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https://github.com/ineedbots/iw2_bot_warfare.git
synced 2025-04-22 07:25:42 +00:00
toggle aimprediction when aimming at player
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@ -1109,7 +1109,7 @@ aim_loop()
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if ( !nadeAimOffset && conedot > 0.999 && lengthsquared( aimoffset ) < 0.05 )
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self thread bot_lookat( aimpos, 0.05 );
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else
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self thread bot_lookat( aimpos, aimspeed, target getVelocity() );
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self thread bot_lookat( aimpos, aimspeed, target getVelocity(), true );
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}
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else
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{
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@ -2040,7 +2040,7 @@ botMoveTo( where )
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/*
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Bots will look at the pos
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*/
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bot_lookat( pos, time, vel )
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bot_lookat( pos, time, vel, doAimPredict )
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{
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self notify( "bots_aim_overlap" );
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self endon( "bots_aim_overlap" );
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@ -2055,6 +2055,9 @@ bot_lookat( pos, time, vel )
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if ( !isDefined( pos ) )
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return;
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if ( !isDefined( doAimPredict ) )
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doAimPredict = false;
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if ( !isDefined( time ) )
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time = 0.05;
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@ -2067,9 +2070,13 @@ bot_lookat( pos, time, vel )
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steps = 1;
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myEye = self GetEyePos(); // get our eye pos
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myEye += vector_scale( vector_scale( self getVelocity(), 0.05 ), steps - 1 ); // account for our velocity
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pos += vector_scale( vector_scale( vel, 0.05 ), steps - 1 ); // add the velocity vector
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if ( doAimPredict )
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{
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myEye += vector_scale( vector_scale( self getVelocity(), 0.05 ), steps - 1 ); // account for our velocity
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pos += vector_scale( vector_scale( vel, 0.05 ), steps - 1 ); // add the velocity vector
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}
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myAngle = self getPlayerAngles();
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angles = VectorToAngles( ( pos - myEye ) - anglesToForward( myAngle ) );
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