Exemple #1
0
/*
==================
BotChat_Kill
==================
*/
int BotChat_Kill(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	rnd = Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_KILL, 0, 1);
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (bs->lastkilledplayer == bs->playernum) return qfalse;
	if (BotNumActivePlayers() <= 1) return qfalse;
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	if (BotVisibleEnemies(bs)) return qfalse;
	//
	EasyPlayerName(bs->lastkilledplayer, name, 32);
	//
	bs->chatto = CHAT_ALL;
	if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledplayer)) {
		BotAI_BotInitialChat(bs, "kill_teammate", name, NULL);
		bs->chatto = CHAT_TEAM;
	}
	else
	{
		//don't chat in teamplay
		if (TeamPlayIsOn()) {
			EA_Command(bs->playernum, "vtaunt");
			return qfalse;			// don't wait
		}
		//
		if (bs->enemydeathtype == MOD_GAUNTLET) {
			BotAI_BotInitialChat(bs, "kill_gauntlet", name, NULL);
		}
		else if (bs->enemydeathtype == MOD_RAILGUN) {
			BotAI_BotInitialChat(bs, "kill_rail", name, NULL);
		}
		else if (bs->enemydeathtype == MOD_TELEFRAG) {
			BotAI_BotInitialChat(bs, "kill_telefrag", name, NULL);
		}
		else if (bs->botdeathtype == MOD_KAMIKAZE && BotNumInitialChats(bs->cs, "kill_kamikaze"))
			BotAI_BotInitialChat(bs, "kill_kamikaze", name, NULL);
		//choose between insult and praise
		else if (random() < Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1)) {
			BotAI_BotInitialChat(bs, "kill_insult", name, NULL);
		}
		else {
			BotAI_BotInitialChat(bs, "kill_praise", name, NULL);
		}
	}
	bs->lastchat_time = FloatTime();
	return qtrue;
}
Exemple #2
0
/*
==============
BotChangeViewAngles
==============
*/
void BotChangeViewAngles(bot_state_t *bs, float thinktime) {
	float diff, factor, maxchange, anglespeed, disired_speed;
	int i;

	if (bs->ideal_viewangles[PITCH] > 180) bs->ideal_viewangles[PITCH] -= 360;
	//
	if (bs->enemy >= 0) {
		factor = Characteristic_BFloat(bs->character, CHARACTERISTIC_VIEW_FACTOR, 0.01f, 1);
		maxchange = Characteristic_BFloat(bs->character, CHARACTERISTIC_VIEW_MAXCHANGE, 1, 1800);
	}
	else {
		factor = 0.05f;
		maxchange = 360;
	}
	if (maxchange < 240) maxchange = 240;
	maxchange *= thinktime;
	for (i = 0; i < 2; i++) {
		//
		if (bot_challenge.integer) {
			//smooth slowdown view model
			diff = abs(AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i]));
			anglespeed = diff * factor;
			if (anglespeed > maxchange) anglespeed = maxchange;
			bs->viewangles[i] = BotChangeViewAngle(bs->viewangles[i],
											bs->ideal_viewangles[i], anglespeed);
		}
		else {
			//over reaction view model
			bs->viewangles[i] = AngleMod(bs->viewangles[i]);
			bs->ideal_viewangles[i] = AngleMod(bs->ideal_viewangles[i]);
			diff = AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i]);
			disired_speed = diff * factor;
			bs->viewanglespeed[i] += (bs->viewanglespeed[i] - disired_speed);
			if (bs->viewanglespeed[i] > 180) bs->viewanglespeed[i] = maxchange;
			if (bs->viewanglespeed[i] < -180) bs->viewanglespeed[i] = -maxchange;
			anglespeed = bs->viewanglespeed[i];
			if (anglespeed > maxchange) anglespeed = maxchange;
			if (anglespeed < -maxchange) anglespeed = -maxchange;
			bs->viewangles[i] += anglespeed;
			bs->viewangles[i] = AngleMod(bs->viewangles[i]);
			//demping
			bs->viewanglespeed[i] *= 0.45 * (1 - factor);
		}
		//BotAI_Print(PRT_MESSAGE, "ideal_angles %f %f\n", bs->ideal_viewangles[0], bs->ideal_viewangles[1], bs->ideal_viewangles[2]);`
		//bs->viewangles[i] = bs->ideal_viewangles[i];
	}
	//bs->viewangles[PITCH] = 0;
	if (bs->viewangles[PITCH] > 180) bs->viewangles[PITCH] -= 360;
	//elementary action: view
	EA_View(bs->playernum, bs->viewangles);
}
Exemple #3
0
/*
==================
BotChat_HitNoKill
==================
*/
int BotChat_HitNoKill(bot_state_t *bs) {
	char name[32], *weap;
	float rnd;
	aas_entityinfo_t entinfo;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	if (BotNumActivePlayers() <= 1) return qfalse;
	rnd = Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITNOKILL, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn()) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd * 0.5) return qfalse;
	}
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	if (BotVisibleEnemies(bs)) return qfalse;
	//
	BotEntityInfo(bs->enemy, &entinfo);
	if (EntityIsShooting(&entinfo)) return qfalse;
	//
	PlayerName(bs->enemy, name, sizeof(name));
	weap = BotWeaponNameForMeansOfDeath(g_entities[bs->enemy].player->lasthurt_mod);
	//
	BotAI_BotInitialChat(bs, "hit_nokill", name, weap, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Exemple #4
0
/*
==================
BotChat_HitTalking
==================
*/
int BotChat_HitTalking(bot_state_t *bs) {
	char name[32], *weap;
	int lasthurt_player;
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	if (BotNumActivePlayers() <= 1) return qfalse;
	lasthurt_player = g_entities[bs->playernum].player->lasthurt_player;
	if (!lasthurt_player) return qfalse;
	if (lasthurt_player == bs->playernum) return qfalse;
	//
	if (lasthurt_player < 0 || lasthurt_player >= MAX_CLIENTS) return qfalse;
	//
	rnd = Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITTALKING, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn()) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd * 0.5) return qfalse;
	}
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	PlayerName(g_entities[bs->playernum].player->lasthurt_player, name, sizeof(name));
	weap = BotWeaponNameForMeansOfDeath(g_entities[bs->playernum].player->lasthurt_mod);
	//
	BotAI_BotInitialChat(bs, "hit_talking", name, weap, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Exemple #5
0
/*
==================
BotChat_EnemySuicide
==================
*/
int BotChat_EnemySuicide(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	if (BotNumActivePlayers() <= 1) return qfalse;
	//
	rnd = Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENEMYSUICIDE, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn()) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	if (BotVisibleEnemies(bs)) return qfalse;
	//
	if (bs->enemy >= 0) EasyPlayerName(bs->enemy, name, 32);
	else strcpy(name, "");
	BotAI_BotInitialChat(bs, "enemy_suicide", name, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Exemple #6
0
/*
==================
BotChat_StartLevel
==================
*/
int BotChat_StartLevel(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (BotIsObserver(bs)) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	//don't chat in teamplay
	if (TeamPlayIsOn()) {
	    EA_Command(bs->playernum, "vtaunt");
	    return qfalse;
	}
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	rnd = Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	BotAI_BotInitialChat(bs, "level_start",
				EasyPlayerName(bs->playernum, name, 32),	// 0
				NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Exemple #7
0
/*
==================
BotChat_ExitGame
==================
*/
int BotChat_ExitGame(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	//don't chat in teamplay
	if (TeamPlayIsOn()) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	rnd = Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	//
	BotAI_BotInitialChat(bs, "game_exit",
				EasyPlayerName(bs->playernum, name, 32),	// 0
				BotRandomOpponentName(bs),				// 1
				"[invalid var]",						// 2
				"[invalid var]",						// 3
				BotMapTitle(),							// 4
				NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Exemple #8
0
/*
==================
BotChat_EndLevel
==================
*/
int BotChat_EndLevel(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (BotIsObserver(bs)) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	// teamplay
	if (TeamPlayIsOn()) 
	{
		if (BotIsFirstInRankings(bs)) {
			EA_Command(bs->playernum, "vtaunt");
		}
		return qtrue;
	}
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	rnd = Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	//
	if (BotIsFirstInRankings(bs)) {
		BotAI_BotInitialChat(bs, "level_end_victory",
				EasyPlayerName(bs->playernum, name, 32),	// 0
				BotRandomOpponentName(bs),				// 1
				"[invalid var]",						// 2
				BotLastPlayerInRankings(),				// 3
				BotMapTitle(),							// 4
				NULL);
	}
	else if (BotIsLastInRankings(bs)) {
		BotAI_BotInitialChat(bs, "level_end_lose",
				EasyPlayerName(bs->playernum, name, 32),	// 0
				BotRandomOpponentName(bs),				// 1
				BotFirstPlayerInRankings(),				// 2
				"[invalid var]",						// 3
				BotMapTitle(),							// 4
				NULL);
	}
	else {
		BotAI_BotInitialChat(bs, "level_end",
				EasyPlayerName(bs->playernum, name, 32),	// 0
				BotRandomOpponentName(bs),				// 1
				BotFirstPlayerInRankings(),				// 2
				BotLastPlayerInRankings(),				// 3
				BotMapTitle(),							// 4
				NULL);
	}
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Exemple #9
0
/*
==============
BotAISetupPlayer
==============
*/
int BotAISetupPlayer(int playernum, struct bot_settings_s *settings, qboolean restart) {
	char filename[MAX_PATH], name[MAX_PATH], gender[MAX_PATH];
	bot_state_t *bs;
	int errnum;

	if (!botstates[playernum]) botstates[playernum] = trap_Alloc(sizeof(bot_state_t), NULL);
	bs = botstates[playernum];

	if (!bs) {
		return qfalse;
	}

	if (bs && bs->inuse) {
		BotAI_Print(PRT_FATAL, "BotAISetupPlayer: player %d already setup\n", playernum);
		return qfalse;
	}

	if (!trap_AAS_Initialized()) {
		BotAI_Print(PRT_FATAL, "AAS not initialized\n");
		return qfalse;
	}

	//load the bot character
	bs->character = BotLoadCharacter(settings->characterfile, settings->skill);
	if (!bs->character) {
		BotAI_Print(PRT_FATAL, "couldn't load skill %f from %s\n", settings->skill, settings->characterfile);
		return qfalse;
	}
	//copy the settings
	memcpy(&bs->settings, settings, sizeof(bot_settings_t));
	//allocate a goal state
	bs->gs = BotAllocGoalState(playernum);
	//load the item weights
	Characteristic_String(bs->character, CHARACTERISTIC_ITEMWEIGHTS, filename, MAX_PATH);
	errnum = BotLoadItemWeights(bs->gs, filename);
	if (errnum != BLERR_NOERROR) {
		BotFreeGoalState(bs->gs);
		BotAI_Print(PRT_FATAL, "BotLoadItemWeights failed\n");
		return qfalse;
	}
	//allocate a weapon state
	bs->ws = BotAllocWeaponState(playernum);
	//load the weapon weights
	Characteristic_String(bs->character, CHARACTERISTIC_WEAPONWEIGHTS, filename, MAX_PATH);
	errnum = BotLoadWeaponWeights(bs->ws, filename);
	if (errnum != BLERR_NOERROR) {
		BotFreeGoalState(bs->gs);
		BotFreeWeaponState(bs->ws);
		BotAI_Print(PRT_FATAL, "BotLoadWeaponWeights failed\n");
		return qfalse;
	}
	//allocate a chat state
	bs->cs = BotAllocChatState();
	//load the chat file
	Characteristic_String(bs->character, CHARACTERISTIC_CHAT_FILE, filename, MAX_PATH);
	Characteristic_String(bs->character, CHARACTERISTIC_CHAT_NAME, name, MAX_PATH);
	errnum = BotLoadChatFile(bs->cs, filename, name);
	if (errnum != BLERR_NOERROR) {
		BotFreeChatState(bs->cs);
		BotFreeGoalState(bs->gs);
		BotFreeWeaponState(bs->ws);
		BotAI_Print(PRT_FATAL, "BotLoadChatFile failed\n");
		return qfalse;
	}
	//get the gender characteristic
	Characteristic_String(bs->character, CHARACTERISTIC_GENDER, gender, MAX_PATH);
	//set the chat gender
	if (*gender == 'f' || *gender == 'F') BotSetChatGender(bs->cs, CHAT_GENDERFEMALE);
	else if (*gender == 'm' || *gender == 'M') BotSetChatGender(bs->cs, CHAT_GENDERMALE);
	else BotSetChatGender(bs->cs, CHAT_GENDERLESS);

	bs->inuse = qtrue;
	bs->playernum = playernum;
	bs->entitynum = playernum;
	bs->setupcount = 4;
	bs->entergame_time = FloatTime();
	bs->ms = BotAllocMoveState(playernum);
	bs->walker = Characteristic_BFloat(bs->character, CHARACTERISTIC_WALKER, 0, 1);
	bs->revenge_enemy = -1;
	numbots++;

	trap_Cvar_Update( &bot_testichat );
	if (bot_testichat.integer) {
		BotChatTest(bs);
	}
	//NOTE: reschedule the bot thinking
	BotScheduleBotThink();
	//if interbreeding start with a mutation
	if (bot_interbreed) {
		BotMutateGoalFuzzyLogic(bs->gs, 1);
	}
	// if we kept the bot state
	if (restart) {
		BotReadSessionData(bs);
	}
	//bot has been setup succesfully
	return qtrue;
}
Exemple #10
0
/*
==================
BotChat_Random
==================
*/
int BotChat_Random(bot_state_t *bs) {
	float rnd;
	char name[32];

	if (bot_nochat.integer) return qfalse;
	if (BotIsObserver(bs)) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//don't chat when doing something important :)
	if (bs->ltgtype == LTG_TEAMHELP ||
		bs->ltgtype == LTG_TEAMACCOMPANY ||
		bs->ltgtype == LTG_RUSHBASE) return qfalse;
	//
	rnd = Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_RANDOM, 0, 1);
	if (random() > bs->thinktime * 0.1) return qfalse;
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
		if (random() > 0.25) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	//
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	if (BotVisibleEnemies(bs)) return qfalse;
	//
	if (bs->lastkilledplayer == bs->playernum) {
		strcpy(name, BotRandomOpponentName(bs));
	}
	else {
		EasyPlayerName(bs->lastkilledplayer, name, sizeof(name));
	}
	if (TeamPlayIsOn()) {
		EA_Command(bs->playernum, "vtaunt");
		return qfalse;			// don't wait
	}
	//
	if (random() < Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_MISC, 0, 1)) {
		BotAI_BotInitialChat(bs, "random_misc",
					BotRandomOpponentName(bs),	// 0
					name,						// 1
					"[invalid var]",			// 2
					"[invalid var]",			// 3
					BotMapTitle(),				// 4
					BotRandomWeaponName(),		// 5
					NULL);
	}
	else {
		BotAI_BotInitialChat(bs, "random_insult",
					BotRandomOpponentName(bs),	// 0
					name,						// 1
					"[invalid var]",			// 2
					"[invalid var]",			// 3
					BotMapTitle(),				// 4
					BotRandomWeaponName(),		// 5
					NULL);
	}
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Exemple #11
0
/*
==================
BotChat_Death
==================
*/
int BotChat_Death(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	rnd = Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_DEATH, 0, 1);
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chatting is off
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	//
	if (bs->lastkilledby >= 0 && bs->lastkilledby < MAX_CLIENTS)
		EasyPlayerName(bs->lastkilledby, name, 32);
	else
		strcpy(name, "[world]");
	//
	if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledby)) {
		if (bs->lastkilledby == bs->playernum) return qfalse;
		BotAI_BotInitialChat(bs, "death_teammate", name, NULL);
		bs->chatto = CHAT_TEAM;
	}
	else
	{
		//teamplay
		if (TeamPlayIsOn()) {
			EA_Command(bs->playernum, "vtaunt");
			return qtrue;
		}
		//
		if (bs->botdeathtype == MOD_WATER)
			BotAI_BotInitialChat(bs, "death_drown", BotRandomOpponentName(bs), NULL);
		else if (bs->botdeathtype == MOD_SLIME)
			BotAI_BotInitialChat(bs, "death_slime", BotRandomOpponentName(bs), NULL);
		else if (bs->botdeathtype == MOD_LAVA)
			BotAI_BotInitialChat(bs, "death_lava", BotRandomOpponentName(bs), NULL);
		else if (bs->botdeathtype == MOD_FALLING)
			BotAI_BotInitialChat(bs, "death_cratered", BotRandomOpponentName(bs), NULL);
		else if (bs->botsuicide || //all other suicides by own weapon
				bs->botdeathtype == MOD_CRUSH ||
				bs->botdeathtype == MOD_SUICIDE ||
				bs->botdeathtype == MOD_TARGET_LASER ||
				bs->botdeathtype == MOD_TRIGGER_HURT ||
				bs->botdeathtype == MOD_UNKNOWN)
			BotAI_BotInitialChat(bs, "death_suicide", BotRandomOpponentName(bs), NULL);
		else if (bs->botdeathtype == MOD_TELEFRAG)
			BotAI_BotInitialChat(bs, "death_telefrag", name, NULL);
		else if (bs->botdeathtype == MOD_KAMIKAZE && BotNumInitialChats(bs->cs, "death_kamikaze"))
			BotAI_BotInitialChat(bs, "death_kamikaze", name, NULL);
		else {
			if ((bs->botdeathtype == MOD_GAUNTLET ||
				bs->botdeathtype == MOD_RAILGUN ||
				bs->botdeathtype == MOD_BFG ||
				bs->botdeathtype == MOD_BFG_SPLASH) && random() < 0.5) {

				if (bs->botdeathtype == MOD_GAUNTLET)
					BotAI_BotInitialChat(bs, "death_gauntlet",
							name,												// 0
							BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
							NULL);
				else if (bs->botdeathtype == MOD_RAILGUN)
					BotAI_BotInitialChat(bs, "death_rail",
							name,												// 0
							BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
							NULL);
				else
					BotAI_BotInitialChat(bs, "death_bfg",
							name,												// 0
							BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
							NULL);
			}
			//choose between insult and praise
			else if (random() < Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1)) {
				BotAI_BotInitialChat(bs, "death_insult",
							name,												// 0
							BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
							NULL);
			}
			else {
				BotAI_BotInitialChat(bs, "death_praise",
							name,												// 0
							BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
							NULL);
			}
		}
		bs->chatto = CHAT_ALL;
	}
	bs->lastchat_time = FloatTime();
	return qtrue;
}