mate is, centered around 100 health
if(skill * (100 / prey.health) >= random() * 10) // there are 10 bot skill steps
- self.hold_BUTTON_ATCK = TRUE; // swallow the team mate
+ self.hold_BUTTON_ATCK2 = TRUE; // swallow the team mate
self.decide_swallow = time + cvar("bot_ai_vore_decide_swallow") / self.bot_vorethinkpred; // this is needed to take a proper decision, otherwise the code would execute each frame and return TRUE quickly
}
}
else
- self.hold_BUTTON_ATCK = FALSE;
+ self.hold_BUTTON_ATCK2 = FALSE;
}
void Vore_AI()
if(skill / fear >= randomtry)
if not(teams_matter && prey.team == self.team)
{
- self.hold_BUTTON_ATCK = TRUE; // swallow
+ self.hold_BUTTON_ATCK2 = TRUE; // swallow
self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with his prey
}
self.decide_swallow = time + cvar("bot_ai_vore_decide_swallow") / self.bot_vorethinkpred; // this is needed to take a proper decision, otherwise the code would execute each frame and return TRUE quickly
}
}
else
- self.hold_BUTTON_ATCK = FALSE;
+ self.hold_BUTTON_ATCK2 = FALSE;
// if the bot is holding the firing button, apply that to the actual fire key
- if(self.hold_BUTTON_ATCK)
- self.BUTTON_ATCK = TRUE;
+ if(self.hold_BUTTON_ATCK2)
+ self.BUTTON_ATCK2 = TRUE;
// deciding what to do with a victim:
// the higher the skill, the more the bot will kick in your stomack
if(skill >= randomtry)
if not(teams_matter && self.team == self.predator.team) // if someone from the same team is in the belly, don't kick the predator
- self.BUTTON_ATCK = TRUE; // kick
+ self.BUTTON_ATCK2 = TRUE; // kick
}
// if a bot can willingly leave the predator, do so unless there's a reason not to