aim: force offset-based enemy part detection in hearing code

fix: engine pvs checking isn't do anything
This commit is contained in:
jeefo 2024-06-05 23:56:35 +03:00
commit 4743d52d96
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GPG key ID: D696786B81B667C8
2 changed files with 4 additions and 4 deletions

View file

@ -4042,7 +4042,7 @@ void Bot::updateHearing () {
}
// check if heard enemy can be seen
if (checkBodyParts (m_hearedEnemy)) {
if (checkBodyPartsWithOffsets (m_hearedEnemy)) {
m_enemy = m_hearedEnemy;
m_lastEnemy = m_hearedEnemy;
m_lastEnemyOrigin = m_enemyOrigin;

View file

@ -367,7 +367,7 @@ bool Bot::lookupEnemies () {
// is player is alive
if (m_enemyUpdateTime > game.time ()
&& m_enemy->v.origin.distanceSq (pev->origin) < nearestDistanceSq
&& player->v.origin.distanceSq (pev->origin) < nearestDistanceSq
&& util.isAlive (player)
&& seesEnemy (player)) {
@ -377,11 +377,11 @@ bool Bot::lookupEnemies () {
// the old enemy is no longer visible or
if (game.isNullEntity (newEnemy)) {
auto set = nullptr;
uint8_t *set = nullptr;
// setup potential visibility set from engine
if (cv_use_engine_pvs_check) {
game.getVisibilitySet (this, true);
set = game.getVisibilitySet (this, true);
}
// ignore shielded enemies, while we have real one