CronosBots for Hexen2
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New Impulses:
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Skill settings are used in determining bot aggressiveness.
BOT_CREATE:	150 (Adds four bots). 	Bound to F11
BOT_ADDONE:	151 (Adds one bot).   	Bound to F12
BOT_CAM:	152			Bound to F10
BOT_LIST:	153 (Lists bots and what they are up to).Bound to F9
BOT_REMOVE:	154 (Removes all bots).	Bound to F8
BOT_1:		201 Range of impulses to add specific bots from Barney (201) to BoogeyMan (217).
...		    Lower=easier, Higher=better players.
BOT_17:		217

For mapping fixed waypoint level developmental only:
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WAYPOINT_LIST:		90
WAYPOINT_SHOWPOINT:	91

Deathmatch Rules changes:
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Type 'deathmatch xx' at the console for other rules
xx=1: normal deathmatch
xx=2: weaponstay rules, with some strange artifact changes, and hardly any respawning or items.
xx=3: as for 1, but no rings,nosummoning stones
xx=4: as for 2, but no rings,nosummoning stones
xx=5: as for 1, longer respawn times on artifacts
xx=6: as for 2, longer respawn times on artifacts
xx=7: as for 3, longer respawn times on artifacts
xx=8: as for 4, longer respawn times on artifacts

changes version 1.00
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1.  startup message added (most important!).
2.  bot animation frames added, based on player frames control routine.
3.  overridden some builtins - centerprint,sprint,stuffcmd to exclude bots.
4.  ported most of the Quake version across! well put the files in and changed bits to get them compiled.
5.  removed beserkness with rl/gl in Quake.
6.  recompiled hcc to allow more lines (exceeded limit on number of statements!)
7.  removed some stuff to make it run under Hexen2 and not needed in Hexen2.
8.  setclass doesnt work with bots! had to override it.
9.  sorted rankings support out, although problems with colour updates ?
10. hexen items added and changes to bot fighting code, weapons,etc.
11. changes to players clientno to stop crashes! (hmm different to Quake?)
12. will now use most artifacts in a combat situation.
13. loads and loads of small adjustments to get it to work! 
14. basics working now! surprising how good/fast it already seems...loads left to do though.
15. work on artifacts and item usage.
16. work on messages, to stop bot errors.
17. managed to add 'red messages' for talking (can't remember where the hint came from!).
18. solved colour problems with updating bot colours - thanks Hexen! that took some ingenuity and hacking.
19. sorted some centerprint problems out (thanks Kor!).
20. bot swimming sorted out. bots shouldn't be sinking like bricks now!
21. bot sheep should now run around and stuff.
22. bots should now spawn across level changes.
23. aliases added for impulses.
24. proper aiming routines now introduced. rewrote botaim for new offsets.
25. bot use of imps added.
26. soulspheres can now be picked up by bots.

changes version 1.01
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1.  more deathmatch rules.
2.  summoned imps sorted out now! (this took some tracking down...)
3.  bugfixes to waypoint system.
4.  changes to sunstaff firing for bots (they weren't firing it before).
5.  changes to setstaff firing for bots.
6.  changes to ravenstaff firing for bots.
7.  changes to purifier firing for bots.
8.  corrected a bug which meant some weapons weren't being used.

changes version 1.02
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1.  t_damage backtracking - internal for debugging.
2.  jumping out of water should be better.
3.  should be fewer mysterious deaths.
4.  bots in black problems solved. phew.

changes version 1.03
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1.  updated some item evaluations.
2.  some changes on relative strength evaluations in combat.
3.  some changes in item usage during combat.
4.  bots will now spawn as a set class if the player option is set to a specific class.
5.  bobbing stopped in botcam mode.
6.  reworked strength assessment for artifact use in combat.
7.  if a bot loses it's goal in water it should now look for a waypoint.
8.  corrected some problems with bots standing still.

version 1.04 changes
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1.  put all files into the same compilation for progs.dat - should be able to play boss levels now.
2.  different bots have different chances of seeing invisible enemies.

to be done
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1.  triggers and objects,etc to be put in.
2.  crouching.
3.  map some levels internally with fixed waypoints.
4.  enemy 'fuzzy' tracking (hearing).
5.  better enemy chasing (waypoint nearest lastvis position).
6.  small hops down for items instead of full jump.
7.  choosing bot colours and classes.
8.  bring bots up to quake cronosbots navigation standard.
9.  awareness of 'smaller' enemies.
10. sort out bots in water.

current bugs
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1.  bot deaths without dying.
2.  bots in walls and floors.
3.  swimming not good.

Notes:
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