Some shit I want to do.

Bot switch classes smartly?
move snipers if close sniper within a small distance.
spy hoverboard
get MG and SG killers
snipes strafe
make the killer of an sg say the "down" message
make spies efficient sg killers
send closest d class to their own flag when taken.
scouts go to detpacks if they hear
make a function that sends a bot to a waypoint of opportunity for the bot, meaning a wp with good nade distance.

TEST FILE LOADING ON NIX
human command bots. access via users txt file, or highest scored human. (cvar frag_commander)



CHANGELOG
---------
botname changerole role (attack, defend, roam)
hopefully fixed flag carriers screwing around

less flag escorts
aim at feet
height limit for medic heals
defense tweaks
optimizations
tweak avoid code
fixed demo trying to blow flag carriers
foxbot_commanders.txt
implement class changing
PUUT WP RANGE BACK HIGHER
demo piping
rotate sgs sturn180	
increased spy det range
decreased target find timer
added script support for defense points
demo pipes
implement defense points
engys need to pick closest spot to flag location if no sg there yet
fixed command tag menus
increased wp view distance
medics shouldnt interrupt concing to heal.
Bot Offense/Defense?
implement missions
improve action choice in bot_navigate
discard
engys pick diff spots
defender waypoint type
implement hearing.
engy not buff if target infected
bots shouldnt go for health if infected (better than infecting teammates)
Rocketjumping - provide waypoint explanation
nade arc error
lead error
add some error to nading
hwguy aim error
ded server cfg load fix
pyro boost
pyro freeze
scout ring of shadows
NO ENGY ARMOR REPAIR UNLESS HE HAS A SG - 976 bot_com

version info
------------
40 dll.cpp
48 dll.cpp
40 meta_api.cpp
resource file


BUGS
----

NOTES
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TODO
----
code to check if outdoor
TraceResult tr;   
UTIL_TraceLine(pEntity->v.origin, pEntity->v.origin + Vector(0,0,8192), ignore_monsters, pEntity, &tr);   
 /******** CHECKS ********/ 
 /******** Is the client inside? ********/   
if(UTIL_PointContents(tr.vecEndPos) != CONTENTS_SKY)   
{   
    pCEntity->PrintTalk( "> You must be outside to build a marker" );   
    return;   
}

