First commit of the year in this repo.

Tweaked a little weapon recoil compensation code.
Some of the cosmetic code changes.
Rewrote chatter loading code, so it's works a bit faster now.
Optimized angle clamping in bot  vision code.
This commit is contained in:
jeefo 2017-01-03 02:11:16 +03:00
commit ac0a2e1a8f
10 changed files with 263 additions and 345 deletions

View file

@ -687,12 +687,12 @@ bool Bot::DoFirePause (float distance)
if ((m_aimFlags & AIM_ENEMY) && !m_enemyOrigin.IsZero ())
{
if (IsEnemyProtectedByShield (m_enemy) && GetShootingConeDeviation (GetEntity (), &m_enemyOrigin) > 0.92f)
if (GetShootingConeDeviation (GetEntity (), &m_enemyOrigin) > 0.92f && IsEnemyProtectedByShield (m_enemy))
return true;
}
float offset = 0.0f;
const float SprayDistance = 200.0f;
const float SprayDistance = 250.0f;
if (distance < SprayDistance)
return false;
@ -712,8 +712,11 @@ bool Bot::DoFirePause (float distance)
// check if we need to compensate recoil
if (tanf (A_sqrtf (fabsf (xPunch * xPunch) + fabsf (yPunch * yPunch))) * distance > offset + 30.0f + ((100 - (m_difficulty * 25)) / 100.f))
{
if (m_firePause < engine.Time () - interval)
m_firePause = engine.Time () + Random.Float (0.5f, 0.5f + 0.3f * ((100.0f - (m_difficulty * 25)) / 100.f));
if (m_firePause < engine.Time ())
m_firePause = Random.Float (0.5f, 0.5f + 0.3f * ((100.0f - (m_difficulty * 25)) / 100.f));
m_firePause -= interval;
m_firePause += engine.Time ();
return true;
}