bot: remove check for weapon switch time by now
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e9b181f438
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4 changed files with 20 additions and 26 deletions
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@ -686,7 +686,6 @@ private:
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float m_changeViewTime {}; // timestamp to change look at while at freezetime
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float m_changeViewTime {}; // timestamp to change look at while at freezetime
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float m_breakableTime {}; // breakeble acquired time
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float m_breakableTime {}; // breakeble acquired time
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float m_jumpDistance {}; // last jump distance
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float m_jumpDistance {}; // last jump distance
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float m_lastBadWeaponSwitchTime {}; // last time we're switched weapon as it's bad
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bool m_moveToGoal {}; // bot currently moving to goal??
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bool m_moveToGoal {}; // bot currently moving to goal??
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bool m_isStuck {}; // bot is stuck
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bool m_isStuck {}; // bot is stuck
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@ -1599,7 +1599,7 @@ void Bot::overrideConditions () {
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}
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}
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// special handling for reloading
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// special handling for reloading
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if (getCurrentTaskId () == Task::Normal && m_reloadState != Reload::None && m_isReloading && !isInNarrowPlace ()) {
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if (getCurrentTaskId () == Task::Normal && m_reloadState != Reload::None && m_isReloading && !isDucking () && !isInNarrowPlace ()) {
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if (m_seeEnemyTime + 2.5f < game.time () && (m_states & (Sense::SuspectEnemy | Sense::HearingEnemy))) {
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if (m_seeEnemyTime + 2.5f < game.time () && (m_states & (Sense::SuspectEnemy | Sense::HearingEnemy))) {
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m_moveSpeed = m_fearLevel > m_agressionLevel ? 0.0f : getShiftSpeed ();
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m_moveSpeed = m_fearLevel > m_agressionLevel ? 0.0f : getShiftSpeed ();
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m_navTimeset = game.time ();
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m_navTimeset = game.time ();
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@ -1023,7 +1023,6 @@ bool Bot::isWeaponBadAtDistance (int weaponIndex, float distance) {
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// to attack our enemy, since current weapon is not very good in this situation.
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// to attack our enemy, since current weapon is not very good in this situation.
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// do not switch weapons when crossing the distance line
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// do not switch weapons when crossing the distance line
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if (m_lastBadWeaponSwitchTime + 3.0f < game.time ()) {
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auto &info = conf.getWeapons ();
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auto &info = conf.getWeapons ();
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if (m_difficulty < Difficulty::Normal || !hasSecondaryWeapon ()) {
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if (m_difficulty < Difficulty::Normal || !hasSecondaryWeapon ()) {
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@ -1042,16 +1041,13 @@ bool Bot::isWeaponBadAtDistance (int weaponIndex, float distance) {
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// better use pistol in short range distances, when using sniper weapons
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// better use pistol in short range distances, when using sniper weapons
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if (weaponType == WeaponType::Sniper && distance < 400.0f) {
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if (weaponType == WeaponType::Sniper && distance < 400.0f) {
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m_lastBadWeaponSwitchTime = game.time ();
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return true;
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return true;
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}
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}
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// shotguns is too inaccurate at long distances, so weapon is bad
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// shotguns is too inaccurate at long distances, so weapon is bad
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if (weaponType == WeaponType::Shotgun && distance > 750.0f) {
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if (weaponType == WeaponType::Shotgun && distance > 750.0f) {
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m_lastBadWeaponSwitchTime = game.time ();
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return true;
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return true;
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}
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}
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}
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return false;
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return false;
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}
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}
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@ -1411,7 +1411,6 @@ void Bot::newRound () {
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m_combatStrafeDir = Dodge::None;
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m_combatStrafeDir = Dodge::None;
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m_fightStyle = Fight::None;
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m_fightStyle = Fight::None;
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m_lastFightStyleCheck = 0.0f;
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m_lastFightStyleCheck = 0.0f;
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m_lastBadWeaponSwitchTime = 0.0f;
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m_checkWeaponSwitch = true;
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m_checkWeaponSwitch = true;
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m_checkKnifeSwitch = true;
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m_checkKnifeSwitch = true;
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