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Give each bot a continuous adaptive skill - #408

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saworbit merged 1 commit into
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fix/per-bot-continuous-skill
Sep 17, 2026
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saworbit merged 1 commit into
mainfrom
fix/per-bot-continuous-skill

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Closes #358. Closes #381. Closes #359. Adds continuous per-bot skill interpolation, per-slot live offsets, a unified capability ladder, humanized trigger cadence, and opt-in Reaper-style adaptation for human deathmatches. Continuous weapon chains are cancelled safely on weapon changes, and multiplayer roster controls now require the server-console scratch1 147 switch. Verification: modern FTEQCC compile (six pre-existing warnings); 52 Python tests; 188 Rust unit tests, 2 integration tests, and doc-tests; ship/tape/nav CI; fresh 65-second dm4 and dm2 smokes; live protocol-15 adaptive, authorization, and continuous-to-discrete weapon-switch checks. Independent yellow, red, and purple reviews: GO.

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Codex Review Summary

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Review Status Commit Review trigger
📝 Code Review ✅ Completed 2026-09-17T12:15:40.335411Z 0024881 PR opened
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@saworbit
saworbit merged commit 8af45d3 into main Sep 17, 2026
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@saworbit
saworbit deleted the fix/per-bot-continuous-skill branch September 17, 2026 12:11

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💡 Codex Review

Here are some automated review suggestions for this pull request.

Reviewed commit: 0024881721

ℹ️ About Codex in GitHub

Your team has set up Codex to review pull requests in this repo. Reviews are triggered when you

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  • Comment "@codex review".

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Comment thread src/argus.qc
Comment on lines +4317 to +4320
if (self.ar_fireburst > 0)
{
if (time < self.ar_fireburst)
return TRUE;

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P2 Badge Enforce burst expiry during sight-loss pursuit

When a nailgun or lightning burst is active and the target has been unseen for 0.4 seconds, Argus_Combat returns from its pursuit branch before calling Argus_TriggerReady. Consequently this expiry check never runs, button0 remains asserted from the previous frame, and the stock continuous-fire think chain can keep firing at the stale aim point well past ar_fireburst until pursuit ends. Process or cancel the burst before that early pursuit return so the advertised bound applies when line of sight is lost.

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Comment thread src/argus.qc
Comment on lines +4416 to 4419
if (!self.ar_prefired && self.ar_skill >= AR_SKILL_PREFIRE
&& self.weapon == IT_ROCKET_LAUNCHER
&& self.ammo_rockets >= 2
&& time > self.attack_finished

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P2 Badge Apply trigger cadence to speculative prefire

When sight is lost just as a rocket's stock refire clock expires, this prefire path checks only attack_finished and invokes W_Attack directly, bypassing both ar_fireready and Argus_TriggerFired. The speculative shot can therefore occur during the newly added humanized pause, and the following shot receives no added delay relative to it. Route prefire through the same trigger readiness and post-fire bookkeeping as normal discrete shots.

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