nav: fallback to whole map search if buckets fails
bot: improved breakable destroying aim: improved short-range firing ctrl: prevent commands execution while disconnected from server build: fix cmake for apple silicon builds
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7238fe76f5
commit
5eab5dfb3c
12 changed files with 100 additions and 90 deletions
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@ -1076,7 +1076,7 @@ bool Bot::checkZoom (float distance) {
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return zoomChange;
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}
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void Bot::selectWeapons (float distance, int index, int id, int choosen) {
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void Bot::selectWeapons (float distance, int, int id, int choosen) {
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const auto tab = conf.getRawWeapons ();
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// we want to fire weapon, don't reload now
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@ -1150,7 +1150,7 @@ void Bot::selectWeapons (float distance, int index, int id, int choosen) {
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const float timeDelta = game.time () - m_frameInterval;
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// need to care for burst fire?
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if (distance < kSprayDistance || m_blindTime > game.time () || usesKnife ()) {
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if ((distance < kSprayDistance && !isRecoilHigh ()) || m_blindTime > game.time () || usesKnife ()) {
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if (id == Weapon::Knife) {
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if (distance < 64.0f) {
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const auto primaryAttackChance = (m_oldButtons & IN_ATTACK2) ? 80 : 40;
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@ -1165,7 +1165,7 @@ void Bot::selectWeapons (float distance, int index, int id, int choosen) {
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}
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else {
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// if automatic weapon press attack
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if (tab[choosen].primaryFireHold && getAmmoInClip () > tab[index].minPrimaryAmmo) {
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if (tab[choosen].primaryFireHold) {
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pev->button |= IN_ATTACK;
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}
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