aim: do not look for danger places when no enemies left
combat: increase new enemy update timers combat: reduce penetrate level for last enemies detection nav: allow camp nodes to have desired reachability distance fix: mgr: addhs (high skilled) bot do nothing Co-Authored-By: Max <161382234+dyspose@users.noreply.github.com>
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4 changed files with 198 additions and 195 deletions
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@ -271,7 +271,7 @@ bool Bot::lookupEnemies () {
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m_states |= Sense::SuspectEnemy;
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// check if last enemy can be penetrated
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const auto penetratePower = conf.findWeaponById (m_currentWeapon).penetratePower * 4;
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const auto penetratePower = conf.findWeaponById (m_currentWeapon).penetratePower * 3;
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if (isPenetrableObstacle3 (m_lastEnemyOrigin, penetratePower)) {
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m_aimFlags |= AimFlags::LastEnemy;
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@ -360,7 +360,7 @@ bool Bot::lookupEnemies () {
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}
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const float distanceSq = player->v.origin.distanceSq (pev->origin);
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if (distanceSq * 0.7f < nearestDistanceSq) {
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if (distanceSq < nearestDistanceSq) {
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nearestDistanceSq = distanceSq;
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newEnemy = player;
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@ -371,7 +371,7 @@ bool Bot::lookupEnemies () {
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}
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}
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}
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m_enemyUpdateTime = game.time () + (usesKnife () ? 1.0f : 0.5f);
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m_enemyUpdateTime = game.time () + (usesKnife () ? 1.25f : 0.85f);
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if (game.isNullEntity (newEnemy) && !game.isNullEntity (shieldEnemy)) {
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newEnemy = shieldEnemy;
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