Hey sPlOrYgOn, I don't know what you did with the code concerning what bots do with brekables, but I noticed two things that almost are a bit contradictory:
1) Bots no longer shoot breakables only if a connection goes right through them; the code seems to be more "tolerant" now. This is GREAT!
(Makes a waypointer's life a lot easier...
BUT:
2) When waypointing de_chemiSE, I noticed that bots would get stuck in a breakable window, but not everywhere! Once a bot got stuck, I couldn't even command it to a different WP using "pb debuggoal" to unstick it - it was so solidly stuck that it couldn't leave the spot any more!
Confusingly enough, in other places it worked perfectly.Do you have any clue at all what might cause this behaviour?
I can post some screenies if you are interested and/or think that might help...
[Btw, bots even revealed the map's easter egg to me because it was hidden behind a breakable wall... they seem to tend to shooting breakables that are near their position now, no matter if they need to shoot them in order to proceed. E.g. a sniper will approach a camp WP behind a window and shoot the window to pieces.... pretty cool!
]
*EDIT*
Another thing... In the map de_frosty, there are some unbreakable windows. I had waypoints right next to them, but bots would end up shooting all their ammo into the windows even though there was no connection leading through... odd. Maybe this is linked to the bug I mentioned, too?
/EDIT