/*
===========================================================================

Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).  

RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/


/*****************************************************************************
 * name:		ai_dmq3.c
 *
 * desc:		Quake3 bot AI
 *
 *
 *****************************************************************************/


#include "g_local.h"
#include "../botlib/botlib.h"
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
#include "../botlib/botai.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
#include "ai_team.h"
//
#include "chars.h"               //characteristics
#include "inv.h"             //indexes into the inventory
#include "syn.h"             //synonyms
#include "match.h"               //string matching types and vars

#define IDEAL_ATTACKDIST            140
#define WEAPONINDEX_MACHINEGUN  2

#define MAX_WAYPOINTS           128

//////////////////
// from aasfile.h
#define AREACONTENTS_MOVER              1024
#define AREACONTENTS_MODELNUMSHIFT      24
#define AREACONTENTS_MAXMODELNUM        0xFF
#define AREACONTENTS_MODELNUM           ( AREACONTENTS_MAXMODELNUM << AREACONTENTS_MODELNUMSHIFT )
//////////////////
//
bot_waypoint_t botai_waypoints[MAX_WAYPOINTS];
bot_waypoint_t  *botai_freewaypoints;

//NOTE: not using a cvar which can be updated because the game should be reloaded anyway
int gametype;       //game type

// Rafael gameskill
int gameskill;

vmCvar_t bot_grapple;
vmCvar_t bot_rocketjump;
vmCvar_t bot_fastchat;
vmCvar_t bot_nochat;
vmCvar_t bot_testrchat;

vec3_t lastteleport_origin;
float lastteleport_time;
//true when the map changed
int max_bspmodelindex;  //maximum BSP model index

//CTF flag goals
bot_goal_t ctf_redflag;
bot_goal_t ctf_blueflag;

#ifdef CTF
/*
==================
BotCTFCarryingFlag
==================
*/
int BotCTFCarryingFlag( bot_state_t *bs ) {
	if ( gametype != GT_CTF ) {
		return CTF_FLAG_NONE;
	}

	if ( bs->inventory[INVENTORY_REDFLAG] > 0 ) {
		return CTF_FLAG_RED;
	} else if ( bs->inventory[INVENTORY_BLUEFLAG] > 0 ) {
		return CTF_FLAG_BLUE;
	}
	return CTF_FLAG_NONE;
}

/*
==================
BotCTFTeam
==================
*/
int BotCTFTeam( bot_state_t *bs ) {
	char skin[128], *p;

	if ( gametype != GT_CTF ) {
		return CTF_TEAM_NONE;
	}
	ClientSkin( bs->client, skin, sizeof( skin ) );
	p = strchr( skin, '/' );
	if ( !p ) {
		p = skin;
	} else { p++;}
	if ( Q_stricmp( p, CTF_SKIN_REDTEAM ) == 0 ) {
		return CTF_TEAM_RED;
	}
	if ( Q_stricmp( p, CTF_SKIN_BLUETEAM ) == 0 ) {
		return CTF_TEAM_BLUE;
	}
	return CTF_TEAM_NONE;
}

/*
==================
BotCTFRetreatGoals
==================
*/
void BotCTFRetreatGoals( bot_state_t *bs ) {
	//when carrying a flag in ctf the bot should rush to the base
	if ( BotCTFCarryingFlag( bs ) ) {
		//if not already rushing to the base
		if ( bs->ltgtype != LTG_RUSHBASE ) {
			bs->ltgtype = LTG_RUSHBASE;
			bs->teamgoal_time = trap_AAS_Time() + CTF_RUSHBASE_TIME;
			bs->rushbaseaway_time = 0;
		}
	}
}

/*
==================
BotCTFSeekGoals
==================
*/
void BotCTFSeekGoals( bot_state_t *bs ) {
	float rnd;

	//when carrying a flag in ctf the bot should rush to the base
	if ( BotCTFCarryingFlag( bs ) ) {
		//if not already rushing to the base
		if ( bs->ltgtype != LTG_RUSHBASE ) {
			bs->ltgtype = LTG_RUSHBASE;
			bs->teamgoal_time = trap_AAS_Time() + CTF_RUSHBASE_TIME;
			bs->rushbaseaway_time = 0;
		}
		return;
	}
	//if the bot is roaming
	if ( bs->ctfroam_time > trap_AAS_Time() ) {
		return;
	}
	//if already a CTF or team goal
	if ( bs->ltgtype == LTG_TEAMHELP ||
		 bs->ltgtype == LTG_TEAMACCOMPANY ||
		 bs->ltgtype == LTG_DEFENDKEYAREA ||
		 bs->ltgtype == LTG_GETFLAG ||
		 bs->ltgtype == LTG_RUSHBASE ||
		 bs->ltgtype == LTG_CAMPORDER ||
		 bs->ltgtype == LTG_PATROL ) {
		return;
	}
	//if the bot has enough aggression to decide what to do
	if ( BotAggression( bs ) < 50 ) {
		return;
	}
	//set the time to send a message to the team mates
	bs->teammessage_time = trap_AAS_Time() + 2 * random();
	//get the flag or defend the base
	rnd = random();
	if ( rnd < 0.33 && ctf_redflag.areanum && ctf_blueflag.areanum ) {
		bs->ltgtype = LTG_GETFLAG;
		//set the time the bot will stop getting the flag
		bs->teamgoal_time = trap_AAS_Time() + CTF_GETFLAG_TIME;
	} else if ( rnd < 0.66 && ctf_redflag.areanum && ctf_blueflag.areanum )     {
		//FIXME: do not always use the base flag
		if ( BotCTFTeam( bs ) == CTF_TEAM_RED ) {
			memcpy( &bs->teamgoal, &ctf_redflag, sizeof( bot_goal_t ) );
		} else { memcpy( &bs->teamgoal, &ctf_blueflag, sizeof( bot_goal_t ) );}
		//set the ltg type
		bs->ltgtype = LTG_DEFENDKEYAREA;
		//set the time the bot stop defending the base
		bs->teamgoal_time = trap_AAS_Time() + TEAM_DEFENDKEYAREA_TIME;
		bs->defendaway_time = 0;
	} else {
		bs->ltgtype = 0;
		//set the time the bot will stop roaming
		bs->ctfroam_time = trap_AAS_Time() + CTF_ROAM_TIME;
	}
#ifdef DEBUG
	BotPrintTeamGoal( bs );
#endif //DEBUG
}

#endif //CTF

/*
==================
BotPointAreaNum
==================
*/
int BotPointAreaNum( vec3_t origin ) {
	int areanum, numareas, areas[10];
	vec3_t end, ofs;
	#define BOTAREA_JIGGLE_DIST     32

	areanum = trap_AAS_PointAreaNum( origin );
	if ( areanum ) {
		return areanum;
	}
	VectorCopy( origin, end );
	end[2] += 10;
	numareas = trap_AAS_TraceAreas( origin, end, areas, NULL, 10 );
	if ( numareas > 0 ) {
		return areas[0];
	}

	// Ridah, jiggle them around to look for a fuzzy area, helps LARGE characters reach destinations that are against walls
	ofs[2] = 10;
	for ( ofs[0] = -BOTAREA_JIGGLE_DIST; ofs[0] <= BOTAREA_JIGGLE_DIST; ofs[0] += BOTAREA_JIGGLE_DIST * 2 )
		for ( ofs[1] = -BOTAREA_JIGGLE_DIST; ofs[1] <= BOTAREA_JIGGLE_DIST; ofs[1] += BOTAREA_JIGGLE_DIST * 2 ) {
			VectorAdd( origin, ofs, end );
			numareas = trap_AAS_TraceAreas( origin, end, areas, NULL, 10 );
			if ( numareas > 0 ) {
				return areas[0];
			}
		}

	return 0;
}

/*
==================
ClientName
==================
*/
char *ClientName( int client, char *name, int size ) {
	char buf[MAX_INFO_STRING];

	if ( client < 0 || client >= MAX_CLIENTS ) {
		BotAI_Print( PRT_ERROR, "ClientName: client out of range\n" );
		return "[client out of range]";
	}
	trap_GetConfigstring( CS_PLAYERS + client, buf, sizeof( buf ) );
	strncpy( name, Info_ValueForKey( buf, "n" ), size - 1 );
	name[size - 1] = '\0';
	Q_CleanStr( name );
	return name;
}

/*
==================
ClientSkin
==================
*/
char *ClientSkin( int client, char *skin, int size ) {
	char buf[MAX_INFO_STRING];

	if ( client < 0 || client >= MAX_CLIENTS ) {
		BotAI_Print( PRT_ERROR, "ClientSkin: client out of range\n" );
		return "[client out of range]";
	}
	trap_GetConfigstring( CS_PLAYERS + client, buf, sizeof( buf ) );
	strncpy( skin, Info_ValueForKey( buf, "model" ), size - 1 );
	skin[size - 1] = '\0';
	return skin;
}

/*
==================
ClientFromName
==================
*/
int ClientFromName( char *name ) {
	int i;
	char buf[MAX_INFO_STRING];
	static int maxclients;

	if ( !maxclients ) {
		maxclients = trap_Cvar_VariableIntegerValue( "sv_maxclients" );
	}
	for ( i = 0; i < maxclients && i < MAX_CLIENTS; i++ ) {
		trap_GetConfigstring( CS_PLAYERS + i, buf, sizeof( buf ) );
		Q_CleanStr( buf );
		if ( !Q_stricmp( Info_ValueForKey( buf, "n" ), name ) ) {
			return i;
		}
	}
	return -1;
}

/*
==================
stristr
==================
*/
char *stristr( char *str, char *charset ) {
	int i;

	while ( *str ) {
		for ( i = 0; charset[i] && str[i]; i++ ) {
			if ( toupper( charset[i] ) != toupper( str[i] ) ) {
				break;
			}
		}
		if ( !charset[i] ) {
			return str;
		}
		str++;
	}
	return NULL;
}

/*
==================
EasyClientName
==================
*/
char *EasyClientName( int client, char *buf, int size ) {
	int i;
	char *str1, *str2, *ptr, c;
	char name[128] = {0};

	ClientName(client, name, sizeof(name));
	for ( i = 0; name[i]; i++ ) name[i] &= 127;

	//remove all spaces
	for ( ptr = strstr( name, " " ); ptr; ptr = strstr( name, " " ) ) {
		memmove( ptr, ptr + 1, strlen( ptr + 1 ) + 1 );
	}
	//check for [x] and ]x[ clan names
	str1 = strstr( name, "[" );
	str2 = strstr( name, "]" );
	if ( str1 && str2 ) {
		if ( str2 > str1 ) {
			memmove( str1, str2 + 1, strlen( str2 + 1 ) + 1 );
		} else { memmove( str2, str1 + 1, strlen( str1 + 1 ) + 1 );}
	}
	//remove Mr prefix
	if ( ( name[0] == 'm' || name[0] == 'M' ) &&
		 ( name[1] == 'r' || name[1] == 'R' ) ) {
		memmove( name, name + 2, strlen( name + 2 ) + 1 );
	}
	//only allow lower case alphabet characters
	ptr = name;
	while ( *ptr ) {
		c = *ptr;
		if ( ( c >= 'a' && c <= 'z' ) ||
			 ( c >= '0' && c <= '9' ) || c == '_' ) {
			ptr++;
		} else if ( c >= 'A' && c <= 'Z' )       {
			*ptr += 'a' - 'A';
			ptr++;
		} else {
			memmove( ptr, ptr + 1, strlen( ptr + 1 ) + 1 );
		}
	}
	strncpy( buf, name, size - 1 );
	buf[size - 1] = '\0';
	return buf;
}

/*
==================
BotChooseWeapon
==================
*/
void BotChooseWeapon( bot_state_t *bs ) {
	int newweaponnum;

	if ( bs->cur_ps.weaponstate == WEAPON_RAISING ||
		 bs->cur_ps.weaponstate == WEAPON_DROPPING ) {
		trap_EA_SelectWeapon( bs->client, bs->weaponnum );
	} else {
		newweaponnum = trap_BotChooseBestFightWeapon( bs->ws, bs->inventory );
		if ( bs->weaponnum != newweaponnum ) {
			bs->weaponchange_time = trap_AAS_Time();
		}
		bs->weaponnum = newweaponnum;
		//BotAI_Print(PRT_MESSAGE, "bs->weaponnum = %d\n", bs->weaponnum);
		trap_EA_SelectWeapon( bs->client, bs->weaponnum );
	}
}

/*
==================
BotSetupForMovement
==================
*/
void BotSetupForMovement( bot_state_t *bs ) {
	bot_initmove_t initmove;

	memset( &initmove, 0, sizeof( bot_initmove_t ) );
	VectorCopy( bs->cur_ps.origin, initmove.origin );
	VectorCopy( bs->cur_ps.velocity, initmove.velocity );
	VectorCopy( bs->cur_ps.origin, initmove.viewoffset );
	initmove.viewoffset[2] += bs->cur_ps.viewheight;
	initmove.entitynum = bs->entitynum;
	initmove.client = bs->client;
	initmove.thinktime = bs->thinktime;
	//set the onground flag
	if ( bs->cur_ps.groundEntityNum != ENTITYNUM_NONE ) {
		initmove.or_moveflags |= MFL_ONGROUND;
	}
	//set the teleported flag
	if ( ( bs->cur_ps.pm_flags & PMF_TIME_KNOCKBACK ) && ( bs->cur_ps.pm_time > 0 ) ) {
		initmove.or_moveflags |= MFL_TELEPORTED;
	}
	//set the waterjump flag
	if ( ( bs->cur_ps.pm_flags & PMF_TIME_WATERJUMP ) && ( bs->cur_ps.pm_time > 0 ) ) {
		initmove.or_moveflags |= MFL_WATERJUMP;
	}
	//set presence type
	if ( bs->cur_ps.pm_flags & PMF_DUCKED ) {
		initmove.presencetype = PRESENCE_CROUCH;
	} else { initmove.presencetype = PRESENCE_NORMAL;}
	//
	if ( bs->walker > 0.5 ) {
		initmove.or_moveflags |= MFL_WALK;
	}
	//
	VectorCopy( bs->viewangles, initmove.viewangles );
	//
	trap_BotInitMoveState( bs->ms, &initmove );
}

/*
==================
BotUpdateInventory
==================
*/
void BotUpdateInventory( bot_state_t *bs ) {
	//armor
	bs->inventory[INVENTORY_ARMOR] = bs->cur_ps.stats[STAT_ARMOR];
	//weapons
	bs->inventory[INVENTORY_LUGER]              =   COM_BitCheck( bs->cur_ps.weapons, ( WP_LUGER ) );
	bs->inventory[INVENTORY_MAUSER]             =   COM_BitCheck( bs->cur_ps.weapons, ( WP_MAUSER ) );
	bs->inventory[INVENTORY_MP40]               =   COM_BitCheck( bs->cur_ps.weapons, ( WP_MP40 ) );
	bs->inventory[INVENTORY_ROCKETLAUNCHER]     =   COM_BitCheck( bs->cur_ps.weapons, ( WP_ROCKET_LAUNCHER ) );
	bs->inventory[INVENTORY_GRENADELAUNCHER]    =   COM_BitCheck( bs->cur_ps.weapons, ( WP_GRENADE_LAUNCHER ) );
	bs->inventory[INVENTORY_VENOM]              =   COM_BitCheck( bs->cur_ps.weapons, ( WP_VENOM ) );
	bs->inventory[INVENTORY_FLAMETHROWER]       =   COM_BitCheck( bs->cur_ps.weapons, ( WP_FLAMETHROWER ) );
	bs->inventory[INVENTORY_CROSS]              =   COM_BitCheck( bs->cur_ps.weapons, ( WP_CROSS ) );
	bs->inventory[INVENTORY_GAUNTLET]           =   COM_BitCheck( bs->cur_ps.weapons, ( WP_GAUNTLET ) );

	// ammo
	bs->inventory[INVENTORY_9MM]            = bs->cur_ps.ammo[BG_FindAmmoForWeapon( WP_MP40 )];
	bs->inventory[INVENTORY_792MM]          = bs->cur_ps.ammo[BG_FindAmmoForWeapon( WP_MAUSER )];
	bs->inventory[INVENTORY_ROCKETS]        = bs->cur_ps.ammo[BG_FindAmmoForWeapon( WP_ROCKET_LAUNCHER )];
	bs->inventory[INVENTORY_GRENADES]       = bs->cur_ps.ammo[BG_FindAmmoForWeapon( WP_GRENADE_LAUNCHER )];
	bs->inventory[INVENTORY_127MM]          = bs->cur_ps.ammo[BG_FindAmmoForWeapon( WP_VENOM )];
	bs->inventory[INVENTORY_FUEL]           = bs->cur_ps.ammo[BG_FindAmmoForWeapon( WP_FLAMETHROWER )];
	bs->inventory[INVENTORY_CHARGES]        = bs->cur_ps.ammo[BG_FindAmmoForWeapon( WP_CROSS )];

	//powerups
	bs->inventory[INVENTORY_HEALTH] = bs->cur_ps.stats[STAT_HEALTH];
	bs->inventory[INVENTORY_TELEPORTER] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_TELEPORTER;
	bs->inventory[INVENTORY_MEDKIT] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_MEDKIT;
	bs->inventory[INVENTORY_QUAD] = bs->cur_ps.powerups[PW_QUAD] != 0;
	bs->inventory[INVENTORY_ENVIRONMENTSUIT] = bs->cur_ps.powerups[PW_BATTLESUIT] != 0;
	bs->inventory[INVENTORY_HASTE] = bs->cur_ps.powerups[PW_HASTE] != 0;
	bs->inventory[INVENTORY_INVISIBILITY] = bs->cur_ps.powerups[PW_INVIS] != 0;
	bs->inventory[INVENTORY_REGEN] = bs->cur_ps.powerups[PW_REGEN] != 0;
	bs->inventory[INVENTORY_FLIGHT] = bs->cur_ps.powerups[PW_FLIGHT] != 0;
	bs->inventory[INVENTORY_REDFLAG] = bs->cur_ps.powerups[PW_REDFLAG] != 0;
	bs->inventory[INVENTORY_BLUEFLAG] = bs->cur_ps.powerups[PW_BLUEFLAG] != 0;
	//
}

/*
==================
BotUpdateBattleInventory
==================
*/
void BotUpdateBattleInventory( bot_state_t *bs, int enemy ) {
	vec3_t dir;
	aas_entityinfo_t entinfo;

	BotEntityInfo( enemy, &entinfo );
	VectorSubtract( entinfo.origin, bs->origin, dir );
	bs->inventory[ENEMY_HEIGHT] = (int) dir[2];
	dir[2] = 0;
	bs->inventory[ENEMY_HORIZONTAL_DIST] = (int) VectorLength( dir );
	//FIXME: add num visible enemies and num visible team mates to the inventory
}

/*
==================
BotBattleUseItems
==================
*/
void BotBattleUseItems( bot_state_t *bs ) {
	if ( bs->inventory[INVENTORY_HEALTH] < 40 ) {
		if ( bs->inventory[INVENTORY_TELEPORTER] > 0 ) {
			trap_EA_Use( bs->client );
		}
		if ( bs->inventory[INVENTORY_MEDKIT] > 0 ) {
			trap_EA_Use( bs->client );
		}
	}
}

/*
==================
BotSetTeleportTime
==================
*/
void BotSetTeleportTime( bot_state_t *bs ) {
	if ( ( bs->cur_ps.eFlags ^ bs->last_eFlags ) & EF_TELEPORT_BIT ) {
		bs->teleport_time = trap_AAS_Time();
	}
	bs->last_eFlags = bs->cur_ps.eFlags;
}

/*
==================
BotIsDead
==================
*/
qboolean BotIsDead( bot_state_t *bs ) {
	return ( bs->cur_ps.pm_type == PM_DEAD );
}

/*
==================
BotIsObserver
==================
*/
qboolean BotIsObserver( bot_state_t *bs ) {
	char buf[MAX_INFO_STRING];
	if ( bs->cur_ps.pm_type == PM_SPECTATOR ) {
		return qtrue;
	}
	trap_GetConfigstring( CS_PLAYERS + bs->client, buf, sizeof( buf ) );
	if ( atoi( Info_ValueForKey( buf, "t" ) ) == TEAM_SPECTATOR ) {
		return qtrue;
	}
	return qfalse;
}

/*
==================
BotIntermission
==================
*/
qboolean BotIntermission( bot_state_t *bs ) {
	//NOTE: we shouldn't look at the game code...
	if ( level.intermissiontime ) {
		return qtrue;
	}
	return ( bs->cur_ps.pm_type == PM_FREEZE || bs->cur_ps.pm_type == PM_INTERMISSION );
}


/*
==============
BotInLava
==============
*/
qboolean BotInLava( bot_state_t *bs ) {
	vec3_t feet;

	VectorCopy( bs->origin, feet );
	feet[2] -= 23;
	return ( trap_AAS_PointContents( feet ) & CONTENTS_LAVA );
}

/*
==============
BotInSlime
==============
*/
qboolean BotInSlime( bot_state_t *bs ) {
	vec3_t feet;

	VectorCopy( bs->origin, feet );
	feet[2] -= 23;
	return ( trap_AAS_PointContents( feet ) & CONTENTS_SLIME );
}

/*
==================
EntityIsDead
==================
*/
qboolean EntityIsDead( aas_entityinfo_t *entinfo ) {
	playerState_t ps;

	if ( entinfo->number >= 0 && entinfo->number < MAX_CLIENTS ) {
		//retrieve the current client state
		BotAI_GetClientState( entinfo->number, &ps );
		if ( ps.pm_type != PM_NORMAL ) {
			return qtrue;
		}
	}
	return qfalse;
}

/*
==================
EntityIsInvisible
==================
*/
qboolean EntityIsInvisible( aas_entityinfo_t *entinfo ) {
	if ( entinfo->powerups & ( 1 << PW_INVIS ) ) {
		return qtrue;
	}
	return qfalse;
}

/*
==================
EntityIsShooting
==================
*/
qboolean EntityIsShooting( aas_entityinfo_t *entinfo ) {
	if ( entinfo->flags & EF_FIRING ) {
		return qtrue;
	}
	return qfalse;
}

/*
==================
EntityIsChatting
==================
*/
qboolean EntityIsChatting( aas_entityinfo_t *entinfo ) {
	if ( entinfo->flags & EF_TALK ) {
		return qtrue;
	}
	return qfalse;
}

/*
==================
EntityHasQuad
==================
*/
qboolean EntityHasQuad( aas_entityinfo_t *entinfo ) {
	if ( entinfo->powerups & ( 1 << PW_QUAD ) ) {
		return qtrue;
	}
	return qfalse;
}

/*
==================
BotCreateWayPoint
==================
*/
bot_waypoint_t *BotCreateWayPoint( char *name, vec3_t origin, int areanum ) {
	bot_waypoint_t *wp;
	vec3_t waypointmins = {-8, -8, -8}, waypointmaxs = {8, 8, 8};

	wp = botai_freewaypoints;
	if ( !wp ) {
		BotAI_Print( PRT_WARNING, "BotCreateWayPoint: Out of waypoints\n" );
		return NULL;
	}
	botai_freewaypoints = botai_freewaypoints->next;

	Q_strncpyz( wp->name, name, sizeof( wp->name ) );
	VectorCopy( origin, wp->goal.origin );
	VectorCopy( waypointmins, wp->goal.mins );
	VectorCopy( waypointmaxs, wp->goal.maxs );
	wp->goal.areanum = areanum;
	wp->next = NULL;
	wp->prev = NULL;
	return wp;
}

/*
==================
BotFindWayPoint
==================
*/
bot_waypoint_t *BotFindWayPoint( bot_waypoint_t *waypoints, char *name ) {
	bot_waypoint_t *wp;

	for ( wp = waypoints; wp; wp = wp->next ) {
		if ( !Q_stricmp( wp->name, name ) ) {
			return wp;
		}
	}
	return NULL;
}

/*
==================
BotFreeWaypoints
==================
*/
void BotFreeWaypoints( bot_waypoint_t *wp ) {
	bot_waypoint_t *nextwp;

	for (; wp; wp = nextwp ) {
		nextwp = wp->next;
		wp->next = botai_freewaypoints;
		botai_freewaypoints = wp;
	}
}

/*
==================
BotInitWaypoints
==================
*/
void BotInitWaypoints( void ) {
	int i;

	botai_freewaypoints = NULL;
	for ( i = 0; i < MAX_WAYPOINTS; i++ ) {
		botai_waypoints[i].next = botai_freewaypoints;
		botai_freewaypoints = &botai_waypoints[i];
	}
}

/*
==================
TeamPlayIsOn
==================
*/
int TeamPlayIsOn( void ) {
	return ( gametype == GT_TEAM || gametype == GT_CTF );
}

/*
==================
BotAggression

FIXME: move this to external fuzzy logic

  NOTE!!: I made no changes to this code for wolf weapon awareness.  (SA)
==================
*/
float BotAggression( bot_state_t *bs ) {
	//if the bot has quad
	if ( bs->inventory[INVENTORY_QUAD] ) {
		//if the bot is not holding the gauntlet or the enemy is really nearby
		if ( bs->weaponnum != WP_GAUNTLET ||
			 bs->inventory[ENEMY_HORIZONTAL_DIST] < 80 ) {
			return 70;
		}
	}
	//if the enemy is located way higher than the bot
	if ( bs->inventory[ENEMY_HEIGHT] > 200 ) {
		return 0;
	}
	//if the bot is very low on health
	if ( bs->inventory[INVENTORY_HEALTH] < 60 ) {
		return 0;
	}
	//if the bot is low on health
	if ( bs->inventory[INVENTORY_HEALTH] < 80 ) {
		//if the bot has insufficient armor
		if ( bs->inventory[INVENTORY_ARMOR] < 40 ) {
			return 0;
		}
	}
//	//if the bot can use the bfg
//	if (bs->inventory[INVENTORY_BFG10K] > 0 &&
//			bs->inventory[INVENTORY_BFGAMMO] > 7) return 100;
//	//if the bot can use the railgun
//	if (bs->inventory[INVENTORY_RAILGUN] > 0 &&
//			bs->inventory[INVENTORY_SLUGS] > 5) return 95;
	//if the bot can use the lightning gun
	if ( bs->inventory[INVENTORY_FLAMETHROWER] > 0 &&
		 bs->inventory[INVENTORY_FUEL] > 50 ) {
		return 90;
	}
	//if the bot can use the rocketlauncher
	if ( bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 &&
		 bs->inventory[INVENTORY_ROCKETS] > 5 ) {
		return 90;
	}
	//if the bot can use the SP5
	if ( bs->inventory[INVENTORY_SP5] > 0 &&
		 bs->inventory[INVENTORY_SP5AMMO] > 40 ) {
		return 85;
	}
	//if the bot can use the grenade launcher
	if ( bs->inventory[INVENTORY_GRENADELAUNCHER] > 0 &&
		 bs->inventory[INVENTORY_GRENADES] > 10 ) {
		return 80;
	}
//	//if the bot can use the shotgun
//	if (bs->inventory[INVENTORY_SHOTGUN] > 0 &&
//			bs->inventory[INVENTORY_SHELLS] > 10) return 50;
	//otherwise the bot is not feeling too good
	return 0;
}

/*
==================
BotWantsToRetreat
==================
*/
int BotWantsToRetreat( bot_state_t *bs ) {
#ifdef CTF
	//always retreat when carrying a CTF flag
	if ( BotCTFCarryingFlag( bs ) ) {
		return qtrue;
	}
	//if the bot is getting the flag
	if ( bs->ltgtype == LTG_GETFLAG ) {
		return qtrue;
	}
#endif //CTF
	if ( BotAggression( bs ) < 50 ) {
		return qtrue;
	}
	return qfalse;
}

/*
==================
BotWantsToChase
==================
*/
int BotWantsToChase( bot_state_t *bs ) {
#ifdef CTF
	//always retreat when carrying a CTF flag
	if ( BotCTFCarryingFlag( bs ) ) {
		return qfalse;
	}
	//if the bot is getting the flag
	if ( bs->ltgtype == LTG_GETFLAG ) {
		return qfalse;
	}
#endif //CTF
	if ( BotAggression( bs ) > 50 ) {
		return qtrue;
	}
	return qfalse;
}

/*
==================
BotWantsToHelp
==================
*/
int BotWantsToHelp( bot_state_t *bs ) {
	return qtrue;
}

/*
==================
BotCanAndWantsToRocketJump
==================
*/
int BotCanAndWantsToRocketJump( bot_state_t *bs ) {
	float rocketjumper;

	//if rocket jumping is disabled
	if ( !bot_rocketjump.integer ) {
		return qfalse;
	}
	//if no rocket launcher
	if ( bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0 ) {
		return qfalse;
	}
	//if low on rockets
	if ( bs->inventory[INVENTORY_ROCKETS] < 3 ) {
		return qfalse;
	}
	//never rocket jump with the Quad
	if ( bs->inventory[INVENTORY_QUAD] ) {
		return qfalse;
	}
	//if low on health
	if ( bs->inventory[INVENTORY_HEALTH] < 60 ) {
		return qfalse;
	}
	//if not full health
	if ( bs->inventory[INVENTORY_HEALTH] < 90 ) {
		//if the bot has insufficient armor
		if ( bs->inventory[INVENTORY_ARMOR] < 40 ) {
			return qfalse;
		}
	}
	rocketjumper = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_WEAPONJUMPING, 0, 1 );
	if ( rocketjumper < 0.5 ) {
		return qfalse;
	}
	return qtrue;
}

/*
==================
BotGoCamp
==================
*/
void BotGoCamp( bot_state_t *bs, bot_goal_t *goal ) {
	float camper;

	//set message time to zero so bot will NOT show any message
	bs->teammessage_time = 0;
	//set the ltg type
	bs->ltgtype = LTG_CAMP;
	//set the team goal
	memcpy( &bs->teamgoal, goal, sizeof( bot_goal_t ) );
	//get the team goal time
	camper = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CAMPER, 0, 1 );
	if ( camper > 0.99 ) {
		bs->teamgoal_time = 99999;
	} else { bs->teamgoal_time = 120 + 180 * camper + random() * 15;}
	//set the last time the bot started camping
	bs->camp_time = trap_AAS_Time();
	//the teammate that requested the camping
	bs->teammate = 0;
	//do NOT type arrive message
	bs->arrive_time = 1;
}

/*
==================
BotWantsToCamp
==================
*/
int BotWantsToCamp( bot_state_t *bs ) {
	float camper;
	int cs, traveltime, besttraveltime;
	bot_goal_t goal, bestgoal;

	camper = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CAMPER, 0, 1 );
	if ( camper < 0.1 ) {
		return qfalse;
	}
	//if the bot has a team goal
	if ( bs->ltgtype == LTG_TEAMHELP ||
		 bs->ltgtype == LTG_TEAMACCOMPANY ||
		 bs->ltgtype == LTG_DEFENDKEYAREA ||
		 bs->ltgtype == LTG_GETFLAG ||
		 bs->ltgtype == LTG_RUSHBASE ||
		 bs->ltgtype == LTG_CAMP ||
		 bs->ltgtype == LTG_CAMPORDER ||
		 bs->ltgtype == LTG_PATROL ) {
		return qfalse;
	}
	//if camped recently
	if ( bs->camp_time > trap_AAS_Time() - 60 + 300 * ( 1 - camper ) ) {
		return qfalse;
	}
	//
	if ( random() > camper ) {
		bs->camp_time = trap_AAS_Time();
		return qfalse;
	}
	//if the bot isn't healthy enough
	if ( BotAggression( bs ) < 50 ) {
		return qfalse;
	}
	//the bot should have at least have the rocket launcher, the railgun or the bfg10k with some ammo
	if ( ( bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0 || bs->inventory[INVENTORY_ROCKETS < 10] )
//		&& (bs->inventory[INVENTORY_RAILGUN] <= 0 || bs->inventory[INVENTORY_SLUGS] < 10)
//		&& (bs->inventory[INVENTORY_BFG10K] <= 0 || bs->inventory[INVENTORY_BFGAMMO] < 10)
		 ) {
		return qfalse;
	}
	//find the closest camp spot
	besttraveltime = 99999;
	for ( cs = trap_BotGetNextCampSpotGoal( 0, &goal ); cs; cs = trap_BotGetNextCampSpotGoal( cs, &goal ) ) {
		traveltime = trap_AAS_AreaTravelTimeToGoalArea( bs->areanum, bs->origin, goal.areanum, TFL_DEFAULT );
		if ( traveltime && traveltime < besttraveltime ) {
			besttraveltime = traveltime;
			memcpy( &bestgoal, &goal, sizeof( bot_goal_t ) );
		}
	}
	if ( besttraveltime > 150 ) {
		return qfalse;
	}
	//ok found a camp spot, go camp there
	BotGoCamp( bs, &bestgoal );
	//
	return qtrue;
}

/*
==================
BotDontAvoid
==================
*/
void BotDontAvoid( bot_state_t *bs, char *itemname ) {
	bot_goal_t goal;
	int num;

	num = trap_BotGetLevelItemGoal( -1, itemname, &goal );
	while ( num >= 0 ) {
		trap_BotRemoveFromAvoidGoals( bs->gs, goal.number );
		num = trap_BotGetLevelItemGoal( num, itemname, &goal );
	}
}

/*
==================
BotGoForPowerups
==================
*/
void BotGoForPowerups( bot_state_t *bs ) {

	//don't avoid any of the powerups anymore
	BotDontAvoid( bs, "Quad Damage" );
	BotDontAvoid( bs, "Regeneration" );
	BotDontAvoid( bs, "Battle Suit" );
	BotDontAvoid( bs, "Speed" );
	BotDontAvoid( bs, "Invisibility" );
	//BotDontAvoid(bs, "Flight");
	//reset the long term goal time so the bot will go for the powerup
	//NOTE: the long term goal type doesn't change
	bs->ltg_time = 0;
}

/*
==================
BotRoamGoal
==================
*/
void BotRoamGoal( bot_state_t *bs, vec3_t goal ) {
	float len, r1, r2, sign, n;
	int pc;
	vec3_t dir, bestorg = {0}, belowbestorg;
	bsp_trace_t trace;

	for ( n = 0; n < 10; n++ ) {
		//start at the bot origin
		VectorCopy( bs->origin, bestorg );
		r1 = random();
		if ( r1 < 0.8 ) {
			//add a random value to the x-coordinate
			r2 = random();
			if ( r2 < 0.5 ) {
				sign = -1;
			} else { sign = 1;}
			bestorg[0] += sign * 700 * random() + 50;
		}
		if ( r1 > 0.2 ) {
			//add a random value to the y-coordinate
			r2 = random();
			if ( r2 < 0.5 ) {
				sign = -1;
			} else { sign = 1;}
			bestorg[1] += sign * 700 * random() + 50;
		}
		//add a random value to the z-coordinate (NOTE: 48 = maxjump?)
		bestorg[2] += 3 * 48 * random() - 2 * 48 - 1;
		//trace a line from the origin to the roam target
		BotAI_Trace( &trace, bs->origin, NULL, NULL, bestorg, bs->entitynum, MASK_SOLID );
		//direction and length towards the roam target
		VectorSubtract( bestorg, bs->origin, dir );
		len = VectorNormalize( dir );
		//if the roam target is far away enough
		if ( len > 200 ) {
			//the roam target is in the given direction before walls
			VectorScale( dir, len * trace.fraction - 40, dir );
			VectorAdd( bs->origin, dir, bestorg );
			//get the coordinates of the floor below the roam target
			belowbestorg[0] = bestorg[0];
			belowbestorg[1] = bestorg[1];
			belowbestorg[2] = bestorg[2] - 800;
			BotAI_Trace( &trace, bestorg, NULL, NULL, belowbestorg, bs->entitynum, MASK_SOLID );
			//
			if ( !trace.startsolid ) {
				trace.endpos[2]++;
				pc = trap_PointContents( trace.endpos,bs->entitynum );
				if ( !( pc & CONTENTS_LAVA ) ) {    //----(SA)	modified since slime is no longer deadly
//				if (!(pc & (CONTENTS_LAVA | CONTENTS_SLIME))) {
					VectorCopy( bestorg, goal );
					return;
				}
			}
		}
	}
	VectorCopy( bestorg, goal );
}

/*
==================
BotAttackMove
==================
*/
bot_moveresult_t BotAttackMove( bot_state_t *bs, int tfl ) {
	int movetype, i;
	float attack_skill, jumper, croucher, dist, strafechange_time;
	float attack_dist, attack_range;
	vec3_t forward, backward, sideward, hordir, up = {0, 0, 1};
	aas_entityinfo_t entinfo;
	bot_moveresult_t moveresult;
	bot_goal_t goal;

	if ( bs->attackchase_time > trap_AAS_Time() ) {
		//create the chase goal
		goal.entitynum = bs->enemy;
		goal.areanum = bs->lastenemyareanum;
		VectorCopy( bs->lastenemyorigin, goal.origin );
		VectorSet( goal.mins, -8, -8, -8 );
		VectorSet( goal.maxs, 8, 8, 8 );
		//initialize the movement state
		BotSetupForMovement( bs );
		//move towards the goal
		trap_BotMoveToGoal( &moveresult, bs->ms, &goal, tfl );
		return moveresult;
	}
	//
	memset( &moveresult, 0, sizeof( bot_moveresult_t ) );
	//
	attack_skill = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1 );
	jumper = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_JUMPER, 0, 1 );
	croucher = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CROUCHER, 0, 1 );
	//if the bot is really stupid
	if ( attack_skill < 0.2 ) {
		return moveresult;
	}
	//initialize the movement state
	BotSetupForMovement( bs );
	//get the enemy entity info
	BotEntityInfo( bs->enemy, &entinfo );
	//direction towards the enemy
	VectorSubtract( entinfo.origin, bs->origin, forward );
	//the distance towards the enemy
	dist = VectorNormalize( forward );
	VectorNegate( forward, backward );
	//walk, crouch or jump
	movetype = MOVE_WALK;
	//
	if ( bs->attackcrouch_time < trap_AAS_Time() - 1 ) {
		if ( random() < jumper ) {
			movetype = MOVE_JUMP;
		}
		//wait at least one second before crouching again
		else if ( bs->attackcrouch_time < trap_AAS_Time() - 1 && random() < croucher ) {
			bs->attackcrouch_time = trap_AAS_Time() + croucher * 5;
		}
	}
	if ( bs->attackcrouch_time > trap_AAS_Time() ) {
		movetype = MOVE_CROUCH;
	}
	//if the bot should jump
	if ( movetype == MOVE_JUMP ) {
		//if jumped last frame
		if ( bs->attackjump_time > trap_AAS_Time() ) {
			movetype = MOVE_WALK;
		} else {
			bs->attackjump_time = trap_AAS_Time() + 1;
		}
	}
	if ( bs->cur_ps.weapon == WP_GAUNTLET ) {
		attack_dist = 0;
		attack_range = 0;
	} else {
		attack_dist = IDEAL_ATTACKDIST;
		attack_range = 40;
	}
	//if the bot is stupid
	if ( attack_skill <= 0.4 ) {
		//just walk to or away from the enemy
		if ( dist > attack_dist + attack_range ) {
			if ( trap_BotMoveInDirection( bs->ms, forward, 400, movetype ) ) {
				return moveresult;
			}
		}
		if ( dist < attack_dist - attack_range ) {
			if ( trap_BotMoveInDirection( bs->ms, backward, 400, movetype ) ) {
				return moveresult;
			}
		}
		return moveresult;
	}
	//increase the strafe time
	bs->attackstrafe_time += bs->thinktime;
	//get the strafe change time
	strafechange_time = 0.4 + ( 1 - attack_skill ) * 0.2;
	if ( attack_skill > 0.7 ) {
		strafechange_time += crandom() * 0.2;
	}
	//if the strafe direction should be changed
	if ( bs->attackstrafe_time > strafechange_time ) {
		//some magic number :)
		if ( random() > 0.935 ) {
			//flip the strafe direction
			bs->flags ^= BFL_STRAFERIGHT;
			bs->attackstrafe_time = 0;
		}
	}
	//
	for ( i = 0; i < 2; i++ ) {
		hordir[0] = forward[0];
		hordir[1] = forward[1];
		hordir[2] = 0;
		VectorNormalize( hordir );
		//get the sideward vector
		CrossProduct( hordir, up, sideward );
		//reverse the vector depending on the strafe direction
		if ( bs->flags & BFL_STRAFERIGHT ) {
			VectorNegate( sideward, sideward );
		}
		//randomly go back a little
		if ( random() > 0.9 ) {
			VectorAdd( sideward, backward, sideward );
		} else {
			//walk forward or backward to get at the ideal attack distance
			if ( dist > attack_dist + attack_range ) {
				VectorAdd( sideward, forward, sideward );
			} else if ( dist < attack_dist - attack_range ) {
				VectorAdd( sideward, backward, sideward );
			}
		}
		//perform the movement
		if ( trap_BotMoveInDirection( bs->ms, sideward, 400, movetype ) ) {
			return moveresult;
		}
		//movement failed, flip the strafe direction
		bs->flags ^= BFL_STRAFERIGHT;
		bs->attackstrafe_time = 0;
	}
	//bot couldn't do any usefull movement
//	bs->attackchase_time = AAS_Time() + 6;
	return moveresult;
}

/*
==================
BotSameTeam
==================
*/
int BotSameTeam( bot_state_t *bs, int entnum ) {

	if ( bs->client < 0 || bs->client >= MAX_CLIENTS ) {
		return qfalse;
	}
	if ( entnum < 0 || entnum >= MAX_CLIENTS ) {
		return qfalse;
	}
	if ( gametype == GT_TEAM || gametype == GT_CTF ) {
		if (level.clients[bs->client].sess.sessionTeam == level.clients[entnum].sess.sessionTeam) return qtrue;
			return qtrue;
		}

	return qfalse;
}

/*
==================
InFieldOfVision
==================
*/
qboolean InFieldOfVision( vec3_t viewangles, float fov, vec3_t angles ) {
	int i;
	float diff, angle;

	for ( i = 0; i < 2; i++ ) {
		angle = AngleMod( viewangles[i] );
		angles[i] = AngleMod( angles[i] );
		diff = angles[i] - angle;
		if ( angles[i] > angle ) {
			if ( diff > 180.0 ) {
				diff -= 360.0;
			}
		} else {
			if ( diff < -180.0 ) {
				diff += 360.0;
			}
		}
		if ( diff > 0 ) {
			if ( diff > fov * 0.5 ) {
				return qfalse;
			}
		} else {
			if ( diff < -fov * 0.5 ) {
				return qfalse;
			}
		}
	}
	return qtrue;
}

/*
==================
BotEntityVisible

returns visibility in the range [0, 1] taking fog and water surfaces into account
==================
*/
float BotEntityVisible( int viewer, vec3_t eye, vec3_t viewangles, float fov, int ent ) {
	int i, contents_mask, passent, hitent, infog, inwater, otherinfog, pc;
	float fogdist, waterfactor, vis, bestvis;
	bsp_trace_t trace;
	aas_entityinfo_t entinfo;
	vec3_t dir, entangles, start, end, middle;

	//calculate middle of bounding box
	BotEntityInfo( ent, &entinfo );
	VectorAdd( entinfo.mins, entinfo.maxs, middle );
	VectorScale( middle, 0.5, middle );
	VectorAdd( entinfo.origin, middle, middle );
	//check if entity is within field of vision
	VectorSubtract( middle, eye, dir );
	vectoangles( dir, entangles );
	if ( !InFieldOfVision( viewangles, fov, entangles ) ) {
		return 0;
	}
	//
	pc = trap_AAS_PointContents( eye );
	infog = ( pc & CONTENTS_SOLID );
	inwater = ( pc & ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER ) );
	//
	bestvis = 0;
	for ( i = 0; i < 3; i++ ) {
		//if the point is not in potential visible sight
		//if (!AAS_inPVS(eye, middle)) continue;
		//
		contents_mask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
		passent = viewer;
		hitent = ent;
		VectorCopy( eye, start );
		VectorCopy( middle, end );
		//if the entity is in water, lava or slime
		if ( trap_AAS_PointContents( middle ) & ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER ) ) {
			contents_mask |= ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER );
		}
		//if eye is in water, lava or slime
		if ( inwater ) {
			if ( !( contents_mask & ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER ) ) ) {
				passent = ent;
				hitent = viewer;
				VectorCopy( middle, start );
				VectorCopy( eye, end );
			}
			contents_mask ^= ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER );
		}
		//trace from start to end
		BotAI_Trace( &trace, start, NULL, NULL, end, passent, contents_mask );
		//if water was hit
		waterfactor = 1.0;
		//note: trace.contents is always 0, see BotAI_Trace
		if ( trace.contents & ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER ) ) {
			//if the water surface is translucent
			if ( 1 ) {
				//trace through the water
				contents_mask &= ~( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER );
				BotAI_Trace( &trace, trace.endpos, NULL, NULL, end, passent, contents_mask );
				waterfactor = 0.5;
			}
		}
		//if a full trace or the hitent was hit
		if ( trace.fraction >= 1 || trace.ent == hitent ) {
			//check for fog, assuming there's only one fog brush where
			//either the viewer or the entity is in or both are in
			otherinfog = ( trap_AAS_PointContents( middle ) & CONTENTS_FOG );
			if ( infog && otherinfog ) {
				VectorSubtract( trace.endpos, eye, dir );
				fogdist = VectorLength( dir );
			} else if ( infog )     {
				VectorCopy( trace.endpos, start );
				BotAI_Trace( &trace, start, NULL, NULL, eye, viewer, CONTENTS_FOG );
				VectorSubtract( eye, trace.endpos, dir );
				fogdist = VectorLength( dir );
			} else if ( otherinfog )     {
				VectorCopy( trace.endpos, end );
				BotAI_Trace( &trace, eye, NULL, NULL, end, viewer, CONTENTS_FOG );
				VectorSubtract( end, trace.endpos, dir );
				fogdist = VectorLength( dir );
			} else {
				//if the entity and the viewer are not in fog assume there's no fog in between
				fogdist = 0;
			}
			//decrease visibility with the view distance through fog
			vis = 1 / ( ( fogdist * fogdist * 0.001 ) < 1 ? 1 : ( fogdist * fogdist * 0.001 ) );
			//if entering water visibility is reduced
			vis *= waterfactor;
			//
			if ( vis > bestvis ) {
				bestvis = vis;
			}
			//if pretty much no fog
			if ( bestvis >= 0.95 ) {
				return bestvis;
			}
		}
		//check bottom and top of bounding box as well
		if ( i == 0 ) {
			middle[2] += entinfo.mins[2];
		} else if ( i == 1 ) {
			middle[2] += entinfo.maxs[2] - entinfo.mins[2];
		}
	}
	return bestvis;
}

/*
==================
BotFindEnemy
==================
*/
int BotFindEnemy( bot_state_t *bs, int curenemy ) {
	int i, healthdecrease;
	float fov, dist, curdist, alertness, easyfragger, vis;
	aas_entityinfo_t entinfo, curenemyinfo;
	vec3_t dir, angles;

	alertness = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_ALERTNESS, 0, 1 );
	easyfragger = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_EASY_FRAGGER, 0, 1 );
	//check if the health decreased
	healthdecrease = bs->lasthealth > bs->inventory[INVENTORY_HEALTH];
	//remember the current health value
	bs->lasthealth = bs->inventory[INVENTORY_HEALTH];
	//
	if ( curenemy >= 0 ) {
		BotEntityInfo( curenemy, &curenemyinfo );
		VectorSubtract( curenemyinfo.origin, bs->origin, dir );
		curdist = VectorLength( dir );
	} else {
		curdist = 0;
	}
	//
	for ( i = 0; i < MAX_CLIENTS; i++ ) {

		if ( i == bs->client ) {
			continue;
		}
		//if it's the current enemy
		if ( i == curenemy ) {
			continue;
		}
		//
		BotEntityInfo( i, &entinfo );
		//
		if ( !entinfo.valid ) {
			continue;
		}
		//if the enemy isn't dead and the enemy isn't the bot self
		if ( EntityIsDead( &entinfo ) || entinfo.number == bs->entitynum ) {
			continue;
		}
		//if the enemy is invisible and not shooting
		if ( EntityIsInvisible( &entinfo ) && !EntityIsShooting( &entinfo ) ) {
			continue;
		}
		//if not an easy fragger don't shoot at chatting players
		if ( easyfragger < 0.5 && EntityIsChatting( &entinfo ) ) {
			continue;
		}
		//
		if ( lastteleport_time > trap_AAS_Time() - 3 ) {
			VectorSubtract( entinfo.origin, lastteleport_origin, dir );
			if ( VectorLength( dir ) < 70 ) {
				continue;
			}
		}
		//calculate the distance towards the enemy
		VectorSubtract( entinfo.origin, bs->origin, dir );
		dist = VectorLength( dir );
		//if this enemy is further away than the current one
		if ( curenemy >= 0 && dist > curdist ) {
			continue;
		}
		//if the bot has no
		if ( dist > 900 + alertness * 4000 ) {
			continue;
		}
		//if on the same team
		if ( BotSameTeam( bs, i ) ) {
			continue;
		}
		//if the bot's health decreased or the enemy is shooting
		if ( curenemy < 0 && ( healthdecrease || EntityIsShooting( &entinfo ) ) ) {
			fov = 360;
		} else { fov = 90 + 270 - ( 270 - ( dist > 810 ? 810 : dist ) / 3 );}
		//check if the enemy visibility
		vis = BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, fov, i );
		if ( vis <= 0 ) {
			continue;
		}
		//if the enemy is quite far away, not shooting and the bot is not damaged
		if ( curenemy < 0 && dist > 200 && !healthdecrease && !EntityIsShooting( &entinfo ) ) {
			//check if we can avoid this enemy
			VectorSubtract( bs->origin, entinfo.origin, dir );
			vectoangles( dir, angles );
			//if the bot isn't in the fov of the enemy
			if ( !InFieldOfVision( entinfo.angles, 120, angles ) ) {
				//update some stuff for this enemy
				BotUpdateBattleInventory( bs, i );
				//if the bot doesn't really want to fight
				if ( BotWantsToRetreat( bs ) ) {
					continue;
				}
			}
		}
		//found an enemy
		bs->enemy = entinfo.number;
		if ( curenemy >= 0 ) {
			bs->enemysight_time = trap_AAS_Time() - 2;
		} else { bs->enemysight_time = trap_AAS_Time();}
		bs->enemysuicide = qfalse;
		bs->enemydeath_time = 0;
		return qtrue;
	}
	return qfalse;
}

/*
==================
BotAimAtEnemy
==================
*/
void BotAimAtEnemy( bot_state_t *bs ) {
	int i, enemyvisible;
	float dist, f, aim_skill, aim_accuracy, speed, reactiontime;
	vec3_t dir, bestorigin, end, start, groundtarget, cmdmove, enemyvelocity;
	vec3_t mins = {-4,-4,-4}, maxs = {4, 4, 4};
	weaponinfo_t wi;
	aas_entityinfo_t entinfo;
	bot_goal_t goal;
	bsp_trace_t trace;
	vec3_t target;

	//if the bot has no enemy
	if ( bs->enemy < 0 ) {
		return;
	}
	//
	//BotAI_Print(PRT_MESSAGE, "client %d: aiming at client %d\n", bs->entitynum, bs->enemy);
	//
	aim_skill = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_AIM_SKILL, 0, 1 );
	aim_accuracy = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_AIM_ACCURACY, 0, 1 );
	//
	if ( aim_skill > 0.95 ) {
		//don't aim too early
		reactiontime = 0.5 * trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1 );
		if ( bs->enemysight_time > trap_AAS_Time() - reactiontime ) {
			return;
		}
		if ( bs->teleport_time > trap_AAS_Time() - reactiontime ) {
			return;
		}
	}

	//get the weapon information
	trap_BotGetWeaponInfo( bs->ws, bs->weaponnum, &wi );
	//get the weapon specific aim accuracy and or aim skill
//----(SA) commented out the weapons that aren't ours.
//----(SA) if we're not using this routine at all and my changes are irrelivant, please let me know.
//	if (wi.number == WP_MACHINEGUN) {
//		aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN, 0, 1);
//	}
//	if (wi.number == WP_SHOTGUN) {
//		aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_SHOTGUN, 0, 1);
//	}
	if ( wi.number == WP_GRENADE_LAUNCHER ) {
		aim_accuracy = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER, 0, 1 );
		aim_skill = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER, 0, 1 );
	}
	if ( wi.number == WP_ROCKET_LAUNCHER ) {
		aim_accuracy = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER, 0, 1 );
		aim_skill = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER, 0, 1 );
	}
	if ( wi.number == WP_FLAMETHROWER ) {
		aim_accuracy = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_AIM_ACCURACY_LIGHTNING, 0, 1 );
	}
//	if (wi.number == WP_RAILGUN) {
//		aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_RAILGUN, 0, 1);
//	}
	if ( wi.number == WP_SILENCER ) {
		aim_accuracy = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_AIM_ACCURACY_SP5, 0, 1 );
		aim_skill = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_AIM_SKILL_SP5, 0, 1 );
	}
//	if (wi.number == WP_BFG) {
//		aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_BFG10K, 0, 1);
//		aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_BFG10K, 0, 1);
//	}
	//
	if ( aim_accuracy <= 0 ) {
		aim_accuracy = 0.0001;
	}
	//get the enemy entity information
	BotEntityInfo( bs->enemy, &entinfo );
	//if the enemy is invisible then shoot crappy most of the time
	if ( EntityIsInvisible( &entinfo ) ) {
		if ( random() > 0.1 ) {
			aim_accuracy *= 0.4;
		}
	}
	//
	VectorSubtract( entinfo.origin, entinfo.lastvisorigin, enemyvelocity );
	VectorScale( enemyvelocity, 1 / entinfo.update_time, enemyvelocity );
	//enemy origin and velocity is remembered every 0.5 seconds
	if ( bs->enemyposition_time < trap_AAS_Time() ) {
		//
		bs->enemyposition_time = trap_AAS_Time() + 0.5;
		VectorCopy( enemyvelocity, bs->enemyvelocity );
		VectorCopy( entinfo.origin, bs->enemyorigin );
	}
	//if not extremely skilled
	if ( aim_skill < 0.9 ) {
		VectorSubtract( entinfo.origin, bs->enemyorigin, dir );
		//if the enemy moved a bit
		if ( VectorLength( dir ) > 48 ) {
			//if the enemy changed direction
			if ( DotProduct( bs->enemyvelocity, enemyvelocity ) < 0 ) {
				//aim accuracy should be worse now
				aim_accuracy *= 0.7;
			}
		}
	}
	//check visibility of enemy
	enemyvisible = BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy );
	//if the enemy is visible
	if ( enemyvisible ) {
		//
		VectorCopy( entinfo.origin, bestorigin );
		bestorigin[2] += 8;
		//get the start point shooting from
		//NOTE: the x and y projectile start offsets are ignored
		VectorCopy( bs->origin, start );
		start[2] += bs->cur_ps.viewheight;
		start[2] += wi.offset[2];
		//
		BotAI_Trace( &trace, start, mins, maxs, bestorigin, bs->entitynum, MASK_SHOT );
		//if the enemy is NOT hit
		if ( trace.fraction <= 1 && trace.ent != entinfo.number ) {
			bestorigin[2] += 16;
		}
		//if it is not an instant hit weapon the bot might want to predict the enemy
		if ( wi.speed ) {
			//
			VectorSubtract( bestorigin, bs->origin, dir );
			dist = VectorLength( dir );
			VectorSubtract( entinfo.origin, bs->enemyorigin, dir );
			//if the enemy is NOT pretty far away and strafing just small steps left and right
			if ( !( dist > 100 && VectorLength( dir ) < 32 ) ) {
				//if skilled enough do exact prediction
				if ( aim_skill > 0.8 &&
					 //if the weapon is ready to fire
					 bs->cur_ps.weaponstate == WEAPON_READY ) {
					aas_clientmove_t move;
					vec3_t origin;

					VectorSubtract( entinfo.origin, bs->origin, dir );
					//distance towards the enemy
					dist = VectorLength( dir );
					//direction the enemy is moving in
					VectorSubtract( entinfo.origin, entinfo.lastvisorigin, dir );
					//
					VectorScale( dir, 1 / entinfo.update_time, dir );
					//
					VectorCopy( entinfo.origin, origin );
					origin[2] += 1;
					//
					VectorClear( cmdmove );
					//AAS_ClearShownDebugLines();
					trap_AAS_PredictClientMovement( &move, bs->enemy, origin,
													PRESENCE_CROUCH, qfalse,
													dir, cmdmove, 0,
													dist * 10 / wi.speed, 0.1, 0, 0, qfalse );
					VectorCopy( move.endpos, bestorigin );
					//BotAI_Print(PRT_MESSAGE, "%1.1f predicted speed = %f, frames = %f\n", trap_AAS_Time(), VectorLength(dir), dist * 10 / wi.speed);
				}
				//if not that skilled do linear prediction
				else if ( aim_skill > 0.4 ) {
					VectorSubtract( entinfo.origin, bs->origin, dir );
					//distance towards the enemy
					dist = VectorLength( dir );
					//direction the enemy is moving in
					VectorSubtract( entinfo.origin, entinfo.lastvisorigin, dir );
					dir[2] = 0;
					//
					speed = VectorNormalize( dir ) / entinfo.update_time;
					//botimport.Print(PRT_MESSAGE, "speed = %f, wi->speed = %f\n", speed, wi->speed);
					//best spot to aim at
					VectorMA( entinfo.origin, ( dist / wi.speed ) * speed, dir, bestorigin );
				}
			}
		}
		//if the projectile does radial damage
		if ( aim_skill > 0.6 && wi.proj.damagetype & DAMAGETYPE_RADIAL ) {
			//if the enemy isn't standing significantly higher than the bot
			if ( entinfo.origin[2] < bs->origin[2] + 16 ) {
				//try to aim at the ground in front of the enemy
				VectorCopy( entinfo.origin, end );
				end[2] -= 64;
				BotAI_Trace( &trace, entinfo.origin, NULL, NULL, end, entinfo.number, MASK_SHOT );
				//
				VectorCopy( bestorigin, groundtarget );
				if ( trace.startsolid ) {
					groundtarget[2] = entinfo.origin[2] - 16;
				} else { groundtarget[2] = trace.endpos[2] - 8;}
				//trace a line from projectile start to ground target
				BotAI_Trace( &trace, start, NULL, NULL, groundtarget, bs->entitynum, MASK_SHOT );
				//if hitpoint is not vertically too far from the ground target
				if ( fabs( trace.endpos[2] - groundtarget[2] ) < 50 ) {
					VectorSubtract( trace.endpos, groundtarget, dir );
					//if the hitpoint is near enough the ground target
					if ( VectorLength( dir ) < 60 ) {
						VectorSubtract( trace.endpos, start, dir );
						//if the hitpoint is far enough from the bot
						if ( VectorLength( dir ) > 100 ) {
							//check if the bot is visible from the ground target
							trace.endpos[2] += 1;
							BotAI_Trace( &trace, trace.endpos, NULL, NULL, entinfo.origin, entinfo.number, MASK_SHOT );
							if ( trace.fraction >= 1 ) {
								//botimport.Print(PRT_MESSAGE, "%1.1f aiming at ground\n", AAS_Time());
								VectorCopy( groundtarget, bestorigin );
							}
						}
					}
				}
			}
		}
		bestorigin[0] += 20 * crandom() * ( 1 - aim_accuracy );
		bestorigin[1] += 20 * crandom() * ( 1 - aim_accuracy );
		bestorigin[2] += 10 * crandom() * ( 1 - aim_accuracy );
	} else {
		//
		VectorCopy( bs->lastenemyorigin, bestorigin );
		bestorigin[2] += 8;
		//if the bot is skilled enough
		if ( aim_skill > 0.5 ) {
			//do prediction shots around corners
//			if (wi.number == WP_BFG ||	//----(SA)	removing old weapon references
			if ( wi.number == WP_ROCKET_LAUNCHER ||
				 wi.number == WP_GRENADE_LAUNCHER ) {
				//create the chase goal
				goal.entitynum = bs->client;
				goal.areanum = bs->areanum;
				VectorCopy( bs->eye, goal.origin );
				VectorSet( goal.mins, -8, -8, -8 );
				VectorSet( goal.maxs, 8, 8, 8 );
				//
				if ( trap_BotPredictVisiblePosition( bs->lastenemyorigin, bs->lastenemyareanum, &goal, TFL_DEFAULT, target ) ) {
					VectorCopy( target, bestorigin );
					bestorigin[2] -= 20;
				}
				aim_accuracy = 1;
			}
		}
	}
	//
	if ( enemyvisible ) {
		BotAI_Trace( &trace, bs->eye, NULL, NULL, bestorigin, bs->entitynum, MASK_SHOT );
		VectorCopy( trace.endpos, bs->aimtarget );
	} else {
		VectorCopy( bestorigin, bs->aimtarget );
	}
	//get aim direction
	VectorSubtract( bestorigin, bs->eye, dir );
	//
	if ( wi.number == WP_FLAMETHROWER ) {
//	if (wi.number == WP_MACHINEGUN ||	//----(SA)	removing old weapon references
//		wi.number == WP_SHOTGUN ||
//		wi.number == WP_RAILGUN) {
		//distance towards the enemy
		dist = VectorLength( dir );
		if ( dist > 150 ) {
			dist = 150;
		}
		f = 0.6 + dist / 150 * 0.4;
		aim_accuracy *= f;
	}
	//add some random stuff to the aim direction depending on the aim accuracy
	if ( aim_accuracy < 0.8 ) {
		VectorNormalize( dir );
		for ( i = 0; i < 3; i++ ) dir[i] += 0.3 * crandom() * ( 1 - aim_accuracy );
	}
	//set the ideal view angles
	vectoangles( dir, bs->ideal_viewangles );
	//take the weapon spread into account for lower skilled bots
	bs->ideal_viewangles[PITCH] += 6 * wi.vspread * crandom() * ( 1 - aim_accuracy );
	bs->ideal_viewangles[PITCH] = AngleMod( bs->ideal_viewangles[PITCH] );
	bs->ideal_viewangles[YAW] += 6 * wi.hspread * crandom() * ( 1 - aim_accuracy );
	bs->ideal_viewangles[YAW] = AngleMod( bs->ideal_viewangles[YAW] );
	//if the bot is really accurate and has the enemy in view for some time
	if ( aim_accuracy > 0.9 && bs->enemysight_time < trap_AAS_Time() - 1 ) {
		//set the view angles directly
		if ( bs->ideal_viewangles[PITCH] > 180 ) {
			bs->ideal_viewangles[PITCH] -= 360;
		}
		VectorCopy( bs->ideal_viewangles, bs->viewangles );
		trap_EA_View( bs->client, bs->viewangles );
	}
}

/*
==================
BotCheckAttack
==================
*/
void BotCheckAttack( bot_state_t *bs ) {
	float points, reactiontime, fov, firethrottle;
	bsp_trace_t bsptrace;
	//float selfpreservation;
	vec3_t forward, right, start, end, dir, angles;
	weaponinfo_t wi;
	bsp_trace_t trace;
	aas_entityinfo_t entinfo;
	vec3_t mins = {-8, -8, -8}, maxs = {8, 8, 8};

	if ( bs->enemy < 0 ) {
		return;
	}
	//
	reactiontime = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1 );
	if ( bs->enemysight_time > trap_AAS_Time() - reactiontime ) {
		return;
	}
	if ( bs->teleport_time > trap_AAS_Time() - reactiontime ) {
		return;
	}
	//if changing weapons
	if ( bs->weaponchange_time > trap_AAS_Time() - 0.1 ) {
		return;
	}
	//check fire throttle characteristic
	if ( bs->firethrottlewait_time > trap_AAS_Time() ) {
		return;
	}
	firethrottle = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_FIRETHROTTLE, 0, 1 );
	if ( bs->firethrottleshoot_time < trap_AAS_Time() ) {
		if ( random() > firethrottle ) {
			bs->firethrottlewait_time = trap_AAS_Time() + firethrottle;
			bs->firethrottleshoot_time = 0;
		} else {
			bs->firethrottleshoot_time = trap_AAS_Time() + 1 - firethrottle;
			bs->firethrottlewait_time = 0;
		}
	}
	//
	BotEntityInfo( bs->enemy, &entinfo );
	VectorSubtract( entinfo.origin, bs->eye, dir );
	//
	if ( VectorLength( dir ) < 100 ) {
		fov = 120;
	} else { fov = 50;}
	/*
	//if the enemy isn't visible
	if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, fov, bs->enemy)) {
		//botimport.Print(PRT_MESSAGE, "enemy not visible\n");
		return;
	}*/
	vectoangles( dir, angles );
	if ( !InFieldOfVision( bs->viewangles, fov, angles ) ) {
		return;
	}
	BotAI_Trace( &bsptrace, bs->eye, NULL, NULL, bs->aimtarget, bs->client, CONTENTS_SOLID | CONTENTS_PLAYERCLIP );
	if ( bsptrace.fraction < 1 && bsptrace.ent != bs->enemy ) {
		return;
	}

	//get the weapon info
	trap_BotGetWeaponInfo( bs->ws, bs->weaponnum, &wi );
	//get the start point shooting from
	VectorCopy( bs->origin, start );
	start[2] += bs->cur_ps.viewheight;
	AngleVectors( bs->viewangles, forward, right, NULL );
	start[0] += forward[0] * wi.offset[0] + right[0] * wi.offset[1];
	start[1] += forward[1] * wi.offset[0] + right[1] * wi.offset[1];
	start[2] += forward[2] * wi.offset[0] + right[2] * wi.offset[1] + wi.offset[2];
	//end point aiming at
	VectorMA( start, 1000, forward, end );
	//a little back to make sure not inside a very close enemy
	VectorMA( start, -12, forward, start );
	BotAI_Trace( &trace, start, mins, maxs, end, bs->entitynum, MASK_SHOT );  //----(SA) should this maybe check the weapon type and adjust the clipflag?  it seems like this is probably fine as-is, but I thought I'd note it.
	//if won't hit the enemy
	if ( trace.ent != bs->enemy ) {
		//if the entity is a client
		if ( trace.ent >= 0 && trace.ent < MAX_CLIENTS ) {
			//if a teammate is hit
			if ( BotSameTeam( bs, trace.ent ) ) {
				return;
			}
		}
		//if the projectile does a radial damage
		if ( wi.proj.damagetype & DAMAGETYPE_RADIAL ) {
			if ( trace.fraction * 1000 < wi.proj.radius ) {
				points = ( wi.proj.damage - 0.5 * trace.fraction * 1000 ) * 0.5;
				if ( points > 0 ) {
//					selfpreservation = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_SELFPRESERVATION, 0, 1);
//					if (random() < selfpreservation) return;
					return;
				}
			}
			//FIXME: check if a teammate gets radial damage
		}
	}
	//if fire has to be release to activate weapon
	if ( wi.flags & WFL_FIRERELEASED ) {
		if ( bs->flags & BFL_ATTACKED ) {
			trap_EA_Attack( bs->client );
		}
	} else {
		trap_EA_Attack( bs->client );
	}
	bs->flags ^= BFL_ATTACKED;
}

/*
==================
BotMapScripts
==================
*/
void BotMapScripts( bot_state_t *bs ) {
	char info[1024];
	char mapname[128];
	int i, shootbutton;
	float aim_accuracy;
	aas_entityinfo_t entinfo;
	vec3_t dir;

	trap_GetServerinfo( info, sizeof( info ) );

	strncpy( mapname, Info_ValueForKey( info, "mapname" ), sizeof( mapname ) - 1 );
	mapname[sizeof( mapname ) - 1] = '\0';

	if ( !Q_stricmp( mapname, "q3tourney6" ) ) {
		vec3_t mins = {700, 204, 672}, maxs = {964, 468, 680};
		vec3_t buttonorg = {304, 352, 920};
		//NOTE: NEVER use the func_bobbing in q3tourney6
		bs->tfl &= ~TFL_FUNCBOB;
		//if the bot is below the bounding box
		if ( bs->origin[0] > mins[0] && bs->origin[0] < maxs[0] ) {
			if ( bs->origin[1] > mins[1] && bs->origin[1] < maxs[1] ) {
				if ( bs->origin[2] < mins[2] ) {
					return;
				}
			}
		}
		shootbutton = qfalse;
		//if an enemy is below this bounding box then shoot the button
		for ( i = 0; i < MAX_CLIENTS; i++ ) {

			if ( i == bs->client ) {
				continue;
			}
			//
			BotEntityInfo( i, &entinfo );
			//
			if ( !entinfo.valid ) {
				continue;
			}
			//if the enemy isn't dead and the enemy isn't the bot self
			if ( EntityIsDead( &entinfo ) || entinfo.number == bs->entitynum ) {
				continue;
			}
			//
			if ( entinfo.origin[0] > mins[0] && entinfo.origin[0] < maxs[0] ) {
				if ( entinfo.origin[1] > mins[1] && entinfo.origin[1] < maxs[1] ) {
					if ( entinfo.origin[2] < mins[2] ) {
						//if there's a team mate below the crusher
						if ( BotSameTeam( bs, i ) ) {
							shootbutton = qfalse;
							break;
						} else {
							shootbutton = qtrue;
						}
					}
				}
			}
		}
		if ( shootbutton ) {
			bs->flags |= BFL_IDEALVIEWSET;
			VectorSubtract( buttonorg, bs->eye, dir );
			vectoangles( dir, bs->ideal_viewangles );
			aim_accuracy = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_AIM_ACCURACY, 0, 1 );
			bs->ideal_viewangles[PITCH] += 8 * crandom() * ( 1 - aim_accuracy );
			bs->ideal_viewangles[PITCH] = AngleMod( bs->ideal_viewangles[PITCH] );
			bs->ideal_viewangles[YAW] += 8 * crandom() * ( 1 - aim_accuracy );
			bs->ideal_viewangles[YAW] = AngleMod( bs->ideal_viewangles[YAW] );
			//
			if ( InFieldOfVision( bs->viewangles, 20, bs->ideal_viewangles ) ) {
				trap_EA_Attack( bs->client );
			}
		}
	}
}

/*
==================
BotCheckButtons
==================
*/
/*
void CheckButtons(void)
{
	int modelindex, i, numbuttons = 0;
	char *classname, *model;
	float lip, health, dist;
	bsp_entity_t *ent;
	vec3_t mins, maxs, size, origin, angles, movedir, goalorigin;
	vec3_t start, end, bboxmins, bboxmaxs;
	aas_trace_t trace;

	for (ent = entities; ent; ent = ent->next)
	{
		classname = AAS_ValueForBSPEpairKey(ent, "classname");
		if (!strcmp(classname, "func_button"))
		{
			//create a bot goal towards the button
			model = AAS_ValueForBSPEpairKey(ent, "model");
			modelindex = AAS_IndexFromModel(model);
			//if the model is not loaded
			if (!modelindex) modelindex = atoi(model+1);
			VectorClear(angles);
			AAS_BSPModelMinsMaxsOrigin(modelindex - 1, angles, mins, maxs, NULL);
			//get the lip of the button
			lip = AAS_FloatForBSPEpairKey(ent, "lip");
			if (!lip) lip = 4;
			//get the move direction from the angle
			VectorSet(angles, 0, AAS_FloatForBSPEpairKey(ent, "angle"), 0);
			AAS_SetMovedir(angles, movedir);
			//button size
			VectorSubtract(maxs, mins, size);
			//button origin
			VectorAdd(mins, maxs, origin);
			VectorScale(origin, 0.5, origin);
			//touch distance of the button
			dist = fabs(movedir[0]) * size[0] + fabs(movedir[1]) * size[1] + fabs(movedir[2]) * size[2];// - lip;
			dist *= 0.5;
			//
			health = AAS_FloatForBSPEpairKey(ent, "health");
			//if the button is shootable
			if (health)
			{
				//calculate the goal origin
				VectorMA(origin, -dist, movedir, goalorigin);
				AAS_DrawPermanentCross(goalorigin, 4, LINECOLOR_BLUE);
			} //end if
			else
			{
				//add bounding box size to the dist
				AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, bboxmins, bboxmaxs);
				for (i = 0; i < 3; i++)
				{
					if (movedir[i] < 0) dist += fabs(movedir[i]) * fabs(bboxmaxs[i]);
					else dist += fabs(movedir[i]) * fabs(bboxmins[i]);
				} //end for
				//calculate the goal origin
				VectorMA(origin, -dist, movedir, goalorigin);
				//
				VectorCopy(goalorigin, start);
				start[2] += 24;
				VectorSet(end, start[0], start[1], start[2] - 100);
				trace = AAS_TraceClientBBox(start, end, PRESENCE_CROUCH, -1);
				if (!trace.startsolid)
				{
					VectorCopy(trace.endpos, goalorigin);
				} //end if
				//
				AAS_DrawPermanentCross(goalorigin, 4, LINECOLOR_YELLOW);
				//
				VectorSubtract(mins, origin, mins);
				VectorSubtract(maxs, origin, maxs);
				//
				VectorAdd(mins, origin, start);
				AAS_DrawPermanentCross(start, 4, LINECOLOR_BLUE);
				VectorAdd(maxs, origin, start);
				AAS_DrawPermanentCross(start, 4, LINECOLOR_BLUE);
			} //end else
			if (++numbuttons > 5) return;
		} //end if
	} //end for
} //end of the function CheckButtons
*/

/*
==================
BotEntityToActivate
==================
*/
//#define OBSTACLEDEBUG

int BotEntityToActivate( int entitynum ) {
	int i, ent, cur_entities[10];
	char model[MAX_INFO_STRING], tmpmodel[128];
	char target[128], classname[128];
	float health;
	char targetname[10][128];
	aas_entityinfo_t entinfo;

	BotEntityInfo( entitynum, &entinfo );
	Com_sprintf( model, sizeof( model ), "*%d", entinfo.modelindex );
	for ( ent = trap_AAS_NextBSPEntity( 0 ); ent; ent = trap_AAS_NextBSPEntity( ent ) ) {
		if ( !trap_AAS_ValueForBSPEpairKey( ent, "model", tmpmodel, sizeof( tmpmodel ) ) ) {
			continue;
		}
		if ( !strcmp( model, tmpmodel ) ) {
			break;
		}
	}
	if ( !ent ) {
		BotAI_Print( PRT_ERROR, "BotEntityToActivate: no entity found with model %s\n", model );
		return 0;
	}
	trap_AAS_ValueForBSPEpairKey( ent, "classname", classname, sizeof( classname ) );
	if ( !*classname ) {
		BotAI_Print( PRT_ERROR, "BotEntityToActivate: entity with model %s has no classname\n", model );
		return 0;
	}
	//if it is a door
	if ( !strcmp( classname, "func_door" ) ) {
		if ( trap_AAS_FloatForBSPEpairKey( ent, "health", &health ) ) {
			//if health the door must be shot to open
			if ( health ) {
				return ent;
			}
		}
	}
	//get the targetname so we can find an entity with a matching target
	if ( !trap_AAS_ValueForBSPEpairKey( ent, "targetname", targetname[0], sizeof( targetname[0] ) ) ) {
#ifdef OBSTACLEDEBUG
		BotAI_Print( PRT_ERROR, "BotEntityToActivate: entity with model \"%s\" has no targetname\n", model );
#endif //OBSTACLEDEBUG
		return 0;
	}
	cur_entities[0] = trap_AAS_NextBSPEntity( 0 );
	for ( i = 0; i >= 0 && i < 10; ) {
		for ( ent = cur_entities[i]; ent; ent = trap_AAS_NextBSPEntity( ent ) ) {
			if ( !trap_AAS_ValueForBSPEpairKey( ent, "target", target, sizeof( target ) ) ) {
				continue;
			}
			if ( !strcmp( targetname[i], target ) ) {
				cur_entities[i] = trap_AAS_NextBSPEntity( ent );
				break;
			}
		}
		if ( !ent ) {
			BotAI_Print( PRT_ERROR, "BotEntityToActivate: no entity with target \"%s\"\n", targetname[i] );
			i--;
			continue;
		}
		if ( !trap_AAS_ValueForBSPEpairKey( ent, "classname", classname, sizeof( classname ) ) ) {
			BotAI_Print( PRT_ERROR, "BotEntityToActivate: entity with target \"%s\" has no classname\n", targetname[i] );
			continue;
		}
		if ( !strcmp( classname, "func_button" ) ) {
			//BSP button model
			return ent;
		} else if ( !strcmp( classname, "trigger_multiple" ) )        {
			//invisible trigger multiple box
			return ent;
		} else {
			i--;
		}
	}
	BotAI_Print( PRT_ERROR, "BotEntityToActivate: unknown activator with classname \"%s\"\n", classname );
	return 0;
}

/*
==================
BotSetMovedir
==================
*/
vec3_t VEC_UP           = {0, -1,  0};
vec3_t MOVEDIR_UP       = {0,  0,  1};
vec3_t VEC_DOWN     = {0, -2,  0};
vec3_t MOVEDIR_DOWN = {0,  0, -1};

void BotSetMovedir( vec3_t angles, vec3_t movedir ) {
	if ( VectorCompare( angles, VEC_UP ) ) {
		VectorCopy( MOVEDIR_UP, movedir );
	} else if ( VectorCompare( angles, VEC_DOWN ) )       {
		VectorCopy( MOVEDIR_DOWN, movedir );
	} else {
		AngleVectors( angles, movedir, NULL, NULL );
	}
}

void BotModelMinsMaxs( int modelindex, vec3_t mins, vec3_t maxs ) {
	gentity_t *ent;
	int i;

	ent = &g_entities[0];
	for ( i = 0; i < level.num_entities; i++, ent++ ) {
		if ( !ent->inuse ) {
			continue;
		}
		if ( ent->s.modelindex == modelindex ) {
			VectorCopy( ent->r.mins, mins );
			VectorCopy( ent->r.maxs, maxs );
			return;
		}
	}
	VectorClear( mins );
	VectorClear( maxs );
}

/*
==================
BotAIBlocked
==================
*/
void BotAIBlocked( bot_state_t *bs, bot_moveresult_t *moveresult, int activate ) {
	int movetype, ent, i, areas[10], numareas, modelindex;
	char classname[128], model[128];
#ifdef OBSTACLEDEBUG
	char buf[128];
#endif
	float lip, dist, health, angle;
	vec3_t hordir, size, start, end, mins, maxs, sideward, angles;
	vec3_t movedir, origin, goalorigin, bboxmins, bboxmaxs;
	vec3_t up = {0, 0, 1}, extramins = {-1, -1, -1}, extramaxs = {1, 1, 1};
	aas_entityinfo_t entinfo;
/*
	bsp_trace_t bsptrace;
*/
#ifdef OBSTACLEDEBUG
	char netname[MAX_NETNAME];
#endif

	if ( !moveresult->blocked ) {
		return;
	}
	//
	BotEntityInfo( moveresult->blockentity, &entinfo );
#ifdef OBSTACLEDEBUG
	ClientName( bs->client, netname, sizeof( netname ) );
	BotAI_Print( PRT_MESSAGE, "%s: I'm blocked by model %d\n", netname, entinfo.modelindex );
#endif //OBSTACLEDEBUG
	   //if blocked by a bsp model and the bot wants to activate it if possible
	if ( entinfo.modelindex > 0 && entinfo.modelindex <= max_bspmodelindex && activate ) {
		//find the bsp entity which should be activated in order to remove
		//the blocking entity
		ent = BotEntityToActivate( entinfo.number );
		if ( !ent ) {
			strcpy( classname, "" );
#ifdef OBSTACLEDEBUG
			BotAI_Print( PRT_MESSAGE, "%s: can't find activator for blocking entity\n", ClientName( bs->client, netname, sizeof( netname ) ) );
#endif //OBSTACLEDEBUG
		} else {
			trap_AAS_ValueForBSPEpairKey( ent, "classname", classname, sizeof( classname ) );
#ifdef OBSTACLEDEBUG
			ClientName( bs->client, netname, sizeof( netname ) );
			BotAI_Print( PRT_MESSAGE, "%s: I should activate %s\n", netname, classname );
#endif //OBSTACLEDEBUG
		}
#ifdef OBSTACLEDEBUG
//		ClientName(bs->client, netname, sizeof(netname));
//		BotAI_Print(PRT_MESSAGE, "%s: I've got no brain cells for activating entities\n", netname);
#endif //OBSTACLEDEBUG
	   /*
	   //the bot should now activate one of the following entities
	   //"func_button", "trigger_multiple", "func_door"
	   //all these activators use BSP models, so it should be a matter of
	   //finding where this model is located using AAS and then activating
	   //by walking against the model it or shooting at it
	   //
	   //if it is a door we should shoot at
	   if (!strcmp(classname, "func_door"))
	   {
		   //get the door model
		   model = AAS_ValueForBSPEpairKey(ent, "model");
		   modelindex = AAS_IndexFromModel(model);
		   //if the model is not loaded
		   if (!modelindex) return;
		   VectorClear(angles);
		   AAS_BSPModelMinsMaxsOrigin(modelindex - 1, angles, mins, maxs, NULL);
		   //get a goal to shoot at
		   VectorAdd(maxs, mins, goalorigin);
		   VectorScale(goalorigin, 0.5, goalorigin);
		   VectorSubtract(goalorigin, bs->origin, movedir);
		   //
		   vectoangles(movedir, moveresult->ideal_viewangles);
		   moveresult->flags |= MOVERESULT_MOVEMENTVIEW;
		   //select the blaster
		   EA_UseItem(bs->client, "Blaster");
		   //shoot
		   EA_Attack(bs->client);
		   //
		   return;
	   } //end if*/
		if ( !strcmp( classname, "func_button" ) ) {
			//create a bot goal towards the button
			trap_AAS_ValueForBSPEpairKey( ent, "model", model, sizeof( model ) );
			modelindex = atoi( model + 1 );
			//if the model is not loaded
			if ( !modelindex ) {
				return;
			}
			VectorClear( angles );
			BotModelMinsMaxs( modelindex, mins, maxs );
			//get the lip of the button
			trap_AAS_FloatForBSPEpairKey( ent, "lip", &lip );
			if ( !lip ) {
				lip = 4;
			}
			//get the move direction from the angle
			trap_AAS_FloatForBSPEpairKey( ent, "angle", &angle );
			VectorSet( angles, 0, angle, 0 );
			BotSetMovedir( angles, movedir );
			//button size
			VectorSubtract( maxs, mins, size );
			//button origin
			VectorAdd( mins, maxs, origin );
			VectorScale( origin, 0.5, origin );
			//touch distance of the button
			dist = fabs( movedir[0] ) * size[0] + fabs( movedir[1] ) * size[1] + fabs( movedir[2] ) * size[2];
			dist *= 0.5;
			//
			trap_AAS_FloatForBSPEpairKey( ent, "health", &health );
			//if the button is shootable
			if ( health ) {
				//calculate the goal origin
				VectorMA( origin, -dist, movedir, goalorigin );
				//
				//AAS_ClearShownDebugLines();
				//AAS_DrawArrow(bs->origin, goalorigin, LINECOLOR_BLUE, LINECOLOR_YELLOW);
				//
				VectorSubtract( goalorigin, bs->origin, movedir );
				vectoangles( movedir, moveresult->ideal_viewangles );
				moveresult->flags |= MOVERESULT_MOVEMENTVIEW;
				//select the blaster
				trap_EA_SelectWeapon( bs->client, WEAPONINDEX_MACHINEGUN );
				//shoot
				trap_EA_Attack( bs->client );
				return;
			} //end if
			else
			{
				//add bounding box size to the dist
				trap_AAS_PresenceTypeBoundingBox( PRESENCE_CROUCH, bboxmins, bboxmaxs );
				for ( i = 0; i < 3; i++ )
				{
					if ( movedir[i] < 0 ) {
						dist += fabs( movedir[i] ) * fabs( bboxmaxs[i] );
					} else { dist += fabs( movedir[i] ) * fabs( bboxmins[i] );}
				} //end for
				  //calculate the goal origin
				VectorMA( origin, -dist, movedir, goalorigin );
				//
				VectorCopy( goalorigin, start );
				start[2] += 24;
				VectorCopy( start, end );
				end[2] -= 100;
				numareas = trap_AAS_TraceAreas( start, end, areas, NULL, 10 );
				//
				for ( i = 0; i < numareas; i++ ) {
					if ( trap_AAS_AreaReachability( areas[i] ) ) {
						break;
					}
				}
				if ( i < numareas ) {
					//
#ifdef OBSTACLEDEBUG
					if ( bs->activatemessage_time < trap_AAS_Time() ) {
						Com_sprintf( buf, sizeof( buf ), "I have to activate a button at %1.1f %1.1f %1.1f in area %d\n",
									 goalorigin[0], goalorigin[1], goalorigin[2], areas[i] );
						trap_EA_Say( bs->client, buf );
						bs->activatemessage_time = trap_AAS_Time() + 5;
					} //end if
#endif //OBSTACLEDEBUG
					//
					//VectorMA(origin, -dist, movedir, goalorigin);
					//
					VectorCopy( origin, bs->activategoal.origin );
					bs->activategoal.areanum = areas[i];
					VectorSubtract( mins, origin, bs->activategoal.mins );
					VectorSubtract( maxs, origin, bs->activategoal.maxs );
					//
					VectorAdd( bs->activategoal.mins, extramins, bs->activategoal.mins );
					VectorAdd( bs->activategoal.maxs, extramaxs, bs->activategoal.maxs );
					//
					bs->activategoal.entitynum = entinfo.number;
					bs->activategoal.number = 0;
					bs->activategoal.flags = 0;
					bs->activate_time = trap_AAS_Time() + 10;
					AIEnter_Seek_ActivateEntity( bs );
				} //end if
				else
				{
#ifdef OBSTACLEDEBUG
					BotAI_Print( PRT_MESSAGE, "button area has no reachabilities\n" );
#endif //OBSTACLEDEBUG
					if ( bs->ainode == AINode_Seek_NBG ) {
						bs->nbg_time = 0;
					} else if ( bs->ainode == AINode_Seek_LTG ) {
						bs->ltg_time = 0;
					}
				} //end else
			} //end else
		} //end if
		  /*
		  if (!strcmp(classname, "trigger_multiple"))
		  {
			  //create a bot goal towards the trigger
			  model = AAS_ValueForBSPEpairKey(ent, "model");
			  modelindex = AAS_IndexFromModel(model);
			  //if the model is not precached (bad thing but happens) assume model is "*X"
			  if (!modelindex) modelindex = atoi(model+1);
			  VectorClear(angles);
			  AAS_BSPModelMinsMaxsOrigin(modelindex - 1, angles, mins, maxs, NULL);
			  VectorAdd(mins, maxs, mid);
			  VectorScale(mid, 0.5, mid);
			  VectorCopy(mid, start);
			  start[2] = maxs[2] + 24;
			  VectorSet(end, start[0], start[1], start[2] - 100);
			  trace = AAS_TraceClientBBox(start, end, PRESENCE_CROUCH, -1);
			  if (trace.startsolid) return;
			  //trace.endpos is now the goal origin
			  VectorCopy(trace.endpos, goalorigin);
			  //
  #ifdef OBSTACLEDEBUG
			  if (bs->activatemessage_time < AAS_Time())
			  {
				  Com_sprintf(buf, sizeof(buf), "I have to activate a trigger at %1.1f %1.1f %1.1f in area %d\n",
								  goalorigin[0], goalorigin[1], goalorigin[2], AAS_PointAreaNum(goalorigin));
				  EA_Say(bs->client, buf);
				  bs->activatemessage_time = AAS_Time() + 5;
			  } //end if* /
  #endif //OBSTACLEDEBUG
			  //
			  VectorCopy(mid, bs->activategoal.origin);
			  bs->activategoal.areanum = AAS_PointAreaNum(goalorigin);
			  VectorSubtract(mins, mid, bs->activategoal.mins);
			  VectorSubtract(maxs, mid, bs->activategoal.maxs);
			  bs->activategoal.entitynum = entinfo.number;
			  bs->activategoal.number = 0;
			  bs->activategoal.flags = 0;
			  bs->activate_time = AAS_Time() + 10;
			  if (!AAS_AreaReachability(bs->activategoal.areanum))
			  {
  #ifdef OBSTACLEDEBUG
				  botimport.Print(PRT_MESSAGE, "trigger area has no reachabilities\n");
  #endif //OBSTACLEDEBUG
				  if (bs->ainode == AINode_Seek_NBG) bs->nbg_time = 0;
				  else if (bs->ainode == AINode_Seek_LTG) bs->ltg_time = 0;
			  } //end if
			  else
			  {
				  AIEnter_Seek_ActivateEntity(bs);
			  } //end else
			  return;
		  } //end if*/
	}
	//just some basic dynamic obstacle avoidance code
	hordir[0] = moveresult->movedir[0];
	hordir[1] = moveresult->movedir[1];
	hordir[2] = 0;
	//if no direction just take a random direction
	if ( VectorNormalize( hordir ) < 0.1 ) {
		VectorSet( angles, 0, 360 * random(), 0 );
		AngleVectors( angles, hordir, NULL, NULL );
	}
	//
//	if (moveresult->flags & MOVERESULT_ONTOPOFOBSTACLE) movetype = MOVE_JUMP;
//	else
	movetype = MOVE_WALK;
	//if there's an obstacle at the bot's feet and head then
	//the bot might be able to crouch through
	//VectorCopy( bs->origin, start );
	//start[2] += 18;
	//VectorMA( start, 5, hordir, end );
	//VectorSet( mins, -16, -16, -24 );
	//VectorSet( maxs, 16, 16, 4 );
	//
//	bsptrace = AAS_Trace(start, mins, maxs, end, bs->entitynum, MASK_PLAYERSOLID);
//	if (bsptrace.fraction >= 1) movetype = MOVE_CROUCH;
	//get the sideward vector
	CrossProduct( hordir, up, sideward );
	//
	if ( bs->flags & BFL_AVOIDRIGHT ) {
		VectorNegate( sideward, sideward );
	}
	//try to crouch straight forward?
	if ( movetype != MOVE_CROUCH || !trap_BotMoveInDirection( bs->ms, hordir, 400, movetype ) ) {
		//perform the movement
		if ( !trap_BotMoveInDirection( bs->ms, sideward, 400, movetype ) ) {
			//flip the avoid direction flag
			bs->flags ^= BFL_AVOIDRIGHT;
			//flip the direction
			VectorNegate( sideward, sideward );
			//move in the other direction
			trap_BotMoveInDirection( bs->ms, sideward, 400, movetype );
		}
	}
	//just reset goals and hope the bot will go into another direction
	//still needed??
	if ( bs->ainode == AINode_Seek_NBG ) {
		bs->nbg_time = 0;
	} else if ( bs->ainode == AINode_Seek_LTG ) {
		bs->ltg_time = 0;
	}
}

/*
==================
BotCheckConsoleMessages
==================
*/
void BotCheckConsoleMessages( bot_state_t *bs ) {
	char botname[MAX_NETNAME], message[MAX_MESSAGE_SIZE], netname[MAX_NETNAME];
	float chat_reply;
	int context, handle;
	bot_consolemessage_t m;
	bot_match_t match;

	//the name of this bot
	ClientName( bs->client, botname, sizeof( botname ) );
	//
	while ( ( handle = trap_BotNextConsoleMessage( bs->cs, &m ) ) != 0 ) {
		//if the chat state is flooded with messages the bot will read them quickly
		if ( trap_BotNumConsoleMessages( bs->cs ) < 10 ) {
			//if it is a chat message the bot needs some time to read it
			if ( m.type == CMS_CHAT && m.time > trap_AAS_Time() - ( 1 + random() ) ) {
				break;
			}
		}
		//unify the white spaces in the message
		trap_UnifyWhiteSpaces( m.message );
		//replace synonyms in the right context
		context = CONTEXT_NORMAL | CONTEXT_NEARBYITEM | CONTEXT_NAMES;
		if ( BotCTFTeam( bs ) == CTF_TEAM_RED ) {
			context |= CONTEXT_CTFREDTEAM;
		} else { context |= CONTEXT_CTFBLUETEAM;}
		trap_BotReplaceSynonyms( m.message, context );
		//if there's no match
		if ( !BotMatchMessage( bs, m.message ) ) {
			//if it is a chat message
			if ( m.type == CMS_CHAT && !bot_nochat.integer ) {
				//
				if ( !trap_BotFindMatch( m.message, &match, MTCONTEXT_REPLYCHAT ) ) {
					trap_BotRemoveConsoleMessage( bs->cs, handle );
					continue;
				}
				//don't use eliza chats with team messages
				if ( match.subtype & ST_TEAM ) {
					trap_BotRemoveConsoleMessage( bs->cs, handle );
					continue;
				}
				//
				trap_BotMatchVariable( &match, NETNAME, netname, sizeof( netname ) );
				trap_BotMatchVariable( &match, MESSAGE, message, sizeof( message ) );
				//if this is a message from the bot self
				if ( !Q_stricmp( netname, botname ) ) {
					trap_BotRemoveConsoleMessage( bs->cs, handle );
					continue;
				}
				//unify the message
				trap_UnifyWhiteSpaces( message );
				//
				trap_Cvar_Update( &bot_testrchat );
				if ( bot_testrchat.integer ) {
					//
					trap_BotLibVarSet( "bot_testrchat", "1" );
					//if bot replies with a chat message
					if ( trap_BotReplyChat( bs->cs, message, context, CONTEXT_REPLY,
											NULL, NULL,
											NULL, NULL,
											NULL, NULL,
											botname, netname ) ) {
						BotAI_Print( PRT_MESSAGE, "------------------------\n" );
					} else {
						BotAI_Print( PRT_MESSAGE, "**** no valid reply ****\n" );
					}
				}
				//if at a valid chat position and not chatting already
				else if ( bs->ainode != AINode_Stand && BotValidChatPosition( bs ) ) {
					chat_reply = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_REPLY, 0, 1 );
					if ( random() < 1.5 / ( NumBots() + 1 ) && random() < chat_reply ) {
						//if bot replies with a chat message
						if ( trap_BotReplyChat( bs->cs, message, context, CONTEXT_REPLY,
												NULL, NULL,
												NULL, NULL,
												NULL, NULL,
												botname, netname ) ) {
							//remove the console message
							trap_BotRemoveConsoleMessage( bs->cs, handle );
							bs->stand_time = trap_AAS_Time() + BotChatTime( bs );
							AIEnter_Stand( bs );
							//EA_Say(bs->client, bs->cs.chatmessage);
							break;
						}
					}
				}
			}
		}
		//remove the console message
		trap_BotRemoveConsoleMessage( bs->cs, handle );
	}
}

/*
==================
BotCheckEvents
==================
*/
void BotCheckEvents( bot_state_t *bs, entityState_t *state ) {
	int event;
	char buf[128];
	//
	//this sucks, we're accessing the gentity_t directly but there's no other fast way
	//to do it right now
	if ( bs->entityeventTime[state->number] == g_entities[state->number].eventTime ) {
		return;
	}
	bs->entityeventTime[state->number] = g_entities[state->number].eventTime;
	//if it's an event only entity
	if ( state->eType > ET_EVENTS ) {
		event = ( state->eType - ET_EVENTS ) & ~EV_EVENT_BITS;
	} else {
		event = state->event & ~EV_EVENT_BITS;
	}
	//
	switch ( event ) {
		//client obituary event
	case EV_OBITUARY:
	{
		int target, attacker, mod;

		target = state->otherEntityNum;
		attacker = state->otherEntityNum2;
		mod = state->eventParm;
		//
		if ( target == bs->client ) {
			bs->botdeathtype = mod;
			bs->lastkilledby = attacker;
			//
			if ( target == attacker ) {
				bs->botsuicide = qtrue;
			} else { bs->botsuicide = qfalse;}
			//
			bs->num_deaths++;
		}
		//else if this client was killed by the bot
		else if ( attacker == bs->client ) {
			bs->enemydeathtype = mod;
			bs->lastkilledplayer = target;
			bs->killedenemy_time = trap_AAS_Time();
			//
			bs->num_kills++;
		} else if ( attacker == bs->enemy && target == attacker )     {
			bs->enemysuicide = qtrue;
		}
		break;
	}
	case EV_GLOBAL_SOUND:
	{
		if ( state->eventParm < 0 || state->eventParm >= MAX_SOUNDS ) {
			BotAI_Print( PRT_ERROR, "EV_GLOBAL_SOUND: eventParm (%d) out of range\n", state->eventParm );
			break;
		}
		trap_GetConfigstring( CS_SOUNDS + state->eventParm, buf, sizeof( buf ) );
		if ( !strcmp( buf, "sound/teamplay/flagret_red.wav" ) ) {
			//red flag is returned
			bs->redflagstatus = 0;
			bs->flagstatuschanged = qtrue;
		} else if ( !strcmp( buf, "sound/teamplay/flagret_blu.wav" ) )        {
			//blue flag is returned
			bs->blueflagstatus = 0;
			bs->flagstatuschanged = qtrue;
		} else if ( !strcmp( buf, "sound/items/poweruprespawn.wav" ) )        {
			//powerup respawned... go get it
			BotGoForPowerups( bs );
		}
		break;
	}
	case EV_PLAYER_TELEPORT_IN:
	{
		VectorCopy( state->origin, lastteleport_origin );
		lastteleport_time = trap_AAS_Time();
		break;
	}
	case EV_GENERAL_SOUND:
	{
		//if this sound is played on the bot
		if ( state->number == bs->client ) {
			if ( state->eventParm < 0 || state->eventParm >= MAX_SOUNDS ) {
				BotAI_Print( PRT_ERROR, "EV_GENERAL_SOUND: eventParm (%d) out of range\n", state->eventParm );
				break;
			}
			//check out the sound
			trap_GetConfigstring( CS_SOUNDS + state->eventParm, buf, sizeof( buf ) );
			//if falling into a death pit
			if ( !strcmp( buf, "*falling1.wav" ) ) {
				//if the bot has a personal teleporter
				if ( bs->inventory[INVENTORY_TELEPORTER] > 0 ) {
					//use the holdable item
					trap_EA_Use( bs->client );
				}
			}
		}
		break;
	}
	}
}

/*
==================
BotCheckSnapshot
==================
*/
void BotCheckSnapshot( bot_state_t *bs ) {
	int ent;
	entityState_t state;

	//
	ent = 0;
	while ( ( ent = BotAI_GetSnapshotEntity( bs->client, ent, &state ) ) != -1 ) {
		//check the entity state for events
		BotCheckEvents( bs, &state );
	}
	//check the player state for events
	BotAI_GetEntityState( bs->client, &state );
	//copy the player state events to the entity state
	//state.event = bs->cur_ps.externalEvent;
	//state.eventParm = bs->cur_ps.externalEventParm;
	//
	BotCheckEvents( bs, &state );
}

/*
==================
BotCheckAir
==================
*/
void BotCheckAir( bot_state_t *bs ) {
	if ( bs->inventory[INVENTORY_ENVIRONMENTSUIT] <= 0 ) {
		if ( trap_AAS_PointContents( bs->eye ) & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
			return;
		}
	}
	bs->lastair_time = trap_AAS_Time();
}

/*
==================
BotDeathmatchAI
==================
*/
void BotDeathmatchAI( bot_state_t *bs, float thinktime ) {
	char gender[144], name[144], buf[144];
	char userinfo[MAX_INFO_STRING];
	int i;

	//if the bot has just been setup
	if ( bs->setupcount > 0 ) {
		bs->setupcount--;
		if ( bs->setupcount > 0 ) {
			return;
		}
		//get the gender characteristic
		trap_Characteristic_String( bs->character, CHARACTERISTIC_GENDER, gender, sizeof( gender ) );
		//set the bot gender
		trap_GetUserinfo( bs->client, userinfo, sizeof( userinfo ) );
		Info_SetValueForKey( userinfo, "sex", gender );
		trap_SetUserinfo( bs->client, userinfo );
		//set the team
		if ( g_gametype.integer != GT_TOURNAMENT ) {
			Com_sprintf( buf, sizeof( buf ), "team %s", bs->settings.team );
			trap_EA_Command( bs->client, buf );
		}
		//set the chat gender
		if ( gender[0] == 'm' ) {
			trap_BotSetChatGender( bs->cs, CHAT_GENDERMALE );
		} else if ( gender[0] == 'f' ) {
			trap_BotSetChatGender( bs->cs, CHAT_GENDERFEMALE );
		} else { trap_BotSetChatGender( bs->cs, CHAT_GENDERLESS );}
		//set the chat name
		ClientName( bs->client, name, sizeof( name ) );
		trap_BotSetChatName( bs->cs, name );
		//
		bs->lastframe_health = bs->inventory[INVENTORY_HEALTH];
		bs->lasthitcount = bs->cur_ps.persistant[PERS_HITS];
		//
		bs->setupcount = 0;
	}
	//no ideal view set
	bs->flags &= ~BFL_IDEALVIEWSET;
	//set the teleport time
	BotSetTeleportTime( bs );
	//update some inventory values
	BotUpdateInventory( bs );
	//check the console messages
	BotCheckConsoleMessages( bs );
	//check out the snapshot
	BotCheckSnapshot( bs );
	//check for air
	BotCheckAir( bs );
	//if not in the intermission and not in observer mode
	if ( !BotIntermission( bs ) && !BotIsObserver( bs ) ) {
		//do team AI
		BotTeamAI( bs );
	}
	//if the bot has no ai node
	if ( !bs->ainode ) {
		AIEnter_Seek_LTG( bs );
	}
	//if the bot entered the game less than 8 seconds ago
	if ( !bs->entergamechat && bs->entergame_time > trap_AAS_Time() - 8 ) {
		if ( BotChat_EnterGame( bs ) ) {
			bs->stand_time = trap_AAS_Time() + BotChatTime( bs );
			AIEnter_Stand( bs );
		}
		bs->entergamechat = qtrue;
	}
	//reset the node switches from the previous frame
	BotResetNodeSwitches();
	//execute AI nodes
	for ( i = 0; i < MAX_NODESWITCHES; i++ ) {
		if ( bs->ainode( bs ) ) {
			break;
		}
	}
	//if the bot removed itself :)
	if ( !bs->inuse ) {
		return;
	}
	//if the bot executed too many AI nodes
	if ( i >= MAX_NODESWITCHES ) {
		trap_BotDumpGoalStack( bs->gs );
		trap_BotDumpAvoidGoals( bs->gs );
		BotDumpNodeSwitches( bs );
		ClientName( bs->client, name, sizeof( name ) );
		BotAI_Print( PRT_ERROR, "%s at %1.1f switched more than %d AI nodes\n", name, trap_AAS_Time(), MAX_NODESWITCHES );
	}
	//
	bs->lastframe_health = bs->inventory[INVENTORY_HEALTH];
	bs->lasthitcount = bs->cur_ps.persistant[PERS_HITS];
}

/*
==================
BotSetupDeathmatchAI
==================
*/
void BotSetupDeathmatchAI( void ) {
	int ent, modelnum;
	char model[128];

	gametype = trap_Cvar_VariableIntegerValue( "g_gametype" );

	// Rafael gameskill
	gameskill = trap_Cvar_VariableIntegerValue( "g_gameskill" );
	// done

	trap_Cvar_Register( &bot_rocketjump, "bot_rocketjump", "1", 0 );
	trap_Cvar_Register( &bot_grapple, "bot_grapple", "0", 0 );
	trap_Cvar_Register( &bot_fastchat, "bot_fastchat", "0", 0 );
	trap_Cvar_Register( &bot_nochat, "bot_nochat", "0", 0 );
	trap_Cvar_Register( &bot_testrchat, "bot_testrchat", "0", 0 );
	//
	if ( gametype == GT_CTF ) {
		if ( trap_BotGetLevelItemGoal( -1, "Red Flag", &ctf_redflag ) < 0 ) {
			BotAI_Print( PRT_WARNING, "CTF without Red Flag\n" );
		}
		if ( trap_BotGetLevelItemGoal( -1, "Blue Flag", &ctf_blueflag ) < 0 ) {
			BotAI_Print( PRT_WARNING, "CTF without Blue Flag\n" );
		}
	}

	max_bspmodelindex = 0;
	for ( ent = trap_AAS_NextBSPEntity( 0 ); ent; ent = trap_AAS_NextBSPEntity( ent ) ) {
		if ( !trap_AAS_ValueForBSPEpairKey( ent, "model", model, sizeof( model ) ) ) {
			continue;
		}
		if ( model[0] == '*' ) {
			modelnum = atoi( model + 1 );
			if ( modelnum > max_bspmodelindex ) {
				max_bspmodelindex = modelnum;
			}
		}
	}
	//initialize the waypoint heap
	BotInitWaypoints();
}

/*
==================
BotShutdownDeathmatchAI
==================
*/
void BotShutdownDeathmatchAI( void ) {
}
