Adjust Newbie aim spring to reduce snap headshots
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This commit is contained in:
markmental 2025-12-27 18:25:40 -05:00
commit 95f1261dda

View file

@ -278,8 +278,8 @@ void Bot::updateLookAngles () {
}
void Bot::updateLookAnglesNewbie (const Vector &direction, float delta) {
Vector spring { 13.0f, 13.0f, 0.0f };
Vector damperCoefficient { 0.22f, 0.22f, 0.0f };
Vector spring { 13.0f, 9.0f, 0.0f };
Vector damperCoefficient { 0.28f, 0.26f, 0.0f };
const float offset = cr::clamp (static_cast <float> (m_difficulty), 1.0f, 4.0f) * 25.0f;
@ -296,10 +296,14 @@ void Bot::updateLookAnglesNewbie (const Vector &direction, float delta) {
if (m_aimFlags & (AimFlags::Enemy | AimFlags::Entity)) {
m_playerTargetTime = game.time ();
m_randomizedIdealAngles = m_idealAngles;
stiffness = spring * (0.2f + offset / 125.0f);
// bias aim slightly below exact target (chest > head)
m_randomizedIdealAngles = m_idealAngles;
m_randomizedIdealAngles.x += rg(2.0f, 6.0f); // pitch down
stiffness = spring * (0.18f + offset / 140.0f);
}
else {
// is it time for bot to randomize the aim direction again (more often where moving) ?
if (m_randomizeAnglesTime < game.time ()
@ -443,7 +447,7 @@ void Bot::setAimDirection () {
m_canSetAimDirection = false;
}
// don't switch view right away after loosing focus with current enemy
// don't switch view right away after loosing focus with current enemy
if ((m_shootTime + rg (0.75f, 1.25f) > game.time ()
|| m_seeEnemyTime + rg (1.0f, 1.25f) > game.time ())
@ -670,3 +674,4 @@ void Bot::setAimDirection () {
m_lookAt = m_destOrigin;
}
}