fixed UpdateLookAngles is not called at all since last commit :)
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ae87f0985a
commit
a5c1c0dc7f
6 changed files with 35 additions and 58 deletions
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@ -165,10 +165,10 @@ TacticChoosen:
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FilterGoals (offensiveWpts, goalChoices);
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else if (tactic == 3 && !waypoints.m_goalPoints.IsEmpty ()) // map goal waypoint
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{
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// forcee bomber to select closest goal, if round-start goal was reset by something
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// force bomber to select closest goal, if round-start goal was reset by something
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if (m_hasC4 && g_timeRoundStart + 20.0f < GetWorldTime ())
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{
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float minDist = 1024.0f;
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float minDist = 999999.0f;
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int count = 0;
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for (int i = 0; i < g_numWaypoints; i++)
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@ -178,7 +178,7 @@ TacticChoosen:
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if (!(path->flags & FLAG_GOAL))
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continue;
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float distance = (path->origin - pev->origin).GetLength ();
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float distance = (path->origin - pev->origin).GetLengthSquared ();
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if (distance < minDist)
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{
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@ -3157,10 +3157,6 @@ void Bot::UpdateLookAngles (void)
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const float delta = GetWorldTime () - m_lookUpdateTime;
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m_lookUpdateTime = GetWorldTime ();
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// in intermission, do not try to look at something, but update the timer above
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if (g_timeRoundStart < GetWorldTime () || !m_buyingFinished)
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return;
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// adjust all body and view angles to face an absolute vector
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Vector direction = (m_lookAt - EyePosition ()).ToAngles ();
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direction.x *= -1.0f; // invert for engine
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@ -3287,12 +3283,7 @@ void Bot::UpdateLookAnglesLowSkill (const Vector &direction, const float delta)
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}
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// also take in account the remaining deviation (slow down the aiming in the last 10°)
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if (m_difficulty < 3 && (m_angularDeviation.GetLength () < 10.0))
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stiffnessMultiplier *= m_angularDeviation.GetLength () * 0.1;
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// slow down even more if we are not moving
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if (m_difficulty < 3 && pev->velocity.GetLength () < 1.0 && GetTaskId () != TASK_CAMP && GetTaskId () != TASK_ATTACK)
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stiffnessMultiplier *= 0.5;
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stiffnessMultiplier *= m_angularDeviation.GetLength () * 0.1 * 0.5;
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// but don't allow getting below a certain value
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if (stiffnessMultiplier < 0.35)
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@ -3305,8 +3296,8 @@ void Bot::UpdateLookAnglesLowSkill (const Vector &direction, const float delta)
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m_angularDeviation.ClampAngles ();
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// spring/damper model aiming
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m_aimSpeed.x = (stiffness.x * m_angularDeviation.x) - (damperCoefficient.x * m_aimSpeed.x);
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m_aimSpeed.y = (stiffness.y * m_angularDeviation.y) - (damperCoefficient.y * m_aimSpeed.y);
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m_aimSpeed.x = stiffness.x * m_angularDeviation.x - damperCoefficient.x * m_aimSpeed.x;
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m_aimSpeed.y = stiffness.y * m_angularDeviation.y - damperCoefficient.y * m_aimSpeed.y;
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// influence of y movement on x axis and vice versa (less influence than x on y since it's
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// easier and more natural for the bot to "move its mouse" horizontally than vertically)
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@ -3314,11 +3305,7 @@ void Bot::UpdateLookAnglesLowSkill (const Vector &direction, const float delta)
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m_aimSpeed.y += m_aimSpeed.x * influence.x;
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// move the aim cursor
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if (m_difficulty == 4 && (m_aimFlags & AIM_ENEMY) && (m_wantsToFire || UsesSniper ()))
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pev->v_angle = direction;
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else
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pev->v_angle = pev->v_angle + delta * Vector (m_aimSpeed.x, m_aimSpeed.y, 0.0f);
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pev->v_angle = pev->v_angle + delta * Vector (m_aimSpeed.x, m_aimSpeed.y, 0.0f);
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pev->v_angle.ClampAngles ();
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}
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