nav: reduce a little nav reach time timer
nav: switch back to main weapon only if on the floor
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6aabe20e95
commit
cb115b1881
2 changed files with 4 additions and 4 deletions
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@ -1599,7 +1599,7 @@ void Bot::overrideConditions () {
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}
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// special handling for reloading
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if (getCurrentTaskId () == Task::Normal && m_reloadState != Reload::None && m_isReloading && !isDucking () && !isInNarrowPlace ()) {
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if (!bots.isRoundOver () && getCurrentTaskId () == Task::Normal && m_reloadState != Reload::None && m_isReloading && !isDucking () && !isInNarrowPlace ()) {
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if (m_seeEnemyTime + 2.5f < game.time () && (m_states & (Sense::SuspectEnemy | Sense::HearingEnemy))) {
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m_moveSpeed = m_fearLevel > m_agressionLevel ? 0.0f : getShiftSpeed ();
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m_navTimeset = game.time ();
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@ -844,7 +844,7 @@ bool Bot::updateNavigation () {
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m_desiredVelocity = nullptr;
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}
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}
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else if (!isKnifeMode () && m_switchedToKnifeDuringJump) {
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else if (!isKnifeMode () && m_switchedToKnifeDuringJump && isOnFloor ()) {
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selectBestWeapon ();
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// if jump distance was big enough, cooldown a little
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@ -1906,7 +1906,7 @@ bool Bot::findNextBestNode () {
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}
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float Bot::getEstimatedNodeReachTime () {
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float estimatedTime = 6.0f;
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float estimatedTime = 4.2f;
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// if just fired at enemy, increase reachability
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if (m_shootTime + 0.15f < game.time ()) {
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@ -1926,7 +1926,7 @@ float Bot::getEstimatedNodeReachTime () {
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if (longTermReachability) {
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estimatedTime *= 2.0f;
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}
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estimatedTime = cr::clamp (estimatedTime, 3.0f, longTermReachability ? 8.0f : 6.0f);
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estimatedTime = cr::clamp (estimatedTime, 3.0f, longTermReachability ? 8.0f : 4.2f);
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}
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return estimatedTime + m_frameInterval;
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}
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