combat: some reverts from previous changes

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jeefo 2024-05-02 22:40:15 +03:00
commit ecd7c1daba
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@ -1345,7 +1345,7 @@ void Bot::attackMovement () {
const auto pistolStrafeDistance = game.is (GameFlags::CSDM) ? kSprayDistanceX2 * 3.0f : kSprayDistanceX2; const auto pistolStrafeDistance = game.is (GameFlags::CSDM) ? kSprayDistanceX2 * 3.0f : kSprayDistanceX2;
// fire hurts friend value here is from previous frame, but acceptable, and saves us alot of cpu cycles // fire hurts friend value here is from previous frame, but acceptable, and saves us alot of cpu cycles
if (approach >= 30 || m_fireHurtsFriend || ((usesPistol () || usesShotgun ()) if (approach < 30 || m_fireHurtsFriend || ((usesPistol () || usesShotgun ())
&& distance < pistolStrafeDistance && distance < pistolStrafeDistance
&& isInViewCone (m_enemyOrigin))) { && isInViewCone (m_enemyOrigin))) {
m_fightStyle = Fight::Strafe; m_fightStyle = Fight::Strafe;
@ -1367,7 +1367,7 @@ void Bot::attackMovement () {
}; };
auto strafeUpdateTime = [] () { auto strafeUpdateTime = [] () {
return game.time () + rg (0.3f, 1.0f); return game.time () + rg (0.3f, 0.8f);
}; };
// to start strafing, we have to first figure out if the target is on the left side or right side // to start strafing, we have to first figure out if the target is on the left side or right side