vistable: fix long-standing bug with saving vis counts
vistable: bumped version to 4, so all vistables will be rebuilded bot: reworked bot think mechanism timers fix: gimbal lock within bot aiming code on ladders fix: some fixes to aiming code that prevent bots 360 degree rotations fix: some mistakes in next and next-next node aiming when in idle state fix: improved seek covering from attack task nav: improved bot's crouch on marred-crouch nodes nav: overall improvements to ladder handling code Co-Authored-By: Max <161382234+dyspose@users.noreply.github.com>
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11 changed files with 151 additions and 98 deletions
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@ -1151,7 +1151,7 @@ Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int skin) {
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}
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m_basePing = rg.get (cv_ping_base_min.int_ (), cv_ping_base_max.int_ ());
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m_lastCommandTime = game.time () - 0.1f;
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m_previousThinkTime = game.time () - 0.1f;
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m_frameInterval = game.time ();
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m_heavyTimestamp = game.time ();
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m_slowFrameTimestamp = 0.0f;
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@ -1620,7 +1620,7 @@ void Bot::newRound () {
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if (rg.chance (50)) {
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pushChatterMessage (Chatter::NewRound);
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}
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auto thinkFps = cr::clamp (cv_think_fps.float_ (), 24.0f, 90.0f);
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auto thinkFps = cr::clamp (cv_think_fps.float_ (), 30.0f, 90.0f);
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auto updateInterval = 1.0f / thinkFps;
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if (game.is (GameFlags::Xash3D)) {
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@ -1634,7 +1634,8 @@ void Bot::newRound () {
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else if (game.is (GameFlags::Legacy)) {
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updateInterval = 0.0f; // legacy games behaves strange, when this enabled
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}
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m_updateInterval = updateInterval;
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m_thinkDelay.interval = updateInterval;
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m_commandDelay.interval = 1.0f / 60.0f;
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}
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void Bot::resetPathSearchType () {
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