fix: do not apply knife mode if we're just have knife in hands
nav: increase search radius in checking node reachability
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c3a73d109d
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5bc4e1c675
2 changed files with 3 additions and 3 deletions
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@ -1567,7 +1567,7 @@ void Bot::overrideConditions () {
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}
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// special handling, if we have a knife in our hands
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if ((usesKnife () || !hasAnyWeapons ()) && (util.isPlayer (m_enemy) || (cv_attack_monsters.bool_ () && util.isMonster (m_enemy)))) {
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if (isKnifeMode () && (util.isPlayer (m_enemy) || (cv_attack_monsters.bool_ () && util.isMonster (m_enemy)))) {
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float length = pev->origin.distance2d (m_enemy->v.origin);
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// do waypoint movement if enemy is not reachable with a knife
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@ -3415,7 +3415,7 @@ bool Bot::isReachableNode (int index) {
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const Vector &dst = graph[index].origin;
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// is the destination close enough?
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if (dst.distanceSq (src) >= cr::square (320.0f)) {
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if (dst.distanceSq (src) >= cr::square (600.0f)) {
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return false;
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}
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@ -3423,7 +3423,6 @@ bool Bot::isReachableNode (int index) {
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if (isOccupiedNode (index, true)) {
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return false;
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}
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float ladderDist = dst.distance2d (src);
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TraceResult tr {};
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game.testHull (src, dst, TraceIgnore::Monsters, head_hull, ent (), &tr);
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@ -3435,6 +3434,7 @@ bool Bot::isReachableNode (int index) {
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if (pev->waterlevel == 2 || pev->waterlevel == 3) {
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return true;
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}
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float ladderDist = dst.distance2d (src);
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// check for ladder
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bool nonLadder = !(graph[index].flags & NodeFlag::Ladder) || ladderDist > 16.0f;
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