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	Improved aiming
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		| @@ -1394,7 +1394,7 @@ aim() | ||||
| 						if (conedot > 0.999 && lengthsquared(aimoffset) < 0.05) | ||||
| 							self thread bot_lookat(aimpos, 0.05); | ||||
| 						else | ||||
| 							self thread bot_lookat(aimpos, aimspeed); | ||||
| 							self thread bot_lookat(aimpos, aimspeed, target getVelocity()); | ||||
| 					} | ||||
| 					else | ||||
| 					{ | ||||
| @@ -2327,7 +2327,7 @@ botMoveTo(where) | ||||
| /* | ||||
| 	Bots will look at the pos | ||||
| */ | ||||
| bot_lookat(pos, time) | ||||
| bot_lookat(pos, time, vel) | ||||
| { | ||||
| 	self notify("bots_aim_overlap"); | ||||
| 	self endon("bots_aim_overlap"); | ||||
| @@ -2342,12 +2342,23 @@ bot_lookat(pos, time) | ||||
| 	if (!isDefined(pos)) | ||||
| 		return; | ||||
|  | ||||
| 	steps = time / 0.05; | ||||
| 	if (!isDefined(steps) || steps <= 0) | ||||
| 	if (!isDefined(time)) | ||||
| 		time = 0.05; | ||||
|  | ||||
| 	if (!isDefined(vel)) | ||||
| 		vel = (0, 0, 0); | ||||
|  | ||||
| 	steps = int(time * 20); | ||||
| 	if (steps < 1) | ||||
| 		steps = 1; | ||||
|  | ||||
| 	myEye = self GetEye(); // get our eye pos | ||||
| 	myEye += (self getVelocity() * 0.05) * (steps - 1); // account for our velocity | ||||
|  | ||||
| 	pos += (vel * 0.05) * (steps - 1); // add the velocity vector | ||||
|  | ||||
| 	myAngle=self getPlayerAngles(); | ||||
| 	angles = VectorToAngles( (pos - self GetEye()) - anglesToForward(myAngle) ); | ||||
| 	angles = VectorToAngles( (pos - myEye) - anglesToForward(myAngle) ); | ||||
| 	 | ||||
| 	X=(angles[0]-myAngle[0]); | ||||
| 	while(X > 170.0) | ||||
| @@ -2361,7 +2372,6 @@ bot_lookat(pos, time) | ||||
| 		Y=Y-360.0; | ||||
| 	while(Y < -180.0) | ||||
| 		Y=Y+360.0; | ||||
| 		 | ||||
| 	Y=Y/steps; | ||||
| 	 | ||||
| 	for(i=0;i<steps;i++) | ||||
|   | ||||
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