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bots.count bots are added in the lobby as players of machines of the host's own that nothing connects to (four a machine, from the top slot down): new connections skip their slots, and they count as machines for the countdown, so a game of the host and bots starts. Every machine sees them as players; each tick the host thinks for them (bots.c) and takes the result as their input through update_server_handle_distributed_input. The first brain finds the nearest visible enemy, turns at a player's rate with some aim error, walks at it weaving and fires on target, and else wanders, jumping and turning when stuck. Every multiplayer map has pathfinding surfaces for the next phase. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>