hearing: randomize listen position for heard sounds
graph: restore cvar variables values to initial values when disabling graph editor cfg: update primary config with actual cvars vision: remove unnecessary angles clamp combat: allow to disable engine potential visibility checks combat: do not aim to head on long distances with AWP, shotguns or with high recoil bot: set the minimum think fps to 30.0
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11 changed files with 110 additions and 46 deletions
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@ -975,7 +975,7 @@ bool Bot::updateNavigation () {
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const auto prevNodeIndex = m_previousNodes[0];
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// do a precise movement when very near
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if (graph.exists (prevNodeIndex) && !(graph[prevNodeIndex].flags & NodeFlag::Ladder) && ladderDistance < 64.0f) {
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if (!isDucking () && graph.exists (prevNodeIndex) && !(graph[prevNodeIndex].flags & NodeFlag::Ladder) && ladderDistance < 64.0f) {
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m_moveSpeed = pev->maxspeed * 0.4f;
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// do not duck while not on ladder
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@ -1114,14 +1114,14 @@ bool Bot::updateNavigation () {
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}
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float desiredDistanceSq = cr::sqrf (4.0f);
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const float nodeDistanceSq = pev->origin.distanceSq (m_pathOrigin);
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const float nodeDistanceSq = pev->origin.distanceSq2d (m_pathOrigin);
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// initialize the radius for a special node type, where the node is considered to be reached
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if (m_pathFlags & NodeFlag::Lift) {
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desiredDistanceSq = cr::sqrf (50.0f);
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}
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else if (isDucking () || (m_pathFlags & NodeFlag::Goal)) {
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desiredDistanceSq = cr::sqrf (25.0f);
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desiredDistanceSq = cr::sqrf (12.0f);
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// on cs_ maps goals are usually hostages, so increase reachability distance for them, they (hostages) picked anyway
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if (game.mapIs (MapFlags::HostageRescue) && (m_pathFlags & NodeFlag::Goal)) {
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