Changes for loko bot version 0.14:


Added the server cvars no_hook and no_grapple to be able to completely ban the 
off-hand hook and the CTF grapple; optimized all non-CTF bot route files for bot 
navigation without the hook or grapple. 

Increased the damage done by the plasma chaingun and corkscrew machinegun a bit

Removed the limit on the number of powerups allowed in inventory; the previous code 
limited the number of powerups allowed in inventory based on the server cvar skill

Added the server cvar air_strike_delay which controls the time delay in seconds 
between the initiation of an air strike and the start of the air strike, defaults to
5 seconds; the smallest delay time possible is 1 second, any value less than 1 second
will default to 1 second; eliminated the three "pilot sounds" from the air strike,
saving much memory use.

Fixed implementation of the flame_time cvar which controls how long players remain 
on fire once ignited, the previous code was ignoring the flame_time cvar

Fixed implementation of banning the blaster; no_blaster and start_blaster should
be syncronized so they both are 1 or both are 0.

Added the bot navigation node type NODE_TRAIN so bots can ride a func_train (oh yeah,
check them out on the id single player map train.bsp)

Added the bot navigation node types NODE_VISIBLE and NODE_NOT_VISIBLE; the bot stops 
and waits for the node to be visible or not visible to it before proceeding on it's 
route. Useful for when the bot has to wait for a bsp object (func_train, func_rotating, 
func_door, etc.) to be out of the way (NODE_VISIBLE) or in place (NODE_NOT_VISIBLE) 
before resuming route navigation

Corrected the code controlling how bots deal with nodes of type NODE_DOOR_TOP

Added the server cvars teleport_dislike and train_dislike; these cvars control the
bot's preference for using teleporters and func_trains when computing the shortest path 
to it's destination and alternative routes to it's destination exist. These cvars 
default to 0; setting them to a value greater than zero will cause bots to prefer 
alternative routes that don't make use of teleporters/func_trains. The effects of
setting these cvars to a value greater than 0 varies from level to level, depending
on the distance the teleporters or func_trains move the bot. If these cvars are set to
very high values (for example, 100, but on some maps a value of 20 might do the
trick...) then bots won't use teleporters/func_trains at all unless the only possible
route to it's destination uses one. For example, on the map gotcha.bsp there are two
teleporters; when teleport_dislike is set to 0 the bots constantly use the teleporters
to navigate the map because the shortest (and fastest) computed route to distant 
places almost always use a teleporter; setting teleport_dislike to, say, 40 will 
cause the bots to never use the teleporters, even if it is standing close to a 
teleporter and the destination the teleporter would send the bot to is the location 
the bot wants to reach. No matter what the values are set to, if the only route
possible to a destination on the map uses a teleporter or func_train the bot will use it.

If the server cvar freeze_time is set for 30 or more seconds bots playing CTF that
are frozen they send a message to all it's human teammates saying it's frozen and 
reporting it's location (teammates can "thaw" frozen teammates by touching them)

Altered the botlocations command (bots on your CTF team report their locations), if the 
server cvar freeze_time is set for 30 or more seconds the bot reports if it's frozen as 
well as it's location

Tweaked bot jump pad/wind tunnel navigation

Tweaked bot air strike "aim"

Tweaked bot navigation thru doors when encountering nodes of type NODE_DOOR_OPEN
(mostly on native Action Quake II maps)

Improved the bot's ability to jump out of lava and slime

Bots now call the checkshot() function when using the meteor railgun (checks that the 
path to the target is unobstructed by using a "bounding box" sweep rather than a point 
to point straight line test) 

Monsters now call a checkshot() function so they don't shoot owners or teammates and 
don't fire explosive ordinance when the impact point is close enough to damage
the monster.

Added a number of synonyms for existing commands 'cause I type enough as it is:

  Command                         Shortened Synonym
  ----------------                -----------------
  removelink <node> <node>        rl <node> <node>
  shortpath <node> <node>         sp <node> <node>
  linksfrom <node>                lf <node>
  linksto <node>                  lt <node>
  shownode <node>                 sn <node>
  botlocations                    loc
  