aim: force offset-based enemy part detection in hearing code
fix: engine pvs checking isn't do anything
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parent
94fcb8b5b5
commit
4743d52d96
2 changed files with 4 additions and 4 deletions
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@ -4042,7 +4042,7 @@ void Bot::updateHearing () {
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}
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}
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// check if heard enemy can be seen
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// check if heard enemy can be seen
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if (checkBodyParts (m_hearedEnemy)) {
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if (checkBodyPartsWithOffsets (m_hearedEnemy)) {
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m_enemy = m_hearedEnemy;
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m_enemy = m_hearedEnemy;
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m_lastEnemy = m_hearedEnemy;
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m_lastEnemy = m_hearedEnemy;
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m_lastEnemyOrigin = m_enemyOrigin;
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m_lastEnemyOrigin = m_enemyOrigin;
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@ -367,7 +367,7 @@ bool Bot::lookupEnemies () {
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// is player is alive
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// is player is alive
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if (m_enemyUpdateTime > game.time ()
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if (m_enemyUpdateTime > game.time ()
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&& m_enemy->v.origin.distanceSq (pev->origin) < nearestDistanceSq
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&& player->v.origin.distanceSq (pev->origin) < nearestDistanceSq
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&& util.isAlive (player)
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&& util.isAlive (player)
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&& seesEnemy (player)) {
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&& seesEnemy (player)) {
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@ -377,11 +377,11 @@ bool Bot::lookupEnemies () {
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// the old enemy is no longer visible or
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// the old enemy is no longer visible or
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if (game.isNullEntity (newEnemy)) {
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if (game.isNullEntity (newEnemy)) {
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auto set = nullptr;
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uint8_t *set = nullptr;
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// setup potential visibility set from engine
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// setup potential visibility set from engine
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if (cv_use_engine_pvs_check) {
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if (cv_use_engine_pvs_check) {
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game.getVisibilitySet (this, true);
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set = game.getVisibilitySet (this, true);
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}
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}
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// ignore shielded enemies, while we have real one
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// ignore shielded enemies, while we have real one
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