Marine Bot version 0.97b[DOD]
-----------------------------
	Bots can now form Fireteams on their own (a bot with class Master Sergeant, Sergeant Major and Unteroffizier will now try to call the "I need backup" soon after he spawns or after combat, it depends on if he sees any teammates within 300 units radius; the fireteams disaband whenever the bots enter combat or the team leader gets out of sight - i.e. same as if they follow human player)
	Added "melee only" mode (which can be activated by typing the 'meleeonly' or 'melee_only' command in your local game as well as on Dedicated Server, the bots will switch to using only the knife or spade and all firearms and grenades will be unavailable to them)
	Added new waypoint repair command 'disabled_wait_time' with alias 'disabledwaittime' (allows you to easily fix any waypoint where is a set wait time disabled by zero priority, use 'wpt repair help' for the details, this repair function is also part of the general 'masterrepair' routine now)
	Added client command 'pathwpt reverse' (allows you to change the order of waypoints on the path, i.e. if the order is 1->2->3 then after using this command it will be 3->2->1; this is especially useful to change the direction of one-way paths easily; it doesn't change the path tags so if the path is one-way it will remain one-way even after using this command, it works with either given path index via the argument or with path that is currently worked on or with the first found path on nearby waypoint)
	Added option to use priority 1 & 2 settings on the use waypoint to make the bot maintain the door connected to this button either open or closed (this is specifically designed to door operated by the button that is located somewhere on the map - usually near door, generally priority 1 means the bot will keep the door open and priority 2 means he will keep it closed but it depends on the map setting - i.e. the priorities may need to be swapped sometimes - when you set either of these two priorities the bot reaching this waypoint will always check the status of the door first and if it matches desired state - i.e. open or closed - he won't activate the button and will leave and if it doesn't match he will activate the button, if you add wait time to this waypoint then the bot will stay by the button till the door stop moving to check the door is really in desired state, default behaviour with priority 5 is unchanged and bot will always activate the button without checking the door status)
	Added new bug report for 'wpt checkproblems' command (bug report about having wait time and zero priority set for the same team on a waypoint other than a trigger one)
	Added new bug report for 'pathwpt checkproblems' command (bug report about path starting on a zero priority waypoint)
	Added new option 'bugsonly' for both waypoint as well as path check for problems commands (allows you to filter out the warnings and see only findings marked as a bug)
	Changed client command 'pathwpt remove' (now it takes two arguments, the order is waypoint index and path index, this allows you to remove a waypoint from path remotely which is useful in cramped location with multiple waypoints and paths; in order to maintain previously available option to remove the nearby waypoint from particular path you will have to use a keyword "nearby" instead of the waypoint index - e.g. 'pathwpt remove nearby 3' to remove the waypoint you are standing by from path no. 3; other previously available options are unchanged)
	Changed client command 'pathwpt start' (now it allows additional argument which is a waypoint index where you want to start the path, this is useful when you want to or need to work remotely, e.g. in cramped area with multiple waypoints and paths)
	Changed client command 'pathwpt add' (now it allows additional argument which is an index of waypoint you want to add to the path, this is useful when you want to or need to work remotely)
	Improved bot ability to deal with breakable object (occasionally he could try to use explosives to destroy common breakable object like a window for example, next he couldn't handle situation when he was left with knife/spade and couldn't reach the object, especially when he got stuck on such object, now he'll start stepping slowly towards it in order to get in a reach and be able to destroy it)
	Removed usage of "enemy ahead" voice command (the hand signaling randomly pointed to wrong direction, even when the command was called right at the moment when bot fired the gun, therefore this command isn't used anymore and been replaced by team text messages "Enemy spotted!" and "Get down!")
	Updated behaviour upon reaching and passing through door if you use the door or usedoor waypoint (usually you don't need this waypoint type at all, but if bot gets stuck on door often then add it, because by using this waypoint the bot can now correctly detect the state of the door - i.e. whether it is open or closed or anything in between - this means that bot won't try to touch or use the door again if it is already moving but will correctly wait and will continue moving forward once the door is fully open, which reduces the amount of times when he gets stuck there)
	FIXED inability to join the game when bot gets the "uneven teams" or the "class limit" messages (first there was a problem with inconsistency of the TextMsg the engine sends in this case where this message has variable amount of values/lines so decoding it correctly in DoD is even worse than it was in mod Firearms, and second there were bugs and missing code that prevented bots from joining the game in both cases, now the bot is able to automatically switch the team or pick different class in order to join the game successfully)
	FIXED bot using the "yes sir" or "negative" to a command given to him (the delay of his reply didn't work correctly due to a bug in assigning the time to speak, now there is always a short pause before his reply)


Marine Bot version 0.96.9b[DOD]-Test9
-------------------------------------
	Added client command 'wpt setdefaultrange' (allows you to override the default range used for many newly added waypoints, arguments can be 'current' which will give you current value, 'reset' which will set it back to hard coded 50 units and then any value between 0 and 400 units which will then be used for most waypoints you add to the map, some waypoints like aim, cross, door, ladder, jump etc. use their own values which won't be affected by this)
	Added DoD specific code to ammobox waypoint type (ammobox waypoint can now be used to make the bots actively seek the explosives charges, you place this waypoint in the area where there are the satchels/bombs available, then set the range on it so that it covers all or most of the explosives around, the bot will then automatically locate particular satchel/bomb within the waypoint range and will take it, this waypoint also works automatically as a goback if it is at the end of the path, finally it also assigns the automated path tag so that the bots know to choose this particular path to get to this waypoint and refill the explosives charge)
	Added new warning for 'pathwpt checkproblems' command (warning about distance between two waypoints on the path where if the waypoints are too far from each other bot will not reach the other one in time and has to reset navigation - this time limit serves to determine possible stuck)
	Changed behaviour within Capture Area (randomized the moment when the bot starts capturing the objective in case the area is for one man only, previously the bot always started capturing it right when he entered the area, now he may reach up to the pushpoint waypoint even if the area is large e.g. the "Axis gun position" on dod_avalanche)
	Changed the behaviour upon reaching a sprint waypoint (the bot will no longer automatically set the 'Ignore enemy' behaviour when he starts sprinting, now you will have to use priority 1 setting on this waypoint to tell the bot to set this behaviour type together with sprinting, this means that sprint waypoint with default priority setting will allow the bot to look for enemies normally and only the priority 1 setting will make the bot focus mostly on sprinting and ignore most of the enemies except for those that are really close to him - i.e. within 300 units radius)
	Updated the path & waypoint values assigning at junctions (on maps where there are explosives charges required to capture the map objectives have been tweaked the values for paths with pushpoint and ammobox waypoints; the paths with ammobox have highest value now so that the bots can get the satchels/bombs first before they move towards the goals; and the paths with pushpoint have been put on par with 'carry item' paths so that bots can actually visit the goals if you decide to use the optional 'carry item' hint on the same junction)
	Updated the reaction to voice command "Use the bazooka" (if you point to a breakable object at the moment when you use this command the bot will then shoot only at that object where this object can be up to 800 units away from you, bot will also do the subsequent search for other parts of the object around the spot that you are pointing to, this basically replicates what the bot does if you use a combination of a shoot waypoint and an aim waypoint with priority 1; if you don't point to any object while using the command then the bot will behave like before - i.e. he will search the surroundings and destroy all objects that are within 400 units radius from his position)
	Updated the 'wpt move' command with four more options (added 4 directions to which you can move the waypoint - left, right, forward and back, all 4 directions are relative to your point of view, and are meant to ease setting the position of the aim waypoint - especially the one with priority 1 setting but all can be used on any waypoint type, all previous options are unchanged)
	FIXED inability to detect being in area of breakable obstacle around claymore waypoint (the detection of being in area was still strictly locked to standard capture the flag areas and fact that bot stopped at common breakable object was due to him reaching the claymore waypoint but if the range of such waypoint reached up into the object - which often does - then bot wasn't able to reach that point in this range and so couldn't detect he's inside the area where he has to stop to plant the explosives charge; so sometimes the bot got stuck there due to this; the detection of being in area has been updated in order to process these claymore based areas too)


Marine Bot version 0.96.8b[DOD]-Test8
-------------------------------------
	Added client command 'check_shoot' with alias 'checkshoot' (allows you to display connections between the shoot waypoint and all available breakable objects within its reach, if the object is destroyed or there is no breakable object in the direction of the aim waypoint then the connection is displayed in pink otherwise it's green, in order to correctly simulate what the bot is able to see from that shoot waypoint this connection doesn't start in waypoint origin like the other connections but slightly higher - i.e. where the bot has eyes; in case you have used the aim waypoint then the length of the beam always shows the max distance to the object to be found - i.e. often you may see the beam going through the object and continue beyond it, in the case without the aim waypoint the beam will always end at the position of the breakable object - i.e. often inside it - so if you can't see the connection at all then the shoot waypoint is either too far or something else blocks the visibility due to high angle towards it which means the bot won't see the object either)
	Added option to use priority 1 setting on the aim waypoint to make the bot adjust the aiming even on z-coordinate i.e. up or down (normally bot treats the aiming waypoints only on planar dimension this means how far away it is and then only turning left or right, the height placement of this waypoint is ignored so the bot is always looking straight forward even if this waypoint is placed on top of sandbags for example; now there is an option to use priority 1 to alter this behaviour and make the bot use the z-coord of such aim waypoint too so the bot will then aim up or down based on how high is the aim waypoint positioned)
	Added option to use priority 1 setting on the pair of roadblock waypoints to disable the check for solid ground between this pair (there are two checks on the pair of roadblock waypoints to determine passability, first is a direct line between these two waypoints - i.e. exactly along the path beam between them - if there is no block then next check is downward into the ground between the pair of these waypoints to detect possible death due to a fall, however the second check may cause issues when you design your waypoints, therefore now you can use priority 1 on both roadblocks to disable the second check for solid ground, this new option is crucial when you need to make the bot fall through destroyable floor to lower level in case the height coordinate on the roadblock waypoints in the pair differ quite alot - e.g. more than the height of the player)
	Added option to use priority 1 setting on the pair of roadblock waypoints in combination with anti-armor path type to allow bots using the anti-armor class enter on such path and destroy the obstacle blocking the way (works the same as the roadblock + claymore + priority 1 option for bots equipped with explosives charge so if the breakable object allows both "tools" then you can use the same pair of roadblock waypoints to build the anti-armor path through that area; if the bot runs out of ammo for the launcher while trying to destroy this obstacle then he will return back to path start after he reaches the roadblock waypoint)
	Added new bug report for 'pathwpt checkproblems' command ('ammobox', 'goback' and 'use' tags when used at the end of a path - either start or end - are all treated as go back once the action is finished and there is no cross waypoint connected or other waypoint to continue forward but a zero priority setting will disable these tags therefore there is a new bug report about this case saying that such path starts/ends in a void for at least one team)
	Added new bug report and warning for 'wpt checkproblems' command (about range setting for door, usedoor and ladder waypoint types - it should be left on default value 20 because bot doesn't use range on these; next there's a new bug report about having a zero priority for both teams on several waypoint types that fully disables them then - i.e. no meaning for such waypoint, the types are - ammobox, claymore, goback, roadblock, shoot, sprint and use)
	Changed the way how bot treats the aim waypoint in certain cases (if you use the aim waypoint next to a claymore or shoot waypoints the bot has to target it precisely but previously this occasionally caused issues where bot wasn't able to finish it successfully, especially in cases when the aim waypoint was close to the master waypoint; now this is changed so that the bot will virtually reposition the aim waypoint farther away from the master waypoint which means bot is then able to confirm that he is really facing this aim target correctly and finish the aiming successfully; this also means you should no longer see related errors in debugging file; also fixed excessive console output for 'debug_aim_targets' command when the bot was aiming at any aim waypoint)
	Improved the ability to climb ladders (previously the bot was able to literally skip the ladder waypoints and thus lose needed precision while climbing it, related part of the navigation code was fixed so now the bot is passing through ladder waypoints correctly; next there is a new option to use priority 1 on a ladder waypoint to alter standard behaviour in a way to allow bot climb a ladder that is at angle, because such ladders often caused problems unlike the straight ones that usually work quite well; and last there was added a new code that resets ladder waypoint range back to default 20 units for the check whether the bot reached it already or not yet - i.e. to maintain the new level of precision without having to change waypoints data - the reset is done only for the test within the navigation code and affects only ladder waypoints where the waypoints creator forgot that a ladder waypoint should be left at default range setting)
	Improved the ability to use a grenade (bot can now try to throw a grenade at the enemy at which he just lost direct visibility and is waiting for him to become visible again; next added 'grenade_use_percentage' variable to configuration file to allow user defined usage including full disable; the use times were changed so that the 'primary_base_delay' in the file matching the mod version inside 'weapons' folder is now used also for both the selection as well as safety pin removal where needed, also most of the time the bot won't throw multiple grenades one after the other but he will keep additional grenades for later use; the min safe and max effective distances in the external file in 'weapons' folder have been reduced because grenades cannot be thrown that far in DoD under normal circumstances; fixed the actions while aiming with the grenade which improved overall accuracy somewhat; and finally fixed the bugs that prevented grenade usage in general where everything started with the fact that DoD doesn't call certain engine function during player spawn so bot didn't get assigned crucial variables and thus didn't know whether he has any grenade or not)
	Improved unstuck behaviour (bot can now detect a breakable object built of multiple parts correctly and destroy them all before moving forward, also improved the aiming at these multiple parts breakable objects or those with holes in them; still not absolute precision but most of the time the bot doesn't waste that much ammunition on these anymore)
	Updated the behaviour on a shoot waypoint (if you use an aim waypoint with priority 1 setting next to the shoot waypoint then the distance to the breakable object doubles, this means it can be up to 800 units away; next in this particular case there's also done a subsequent search for another breakable object or different part of current target around the end point of the Traceline that the bot is using to look through the aim waypoint towards the possible target; previously available options are unchanged with the exception that if you use an aim waypoint next to the shoot waypoint then the bot will no longer search the surroundings when the first check in the direction of the aim waypoint returns no target, which makes more sense than previous system where the bot did this subsequent search and so he could destroy even the object you didn't want to get destroyed)
	Updated the 'wpt move' command to take other two arguments which means there are three in total now (all three arguments are optional and allow precise waypoint reposition on z-coordinate where the 2nd argument determines whether it is up or down and the 3rd argument tells by how many units, the 1st argument is unchanged and means the waypoint number you want to work with)
	FIXED bot trying to destroy breakable object designed for the other team (a check for team specific objects was completely missing until now because original code used for mod Firearms doesn't work in DoD, this allowed the bot to target even the objects that are meant to be destroyed only by the other team)
	FIXED bot getting stuck at a shoot waypoint unable to act (if there was an aim waypoint used next to the shoot waypoint then there could have been a collision of the codes for different ways how the bot can target the breakable objects which made the bot unable to continue with any action at all, now the options are correctly separated)
	FIXED inability to leave roadblock + claymore waypoint when it's used at the path start or end (there was completely missing code for this case and there was also general problem with fact that first waypoint on any path after passing through cross waypoint didn't have access to info about path because path data are gained until after calling the function that sets bot behaviour based on the waypoint he just reached, this is fixed now and the path data are fully available even in this case)
	FIXED various issues with console output often related to differences between Windows and Linux systems (e.g. tab space formatting and/or ignoring it completely, next the console help system wasn't uniform - i.e. some commands were listed with the underscore characters yet the client console on Linux doesn't display them, finally output for some commands was still missing the workaround for the limit of 128 characters for engine Text Message)
	FIXED crash to system desktop if you had active 'debug_waypoints' command and the round has ended (the message about Triggers reset that is about to be printed at that moment has to call a new engine message 'TextMsg' and in HL engine you can't start a new engine message before other one is finished - 'RoundState' in this case)
	FIXED 'wpt info' command (when used without argument this command is meant to show only data that are relevant to that particular waypoint, e.g. only range for cross waypoint or only priorities for the aim waypoint, but it didn't show range for all waypoints, so now this is fixed, also it has been synchonized with the check_range feature, so the range is not displayed/printed for waypoints where bot doesn't use it, i.e. ladder and door waypoints)
	FIXED 'wpt reset' command (using multiple arguments didn't work, only the first argument was executed, next there were trigger priority and event values missing for the reset, both got reset only if you used the 'all' option, use 'wpt reset help' to see all options including the newly added ones)


Marine Bot version 0.96.7b[DOD]-Test7
-------------------------------------
	Added client command 'check_bots' with alias 'checkbots' (this command allows you to get basic behaviour data about the bot, especially useful for waypoint testing so that you know what will the bot do, the argument can be 'all' or 'used' which work the same, in this case, and both will print a list of all bots in the game with their data, then you can use unique or partial part of the name to print the data for that particular bot, or number which again points to one particular bot - e.g. 1 will print data for the first bot added to the game, finally if you don't use any argument then it will print data for the first bot added to game too)
	Added client commands 'check_capture_areas' with aliases 'checkcaptureareas', 'checkcapareas' and 'check_control_points' with aliases 'checkcontrolpoints', 'checkconpoints' (both are showcased in one of the Work In Progress videos @marinebotoffical, both commands are meant to help waypoints creator see what was MB system able to gather from the map, i.e. whether the automated path tags will work or not and whether the bots will behave correctly or not, in other words if the data presented by the commands are relevant to what you can do in the game then everything should work well otherwise the map uses a setup that MB system cannot decode)
	Added 'hudtext_line_length' as a configuration variable (allows you to specify the maximum length for a line of HUD text that MB messaging system will try to maintain by dropping unimportant parts of info from the message, full message should be available in the console, limiting the HUD text may be useful if the game runs in low screen resolution where the HUD text may go beyond the edge of the screen and become unreadable thanks to HUD text being pretty big in Day of Defeat, by default this is set to 80 characters which is a limiting value in mod Firearms, anything longer than that makes the game crash, in Day of Defeat you can go up to value 140, which is set as the maximum)
	Added new warning for 'wpt checkproblems' command (newly you will get a warning if there is a shoot waypoint with priority setting 1 for one of the teams, this warning says that priority 1 disables the search for breakable objects and won't make the bot switch to other weapon; basically it is a rephrased note that is listed in the HTML waypointing manual in a chapter with waypoint types description)
	Changed assigning "go for the map goals" behaviour type (the classes Staff Sergeant and Master Sergeant, their counterparts on Axis side and Sergeant Major in British Troops will be assigned this behaviour in about 80% of the time now, rest of the classes is unchanged, they will be assigned this behaviour based on main behaviour type - i.e. attacker has 20%, defender has 55% and standard has 33% chance to get this behaviour soon after each respawn)
	Changed Capture Areas and Control Points management (at first increased the limits from 8 to 12 areas/points the system can process - i.e. maps with up to 12 flags are possible now, second in the external file with custom data for Capture Areas is now allowed a setting to 0 for the number of players needed to capture which will then make bots ignore such Capture Area, third the other type of Capture Areas - those that are based around planting the explosives are now processed too - i.e. automated path tags work correctly now also on maps like Charlie or Escape, and fourth these automated path tags are being reset when you load the waypoints in order to prevent unwanted bugs in cases when the entities on the map got updated - e.g. some Control Point or Capture Area was changed to different default owner or whether it can be captured by one or the other team)
	Changed decision making about team goal paths in bot navigation (there was a change in assigning a value to goal paths as a result of the addition of processing the Capture Areas that are based on planting the explosives charge and subsequent change in the navigation code responsible for deciding about reachability of such goals - where bot must ignore these goals when he isn't equipped with any explosives; previously a team goal path had higher value even for bots that weren't trying to reach the map goals, this is changed now and most of the time there is a real difference between a bot that wants to reach goal and one that doesn't)
	Changed waypoints display feature (fixed missing check for visibility of the waypoint which then lead to displaying waypoints that couldn't be seen at all - e.g. behind wall - which resulted in overloading the game engine and possible game crash, next added a system to limit displaying the number of the same path beams between same two path waypoints, also added synchronization to redrawing the path beams to path finishing function, alongside the updates to display times of waypoints, ranges, aim & cross connections this removed the need for the system to keep going through all the waypoints and paths and check which one of them needs to be redrawn in every game frame, now this is done only once every 0.5 second but can be modified via the client commands 'wpt display_time' and 'pathwpt display_time', together with already present waypoints draw distance feature this can help with the waypoints flickering in complex map locations where the game engine often reaches its rendering limits)
	Improved navigation (bot can detect a combination of 'pushpoint' + 'claymore' waypoint that has been used at DoD Control Point to behave the same way as if the goal was build using a Capture Area; it means that such path will stay closed to all bots that don't carry explosives charge, but will open to bots equipped with the charge to fulfill the map goal - i.e. blow the goal object)
	FIXED "Message name too long: ScoreInfoLong" error in DoD 1.3 (DoD is registering these engine messages every time any client respawns and because the name of this message exceeds the limit set on the length of the message, engine sends the error to both consoles - client as well as dedicated server one, now there is a simple patch that renames this message to just "ScoreInfoL" before passing it to the engine, if there is any code behind this message in DoD 1.3 then it won't start miraculously working, but at least the errors are gone for good)
	FIXED corrupted output for 'pathwpt printall' command (bugs and limitations prevented printing correct output for any path that had too many additional path tags marked as 'misc', now whenever a line of the output would exceed the limit for the engine Text Message the output is split in parts that are printed separately so the final output to the console is correctly formatted)
	FIXED missing anti-armor option for 'pathwpt highlight' command (after the addition of anti-armor path type the option to display only these paths was added to MB menu but the console command wasn't updated, that's fixed now and you can use both antiarmor as well as anti-armor as the argument for this command, actually there are multiple aliases defined for all highlighting options e.g. sniper, sniperonly and sniper-only)
	FIXED incorrect printing of warning a wait-time too short on a shoot waypoint for 'wpt checkproblems' command (it kept printing the warning even when the time was set to zero, which means you got this warning on shoot waypoints that were designed only for one team)
	FIXED unreadable message when the fancy HUD text used by waypointing commands exceeded certain length of the text line (the commands such as wpt info or pathwpt info are using the HUD text that is displayed in top left corner of the screen, however once the number of tags on both the waypoint or the path reach certain amount the HUD text goes beyond the edge of the screen and the message cannot be read, in mod Firearms the game crashes upon reaching certain length of the HUD text line, so now there's a new feature where you'll see 3 dots at the end of the list of tags whenever there's a chance that the line of HUD text would have been too long, in such case check the console where you'll find full info about the waypoint or path)

Known Issues:
	Bots don't throw grenades (they prepare it, but then get back to firearm without throwing the grenade)


Marine Bot version 0.96.6b[DOD]-Test6
-------------------------------------
	Added allied bots changing names to match the nation setup of a map (a bot with american name will change name to a random british name at the first respawn after the map changed to one with British Troops, and vice versa a bot with british name will change his name to american when the map changes to one with US Army)
	FIXED bug in reading bot names from the external file on Linux (after several recruiting and bot kicking the bots started using general names in a form of 'marine' followed by two digits, this was due to a fact that there was no code to handle the differences in newline characters between Windows and Linux systems, which resulted in cases that the name of a bot that was kicked didn't get marked as free and couldn't have been reused then, or you weren't able to kick him out of the game at all, now the names that are read from the 'marine_dog-tags.txt' are correctly stripped of newline characters on both operating systems so the name comparison check at kicking the bot out of the game works correctly and the name is marked free)
	FIXED bug with long bot names reaching or exceeding given limit on name length (ancient bug reaching back to botman's bot template where he set a constant on bot name length that is 1 character longer than what the engine variable for client name can hold, Marine Bot is of course using that constant too and has its own code based on it, this then resulted in cases where if the bot name was at given length limit then the subsequent bot name comparisons were failing, means you could have run out of free bot names after several bot recruitings and kicking out of the game, or the server could have crash, now the bot name length limit matches the engine variable size, so the max length of bot name you can use is 31 characters or 27 in case of rich names set to true, instead of 32 and 28)
	FIXED inability to use the explosives charge despite having it (the status on whether the bot has explosives charge or not was tied to wrong engine message, so whenever someone used or dropped the explosives charge then all bots that carried one at that moment wrongly reset their statuses to 'I got no bomb', therefore all of them then ignored any claymore waypoint they reached, actually this bug was present for any carried object like the battle plans on map Jagd for example, but such goal item is just one so things worked fine in such case)

Known Issues:
	Bots don't throw grenades (they prepare it, but then get back to firearm without throwing the grenade)


Marine Bot version 0.96.5b[DOD]-Test5
-------------------------------------
	Added client command 'fix_particle_manager_crash' (allows you to activate the fix for the crash to desktop that happens on Linux game client as a result of bug in HL engine where too many particles at one moment will cause fatal error in Particle manager, this command is automatically activated in Linux build of MB when the map Charlie is loaded)
	FIXED crash of DoD 1.3 Linux game client due to "Particleman is out of memory" bug in HL engine (the entity setup on map Charlie creates monster_mortar repeatedly to add additional exlosions on the beach, but too many exlosions leads to Particle manager running out of resources which makes the game client crash to desktop, this hotfix simply kills any monster_mortar entity right at its creation which means way less exlosions on the beach and no crashes due to it, but it also means the mortar weapons for Axis team that are present on this map, don't work now, on top of that if "marinebot.so" library with this hotfix is used on Dedicated server then all clients that connect to such server will be affected by this fix, which means gamers using the DoD Linux game client won't crash anymore either)
	FIXED Axis bots using Allied names when the fillserver command was used (the system behind the fillserver command used 3 options to recruit a bot to the game based on team balance at that particular moment - to Allies, to Axis and then to random team when the teams were even, but the random team option and the subsequent process of spawning the bot sometimes caused a mismatch between the team the bot joined and the name the bot chose, so now there are only two options where the option to recruit the bot to Allied team is the default one in case when the teams are even)

Known Issues:
	Bots don't throw grenades (they prepare it, but then get back to firearm without throwing the grenade)


Marine Bot version 0.96.4b[DOD]-Test4
-------------------------------------
	Bot will react to Voice commands now ("I need backup" - will make up to 3 bots start following you, but if they enter a combat mode they will stop following you, "Hold this position" - will make surrounding bots including those that are following you to stop and wait from 5 to 90 seconds based on their behaviour and their weapon, attackers will wait only for a short moment while defenders will wait longer at that position, "Go go go" - will make surrounding bots break the waiting, including the standard waiting at a waypoint, "Use the bazooka" - will make anti-armor specialist bot stop and destroy all breakable object in the vicinity, "I need ammo" - a bot that still has the extra ammo will drop it towards you and will also wait for a while near you in order not to pick the ammo up again)
	Bot will react to Hand signals now ("Hold this position" - works the same as Voice command but on much longer distance and you must be in bot's field of view)
	Added client command 'generate_capture_areas_file' (activates a mode where MB system will gather data about capture areas during a map load in order to create a new configuration file for that map inside 'mapcfgs', once the map loads and the file is created this feature automatically turns off, if there already is a file for that map then this feature won't do anything and will just turn off, this means existing .cfg files are protected this way)
	Added 'change_capture_areas' as a Dedicated and Listen Server commands (by default it's turned on, allows you to activate or deactivate the use of the alternative data for the capture areas defined in the .cfg files inside 'mapcfgs' folder, this is sort of a static switch, which means it stays set the way you choose for the whole time the server is running or till you change it again, it doesn't get reset on map change)
	Added 'change_start_positions' as a Dedicated and Listen Server commands (by default it's turned on, allows you to activate or deactivate the use of the alternative start positions defined in the .cfg files inside 'mapcfgs' folder, this is sort of a static switch, which means it stays set the way you choose for the whole time the server is running or till you change it again, it doesn't get reset on map change)
	Added new client command 'wpt loadfirearmsversion' (useful on maps that have been converted from mod Firearms, allows loading original waypoints for such map and removes waypoint tags that are specific to mod Firearms from these waypoints, also you should then check waypoints for errors that will be present as a result of such conversion, also the Triggers will not work due to the fact that there is nothing like Red Team/Force or Blue Team/Force in DoD, you would have to change the trigger event messages to activate them again)
	Added new waypoint repair command 'swapteams' (swaps all team based waypoint data - priority setting, wait times, team based path tags - which allows an easy way to use existing waypoints on various modified maps where the teams positions were exchanged)
	Improved unstuck behaviour (when bot gets stuck on ladder where he is unable to continue climbing it in one direction, he'll try to return back to the start of his current path, one-way path won't allow this behaviour though)
	Updated the alternative player start points feature (unused in DoD until now, no longer a hard coded feature, now you can create an external configuration file in 'mapcfgs' folder in your MB installation where you can define alternative coordinates for the player start points a.k.a. spawnpoints, this file has to have a name matching the name of the map for which it is intended plus _startpoints.cfg, e.g. dod_anzio_startpoints.cfg, if such file is detected during a map load the system will automatically replace original coordinates of the player start points with those listed inside this file, if you want to return back to original player start positions just delete or rename the file so that the system cannot find a match, or set the static switch 'change_start_positions' to disabled)
	FIXED inability to switch to backup weapon when having a deployed bipod (when was bot using a machinegun and had it deployed on bipod he wasn't then able to switch to any other weapon because of a conflict with code of another recent change in bipod usage, now the variable that was causing it gets reset before changing the weapons)
	FIXED inability to correctly target a breakable object under certain conditions (bot needs to get such object in pretty narrow view cone, but if such breakable was high above the bot - e.g. a window on upper level while bot was standing next to the wall below it - bot wasn't able to reach given aim limits thus couldn't start shooting and destroy such object, now there's a exception for this case that loosens these limits a little so the bot is then able to pass this check and destroy such object)
	FIXED pathend repair function (it incorrectly turned a waypoint into a goback even if such waypoint was part of another path, so the function could actually create a new bug that way i.e. create a goback anywhere on another path - even on one way path)

Known Issues:
	Bots don't throw grenades (they prepare it, but then get back to firearm without throwing the grenade)


Marine Bot version 0.96.3b[DOD]-Test3
-------------------------------------
	Added two new client commands 'wpt rangeincrease' and 'wpt rangedecrease' allowing you to fine tune the waypoint range (they have aliases 'rangeup' and 'rangedown' and the argument they accept is a number from 0 to 50 units, where 0 will activate a dynamic change of the range, which means a range below the 50 units will be changed by 5 units and range larger than that will be changed by 10 units, all other allowed values will change the range by their respective value)
	Enabled the Triggers in waypointing system (there's a new client command "wpt triggerevent checkcapturemessage" - short alias 'checkcapmsg' - which allows you to view the text string MB generates based on the data gathered from DoD Capture Message, that gets sent when you capture any of the map objectives, so you can now use the unique part of this text string to create a Trigger message, mind the case sensitivity and spaces, the rest of the Triggers system is the same to how it is described in the HTML Waypointing Guide)
	Updated 'wpt triggerevent info' command (added new argument 'current' which will modify the output so that it shows just the current priority setting returned by the waypoint based on triggered state of this waypoint, i.e. if the trigger event didn't happen yet it will show standard priorities and if the trigger event already happened then it will show the other priority setting a.k.a. the trigger priorities)
	Updated 'wpt checkproblems' feature (added new warning for short wait time used on a shoot waypoint, if one of the wait times is less than 3 seconds you'll get a warning about possible problem with targeting the object to shoot at, also a new warning about the door waypoint being too far from the doors - i.e. farther than standard search radius of 70 units)
	FIXED Marine Bot recruit function (it still worked with the skin argument that is used in Firearms mod so you couldn't do a fully customized recruiting the way it is described in documentation for the DoD version of MB, the team and the class arguments worked but the other two arguments didn't work, also fixed the console help output where it listed the skin argument, and removed hopefully all other console help entries that have no meaning for Day of Defeat version of MB)
	FIXED limited bot aggression when equipped with the explosive charge (MB uses radius of just 200 units to search for/react on enemies as a limited aggression whenever he picks up an important map goal and carries it to the area where it has to be delivered, in Firearms the Claymore mine is designed as standard weapon, but in DoD the explosive charges are assigned to players same way as any special map goal objective like the documents on map Jagd, so a bot that carried the explosive charge didn't really attack enemies and was an easy target, now there's an exception to disable this special behaviour when bot carries the explosives so bots will act normally again)
	FIXED bot being able to see through some breakable objects where he shouldn't be able so - e.g. the middle bunker on map Charlie (MB is able to see through breakable objects that are made of glass e.g. windows to target his enemy, there's a set of rules that define whether the glass is transparent or not, but there was a bug in this definition so bot was able to see even through visibility blocking breakable objects - e.g. sandbags used on that bunker)
	FIXED bot unable to ignore enemy when looking through water in some cases (there's a rule not to target an enemy when looking from ground into water and vice versa, but due to the way how do players spawn on map Charlie, were some allied bots able to target an enemy, but soon after when they were below water surface they couldn't act because of this rule and they also couldn't forget such enemy so they ended up stuck, now there's a code to allow them forget such enemy in order to act normally)
	FIXED the ability to sprint (the check for stamina level was set to wrong variable which is always zero so the task to sprint that is assigned upon reaching the sprint waypoint was immediately removed due to bot thinking he has no stamina at all, also the function that manages bot move speeds had wrong max speed limit for the sprint task)
	FIXED bot not capturing the Capture Area if he can't directly see his teammate (bot can now get the info about a teammate trying to capture the same Capture Area from the numbers below the objective icons in top left corner of the screen and so help with the capturing, also changed the code so that bot is able to capture even the 3-man or 4-man Capture Areas now)

Known Issues:
	Bots don't react to voice commands and hand signals (unlike FA you can't even get them to follow you in DoD yet)


Marine Bot version 0.96.2b[DOD]-Test2
-------------------------------------
	Improved combat performance of bot machine gunners (tweaked various battle related variables to make them stand at least some chance when they are caught off guard and have to fight back - i.e. when they are not camping somewhere and waiting for enemies, still they will die often in such cases because going prone and deploying bipod takes too long, also slightly reduced the cases when bot uses the machine gun w/o deployed bipod in standing stance or in crouch with its crazy inaccuracy)
	FIXED bot going prone after respawn (there was missing stance reset in the respawn function)
	FIXED ammunition count detection for weapon mg34 (unlike all other weapons mg34 uses its own unique engine message for assigning the ammunition which wasn't defined in the code till now, so bot will correctly reload this gun after depleting the first magazine instead of marking it totally empty and using just the pistol and knife/spade since then)
	FIXED bot machine gunners and anti-armor specialists keep using backup weapon i.e. pistol when it was empty (now they will switch to melee weapon)
	FIXED bipod usage (corrected the times needed to deploy or fold it, removed rapid yaw changes i.e. the crazy shivers the bot did while reloading weapon, folding bipod and such actions related to deployed bipod, tweaked the actions needed to deploy it in order to reload the machine guns - because sometimes the command to deploy it wasn't registered due to doing it too soon after shooting the gun, also changed the out of combat rules for bot to deploy the bipod - he'll do so in 66% of times on waypoint with wait-time of 20 seconds and more, previously it was FA defaults - i.e. 33% of times on waypoint with wait-time of 50 seconds and more)
	FIXED inability to switch weapon at waypoint with wait-time when bot ran out of ammo for current weapon (bot correctly found a new weapon to use, but there was missing code to initiate the weapon switch action, this actually broke weapon management till the moment when bot started a combat or died)
	FIXED Area Capture not working at all on some maps (when Control Point - i.e. the flag - wasn't close enough to the Capture Area then bot wasn't able to get the needed info to behave correctly - e.g. on map Falaise, now there are two arrays that maintain these data so bot knows which Capture Area he needs to capture and which one he has to ignore, also tweaked the detection of Capture Area, better to say bot's reaction on it, so he now always knows exactly when he is within the area and when isn't, which improved cooperation of two bots when they are trying to capture these areas)

Known Issues:
	Bots don't react to voice commands and hand signals (unlike FA you can't even get them to follow you in DoD yet)
	The Triggers in Marine Bot Waypointing system are disabled (Triggers are based on engine Text messages in FA, but DoD Text message works with sort of predefined message headers so the Triggers cannot find match with the text because there is no text being sent, thus they are disabled for now)
	There are no waypoints (this means bots can't navigate throughout the maps thus can't really play the game unless you create your own waypoints)


Marine Bot version 0.96.1b[DOD]-Test1
-------------------------------------
	Bot is able to deal with the Area Capture flags by standard use of 'pushpoint' waypoint and help a teammate get it for the team (teammate must be visible from bot's position and be within 300 units radius, also bot must be within 300 units from the center of the Area Capture zone, if both these conditions are met bot will help capture it)
	Bot is able to deal with DoD specific breakable objects with the help of the 'claymore' waypoint placed next to them
	Added new class based path type 'antiarmor' (only a bot that carries one of the bazooka/panzerschreck/piat weapons can enter on this path, this allows the waypoint creators design unique paths for such bots in order to break destroyable walls or reach a map goal that can be destroyed by these launchers - e.g. Cromwell tanks on dod_jagd)
	Improved navigation (bot can now handle a combination of 'roadblock' + 'claymore' + priority = 1 waypoint, it means that such path will stay closed to bots without explosives, but will open to bots equipped with the explosives to blow the breakable object and so make such path available for everyone)
	Improved unstuck behaviour (when bot gets stuck on breakable obstacle and he cannot break it on his own, he'll try to return back to the start of his current path, one-way path won't allow this behaviour though)
	Improved unstuck behaviour (bot can now correctly detect the possibility of jumping onto/into/over some object, also won't turn away from such object during or right before jumping, and finally he should not try to jump when he cannot succeed at all - due to a bug in one function from the original bot template, that MB kept using, and that is fixed and improved now, also fixed occasional false detection of being stuck during combat)
	Improved unstuck behaviour (bot can now correctly detect ducking under obstacles or into various manholes, also he will now wait till the engine sets him the ducking bit before he will initiate or continue in further attemps to get free)
	Changed the on screen position for waypoint or path info HUD message (it's moved slightly down from the top of the screen so that the message doesn't block the icons for Territorial Control or Capture/Destroy the Objectives DoD has at top left corner of the screen)
	FIXED bot being frozen after round restart (removing of FA specific "press 1 to respawn with the same gear" code resulted in a situation where bot couldn't respawn after round end in DoD, now there's a patch to reset the variable needed for successful respawn)
	FIXED inability to switch fire mode for piat when empty (because of the fact that piat model shows the loaded grenade it has two different animation values which weren't both defined in the function that allows bot know whether this gun is on shoulder or off shoulder)
	FIXED grenade usage (grenades in DoD are different from FA so bot wasn't aiming high enough and the grenade was too short, and that usually led to suicide or TK)
	FIXED constant weapon switching between backup weapon and knife in cases when main weapon ran out of ammo and the backup weapon was out of range (especially when the backup weapon was pistol, bot then kept switching between pistol and knife till he got close enough to the enemy to be able to fire the pistol)
	FIXED bot at the 'shoot' waypoint trying to break the DoD specific breakables by shooting at them from common guns (only the bazooka/panzerschreck/piat equipped bots will fire now, other bots will ignore this waypoint tag)
	FIXED bot leaving the shoot waypoint before firing at the breakable object if he decided to reload his weapon first (actually anytime he was waiting at waypoint where was quite short wait time set, the reloading action could often exceed the wait time so the wait time ran out, now bot will pause the wait time during weapon reload and resume it after the weapon is loaded, so his waiting won't be affected by weapon reload anymore)
	FIXED inability to change weapon while being at the shoot waypoint or getting stuck on some breakable object (when bot depletes all ammunition for his weapon and can't reload it then he tries to switch to the other weapon, but the code allowing such action wasn't available for these two actions, so bot got stuck in an endless try to switch the weapons)
	FIXED errors preventing successful compilation on Linux (usual GCC strictness, also changed the 'makefile' so that it will build MB Linux library without the underscore character i.e. just 'marinebot.so', because Half-Life's Linux client, much like the Dedicated Server, will also crash if there's an underscore used anywhere in the path, DoD can be played on Linux natively so MB naming scheme had to adapt to that and there are no underscores in MB folder or library names when it comes to DoD port)
	FIXED reporting an error into debugging file when you used 'pathwpt remove <index>' command on waypoint where there was no path at all or you mistyped the 'index' value or used the same command twice on the same waypoint so on the second use this waypoint wasn't part of 'index' path anymore (simply forgotten leftover from debugging from days when path system was still in early stage of creation)
	FIXED 'debug_cross' not printing anything without developer mode set to 1 (the function that is responsible for cross waypoint decision making doesn't have access to clients data so it can output the data only to universal developer console, but I've changed Marine Bot's console input class so that it remembers the client who entered the command, so you will now get the output to your console even without developer mode 1, also added an empty line before each new cross waypoint output to improve readability)

Known Issues:
	Bots using the machine gun class act strange in many cases (unlike FA DoD requires quite specific use of these weapons and it seems that this causes various conflicts throughout the code)
	Bots don't react to voice commands and hand signals (unlike FA you can't even get them to follow you in DoD yet)
	The Triggers in Marine Bot Waypointing system are disabled (Triggers are based on engine Text messages in FA, but DoD Text message works with sort of predefined message headers so the Triggers cannot find match with the text because there is no text being sent, thus they are disabled for now)
	There are no waypoints (this means bots can't navigate throughout the maps thus can't really play the game unless you create your own waypoints)