Check for reload when hiding.
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2 changed files with 5 additions and 1 deletions
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@ -3728,6 +3728,10 @@ void Bot::hide_ (void) {
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pev->button |= m_campButtons;
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pev->button |= m_campButtons;
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m_navTimeset = engine.timebase ();
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m_navTimeset = engine.timebase ();
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if (!m_isReloading) {
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checkReload ();
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}
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// stop camping if time over or gets hurt by something else than bullets
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// stop camping if time over or gets hurt by something else than bullets
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if (task ()->time < engine.timebase () || m_lastDamageType > 0) {
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if (task ()->time < engine.timebase () || m_lastDamageType > 0) {
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completeTask ();
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completeTask ();
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@ -2368,7 +2368,7 @@ bool Bot::advanceMovement (void) {
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}
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}
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// is there a jump waypoint right ahead and do we need to draw out the light weapon ?
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// is there a jump waypoint right ahead and do we need to draw out the light weapon ?
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if (willJump && m_currentWeapon != WEAPON_KNIFE && m_currentWeapon != WEAPON_SCOUT && !m_isReloading && !usesPistol () && (jumpDistance > 210.0f || (dst.z - 32.0f > src.z && jumpDistance > 150.0f)) && !(m_states & (STATE_SEEING_ENEMY | STATE_SUSPECT_ENEMY))) {
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if (willJump && m_currentWeapon != WEAPON_KNIFE && m_currentWeapon != WEAPON_SCOUT && !m_isReloading && !usesPistol () && (jumpDistance > 200.0f || (dst.z - 32.0f > src.z && jumpDistance > 150.0f)) && !(m_states & (STATE_SEEING_ENEMY | STATE_SUSPECT_ENEMY))) {
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selectWeaponByName ("weapon_knife"); // draw out the knife if we needed
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selectWeaponByName ("weapon_knife"); // draw out the knife if we needed
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}
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}
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