fix: texts have been corrected. (#477)
task: normal: skip sniper node if no sniper weapon. task: normal: don't walk if there are no enemies left and they are using knives. task: attack: get proper function if bots lose close node after attack task. nav: unnecessary codes cleared. combat: attack movements reviewed. bot: enemy hearing is now better. (thanks for the @spodlesniy idea) desire: increased desire to seek cover by distance. (made for zombie plague mod) --------- Co-authored-by: jeefo <jeefo@rwsh.ru>
This commit is contained in:
parent
e753efd678
commit
ae9beff151
9 changed files with 92 additions and 84 deletions
|
|
@ -155,11 +155,6 @@ void Bot::updateAimDir () {
|
|||
|
||||
m_timeNextTracking = game.time () + rg.get (0.5f, 1.0f);
|
||||
m_trackingEdict = m_lastEnemy;
|
||||
|
||||
// feel free to fire if shootable
|
||||
if (!usesSniper () && lastEnemyShootable ()) {
|
||||
m_wantsToFire = true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
doFailPredict ();
|
||||
|
|
@ -195,9 +190,6 @@ void Bot::updateAimDir () {
|
|||
m_lookAt = m_destOrigin;
|
||||
}
|
||||
}
|
||||
else if (m_seeEnemyTime + 3.0f > game.time () && !m_lastEnemyOrigin.empty ()) {
|
||||
m_lookAt = m_lastEnemyOrigin;
|
||||
}
|
||||
else {
|
||||
m_lookAt = m_destOrigin;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue