Instead of searching for walls around the player, and then deciding to make the radius tighter if it found anyway, it instead checks if the waypoint it's trying to predict towards was blocked by any walls / hazards.
Needs adjusted some, I think its being pulled back too hard sometimes, but I am optimistic about some of the improvements I already saw.
Wall detection range was doubled, how much the prediction is adjusted was halved. This is a much nicer middle-ground compared to what it was doing before.
This means that if there's objects on both sides of the bot, then the tie is broken by which side has the most objects. Before, it would average out to the middle, so they wouldn't swerve at all, which is kind of stupid for rings, but can ruin the bot's performance for dodging items & players especially!
Instead of doing its best to avoid P_DamageMobj, it embraces it, using the damagetype system to decide how the player takes damage. Overall less stupid.