#include "aim.qh"
+#include "cvars.qh"
+
+#include "bot.qh"
+
+#include <common/physics/player.qh>
+#include <common/state.qh>
+
+#include "../../weapons/weaponsystem.qh"
+
+#include "../../mutators/_mod.qh"
+
// traces multiple trajectories to find one that will impact the target
// 'end' vector is the place it aims for,
// returns true only if it hit targ (don't target non-solid entities)
if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
return false; // could never hit it
if (!tracetossent)
- tracetossent = spawn();
+ tracetossent = new(tracetossent);
tracetossent.owner = ignore;
setsize(tracetossent, m1, m2);
savesolid = targ.solid;
}
if (!tracetossfaketarget)
- tracetossfaketarget = spawn();
+ tracetossfaketarget = new(tracetossfaketarget);
tracetossfaketarget.solid = savesolid;
- tracetossfaketarget.movetype = targ.movetype;
+ set_movetype(tracetossfaketarget, targ.move_movetype);
_setmodel(tracetossfaketarget, targ.model); // no low precision
tracetossfaketarget.model = targ.model;
tracetossfaketarget.modelindex = targ.modelindex;
// make it disappear
tracetossfaketarget.solid = SOLID_NOT;
- tracetossfaketarget.movetype = MOVETYPE_NONE;
+ set_movetype(tracetossfaketarget, MOVETYPE_NONE);
tracetossfaketarget.model = "";
tracetossfaketarget.modelindex = 0;
// relink to remove it from physics considerations
// make it disappear
tracetossfaketarget.solid = SOLID_NOT;
- tracetossfaketarget.movetype = MOVETYPE_NONE;
+ set_movetype(tracetossfaketarget, MOVETYPE_NONE);
tracetossfaketarget.model = "";
tracetossfaketarget.modelindex = 0;
// relink to remove it from physics considerations
return false;
}
-void lag_update()
-{SELFPARAM();
- if (self.lag1_time) if (time > self.lag1_time) {self.lag_func(self.lag1_time, self.lag1_float1, self.lag1_float2, self.lag1_entity1, self.lag1_vec1, self.lag1_vec2, self.lag1_vec3, self.lag1_vec4);self.lag1_time = 0;}
- if (self.lag2_time) if (time > self.lag2_time) {self.lag_func(self.lag2_time, self.lag2_float1, self.lag2_float2, self.lag2_entity1, self.lag2_vec1, self.lag2_vec2, self.lag2_vec3, self.lag2_vec4);self.lag2_time = 0;}
- if (self.lag3_time) if (time > self.lag3_time) {self.lag_func(self.lag3_time, self.lag3_float1, self.lag3_float2, self.lag3_entity1, self.lag3_vec1, self.lag3_vec2, self.lag3_vec3, self.lag3_vec4);self.lag3_time = 0;}
- if (self.lag4_time) if (time > self.lag4_time) {self.lag_func(self.lag4_time, self.lag4_float1, self.lag4_float2, self.lag4_entity1, self.lag4_vec1, self.lag4_vec2, self.lag4_vec3, self.lag4_vec4);self.lag4_time = 0;}
- if (self.lag5_time) if (time > self.lag5_time) {self.lag_func(self.lag5_time, self.lag5_float1, self.lag5_float2, self.lag5_entity1, self.lag5_vec1, self.lag5_vec2, self.lag5_vec3, self.lag5_vec4);self.lag5_time = 0;}
+void lag_update(entity this)
+{
+ if (this.lag1_time) if (time > this.lag1_time) {this.lag_func(this, this.lag1_time, this.lag1_float1, this.lag1_float2, this.lag1_entity1, this.lag1_vec1, this.lag1_vec2, this.lag1_vec3, this.lag1_vec4);this.lag1_time = 0;}
+ if (this.lag2_time) if (time > this.lag2_time) {this.lag_func(this, this.lag2_time, this.lag2_float1, this.lag2_float2, this.lag2_entity1, this.lag2_vec1, this.lag2_vec2, this.lag2_vec3, this.lag2_vec4);this.lag2_time = 0;}
+ if (this.lag3_time) if (time > this.lag3_time) {this.lag_func(this, this.lag3_time, this.lag3_float1, this.lag3_float2, this.lag3_entity1, this.lag3_vec1, this.lag3_vec2, this.lag3_vec3, this.lag3_vec4);this.lag3_time = 0;}
+ if (this.lag4_time) if (time > this.lag4_time) {this.lag_func(this, this.lag4_time, this.lag4_float1, this.lag4_float2, this.lag4_entity1, this.lag4_vec1, this.lag4_vec2, this.lag4_vec3, this.lag4_vec4);this.lag4_time = 0;}
+ if (this.lag5_time) if (time > this.lag5_time) {this.lag_func(this, this.lag5_time, this.lag5_float1, this.lag5_float2, this.lag5_entity1, this.lag5_vec1, this.lag5_vec2, this.lag5_vec3, this.lag5_vec4);this.lag5_time = 0;}
}
-float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{SELFPARAM();
- if (self.lag1_time == 0) {self.lag1_time = t;self.lag1_float1 = f1;self.lag1_float2 = f2;self.lag1_entity1 = e1;self.lag1_vec1 = v1;self.lag1_vec2 = v2;self.lag1_vec3 = v3;self.lag1_vec4 = v4;return true;}
- if (self.lag2_time == 0) {self.lag2_time = t;self.lag2_float1 = f1;self.lag2_float2 = f2;self.lag2_entity1 = e1;self.lag2_vec1 = v1;self.lag2_vec2 = v2;self.lag2_vec3 = v3;self.lag2_vec4 = v4;return true;}
- if (self.lag3_time == 0) {self.lag3_time = t;self.lag3_float1 = f1;self.lag3_float2 = f2;self.lag3_entity1 = e1;self.lag3_vec1 = v1;self.lag3_vec2 = v2;self.lag3_vec3 = v3;self.lag3_vec4 = v4;return true;}
- if (self.lag4_time == 0) {self.lag4_time = t;self.lag4_float1 = f1;self.lag4_float2 = f2;self.lag4_entity1 = e1;self.lag4_vec1 = v1;self.lag4_vec2 = v2;self.lag4_vec3 = v3;self.lag4_vec4 = v4;return true;}
- if (self.lag5_time == 0) {self.lag5_time = t;self.lag5_float1 = f1;self.lag5_float2 = f2;self.lag5_entity1 = e1;self.lag5_vec1 = v1;self.lag5_vec2 = v2;self.lag5_vec3 = v3;self.lag5_vec4 = v4;return true;}
+float lag_additem(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
+{
+ if (this.lag1_time == 0) {this.lag1_time = t;this.lag1_float1 = f1;this.lag1_float2 = f2;this.lag1_entity1 = e1;this.lag1_vec1 = v1;this.lag1_vec2 = v2;this.lag1_vec3 = v3;this.lag1_vec4 = v4;return true;}
+ if (this.lag2_time == 0) {this.lag2_time = t;this.lag2_float1 = f1;this.lag2_float2 = f2;this.lag2_entity1 = e1;this.lag2_vec1 = v1;this.lag2_vec2 = v2;this.lag2_vec3 = v3;this.lag2_vec4 = v4;return true;}
+ if (this.lag3_time == 0) {this.lag3_time = t;this.lag3_float1 = f1;this.lag3_float2 = f2;this.lag3_entity1 = e1;this.lag3_vec1 = v1;this.lag3_vec2 = v2;this.lag3_vec3 = v3;this.lag3_vec4 = v4;return true;}
+ if (this.lag4_time == 0) {this.lag4_time = t;this.lag4_float1 = f1;this.lag4_float2 = f2;this.lag4_entity1 = e1;this.lag4_vec1 = v1;this.lag4_vec2 = v2;this.lag4_vec3 = v3;this.lag4_vec4 = v4;return true;}
+ if (this.lag5_time == 0) {this.lag5_time = t;this.lag5_float1 = f1;this.lag5_float2 = f2;this.lag5_entity1 = e1;this.lag5_vec1 = v1;this.lag5_vec2 = v2;this.lag5_vec3 = v3;this.lag5_vec4 = v4;return true;}
// no room for it (what is the best thing to do here??)
return false;
}
-float bot_shouldattack(entity e)
-{SELFPARAM();
- if (e.team == self.team)
+bool bot_shouldattack(entity this, entity targ)
+{
+ if (targ.team == this.team)
{
- if (e == self)
+ if (targ == this)
return false;
if (teamplay)
- if (e.team != 0)
+ if (targ.team != 0)
return false;
}
- if(e.frozen)
+ if(STAT(FROZEN, targ))
return false;
if(teamplay)
{
- if(e.team==0)
+ if(targ.team==0)
return false;
}
else if(bot_ignore_bots)
- if(IS_BOT_CLIENT(e))
+ if(IS_BOT_CLIENT(targ))
return false;
- if (!e.takedamage)
+ if (!targ.takedamage)
return false;
- if (e.deadflag)
+ if (IS_DEAD(targ))
return false;
- if (e.BUTTON_CHAT)
+ if (PHYS_INPUT_BUTTON_CHAT(targ))
return false;
- if(e.flags & FL_NOTARGET)
+ if(targ.flags & FL_NOTARGET)
return false;
- if(MUTATOR_CALLHOOK(BotShouldAttack, e))
+ if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
return false;
return true;
}
-void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
-{SELFPARAM();
- if(self.flags & FL_INWATER)
+void bot_lagfunc(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
+{
+ if(this.flags & FL_INWATER)
{
- self.bot_aimtarg = world;
+ this.bot_aimtarg = NULL;
return;
}
- self.bot_aimtarg = e1;
- self.bot_aimlatency = self.ping; // FIXME? Shouldn't this be in the lag item?
- self.bot_aimselforigin = v1;
- self.bot_aimselfvelocity = v2;
- self.bot_aimtargorigin = v3;
- self.bot_aimtargvelocity = v4;
+ this.bot_aimtarg = e1;
+ this.bot_aimlatency = this.ping; // FIXME? Shouldn't this be in the lag item?
+ //this.bot_aimorigin = v1;
+ //this.bot_aimvelocity = v2;
+ this.bot_aimtargorigin = v3;
+ this.bot_aimtargvelocity = v4;
if(skill <= 0)
- self.bot_canfire = (random() < 0.8);
+ this.bot_canfire = (random() < 0.8);
else if(skill <= 1)
- self.bot_canfire = (random() < 0.9);
+ this.bot_canfire = (random() < 0.9);
else if(skill <= 2)
- self.bot_canfire = (random() < 0.95);
+ this.bot_canfire = (random() < 0.95);
else
- self.bot_canfire = 1;
+ this.bot_canfire = 1;
}
-float bot_aimdir(vector v, float maxfiredeviation)
-{SELFPARAM();
+float bot_aimdir(entity this, vector v, float maxfiredeviation)
+{
float dist, delta_t, blend;
vector desiredang, diffang;
- //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
+ //dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
// make sure v_angle is sane first
- self.v_angle_y = self.v_angle.y - floor(self.v_angle.y / 360) * 360;
- self.v_angle_z = 0;
+ this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
+ this.v_angle_z = 0;
// get the desired angles to aim at
//dprint(" at:", vtos(v));
v = normalize(v);
- //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
- if (time >= self.bot_badaimtime)
+ //te_lightning2(NULL, this.origin + this.view_ofs, this.origin + this.view_ofs + v * 200);
+ if (time >= this.bot_badaimtime)
{
- self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
- self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
+ this.bot_badaimtime = max(this.bot_badaimtime + 0.3, time);
+ this.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+this.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
}
- desiredang = vectoangles(v) + self.bot_badaimoffset;
+ desiredang = vectoangles(v) + this.bot_badaimoffset;
//dprint(" desired:", vtos(desiredang));
if (desiredang.x >= 180)
desiredang.x = desiredang.x - 360;
desiredang.x = bound(-90, 0 - desiredang.x, 90);
- desiredang.z = self.v_angle.z;
+ desiredang.z = this.v_angle.z;
//dprint(" / ", vtos(desiredang));
//// pain throws off aim
- //if (self.bot_painintensity)
+ //if (this.bot_painintensity)
//{
// // shake from pain
- // desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
+ // desiredang = desiredang + randomvec() * this.bot_painintensity * 0.2;
//}
// calculate turn angles
- diffang = (desiredang - self.bot_olddesiredang);
+ diffang = (desiredang - this.bot_olddesiredang);
// wrap yaw turn
diffang.y = diffang.y - floor(diffang.y / 360) * 360;
if (diffang.y >= 180)
diffang.y = diffang.y - 360;
- self.bot_olddesiredang = desiredang;
+ this.bot_olddesiredang = desiredang;
//dprint(" diff:", vtos(diffang));
- delta_t = time-self.bot_prevaimtime;
- self.bot_prevaimtime = time;
+ delta_t = time-this.bot_prevaimtime;
+ this.bot_prevaimtime = time;
// Here we will try to anticipate the comming aiming direction
- self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
- + (diffang * (1 / delta_t) - self.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
- self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
- + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
- self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
- + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
- self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
- + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
- self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
- + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
+ this.bot_1st_order_aimfilter= this.bot_1st_order_aimfilter
+ + (diffang * (1 / delta_t) - this.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
+ this.bot_2nd_order_aimfilter= this.bot_2nd_order_aimfilter
+ + (this.bot_1st_order_aimfilter - this.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
+ this.bot_3th_order_aimfilter= this.bot_3th_order_aimfilter
+ + (this.bot_2nd_order_aimfilter - this.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
+ this.bot_4th_order_aimfilter= this.bot_4th_order_aimfilter
+ + (this.bot_3th_order_aimfilter - this.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
+ this.bot_5th_order_aimfilter= this.bot_5th_order_aimfilter
+ + (this.bot_4th_order_aimfilter - this.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
//blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
- blend = bound(0,skill+self.bot_aimskill,10)*0.1;
+ blend = bound(0,skill+this.bot_aimskill,10)*0.1;
desiredang = desiredang + blend *
(
- self.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
- + self.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
- + self.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
- + self.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
- + self.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
+ this.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
+ + this.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
+ + this.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
+ + this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
+ + this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
);
// calculate turn angles
- diffang = desiredang - self.bot_mouseaim;
+ diffang = desiredang - this.bot_mouseaim;
// wrap yaw turn
diffang.y = diffang.y - floor(diffang.y / 360) * 360;
if (diffang.y >= 180)
diffang.y = diffang.y - 360;
//dprint(" diff:", vtos(diffang));
- if (time >= self.bot_aimthinktime)
+ if (time >= this.bot_aimthinktime)
{
- self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
- self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+self.bot_thinkskill),10));
+ this.bot_aimthinktime = max(this.bot_aimthinktime + 0.5 - 0.05*(skill+this.bot_thinkskill), time);
+ this.bot_mouseaim = this.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-(skill+this.bot_thinkskill),10));
}
- //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
+ //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
- diffang = self.bot_mouseaim - desiredang;
+ diffang = this.bot_mouseaim - desiredang;
// wrap yaw turn
diffang.y = diffang.y - floor(diffang.y / 360) * 360;
if (diffang.y >= 180)
desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
// calculate turn angles
- diffang = desiredang - self.v_angle;
+ diffang = desiredang - this.v_angle;
// wrap yaw turn
diffang.y = diffang.y - floor(diffang.y / 360) * 360;
if (diffang.y >= 180)
fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
blendrate = autocvar_bot_ai_aimskill_blendrate;
r = max(fixedrate, blendrate);
- //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
- self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
- self.v_angle = self.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
- //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
- //self.v_angle = self.v_angle + diffang * (1/ blendrate);
- self.v_angle_z = 0;
- self.v_angle_y = self.v_angle.y - floor(self.v_angle.y / 360) * 360;
- //dprint(" turn:", vtos(self.v_angle));
-
- makevectors(self.v_angle);
- shotorg = self.origin + self.view_ofs;
+ //this.v_angle = this.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
+ this.v_angle = this.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+this.bot_mouseskill,3)*0.005-random()), 1);
+ this.v_angle = this.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
+ //this.v_angle = this.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
+ //this.v_angle = this.v_angle + diffang * (1/ blendrate);
+ this.v_angle_z = 0;
+ this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
+ //dprint(" turn:", vtos(this.v_angle));
+
+ makevectors(this.v_angle);
+ shotorg = this.origin + this.view_ofs;
shotdir = v_forward;
//dprint(" dir:", vtos(v_forward));
- //te_lightning2(world, shotorg, shotorg + shotdir * 100);
+ //te_lightning2(NULL, shotorg, shotorg + shotdir * 100);
// calculate turn angles again
- //diffang = desiredang - self.v_angle;
+ //diffang = desiredang - this.v_angle;
//diffang_y = diffang_y - floor(diffang_y / 360) * 360;
//if (diffang_y >= 180)
// diffang_y = diffang_y - 360;
// note the maxfiredeviation is in degrees so this has to convert to radians first
//if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
- if (vlen(trace_endpos-shotorg) < 500+500*bound(0, skill+self.bot_aggresskill, 10) || random()*random()>bound(0,(skill+self.bot_aggresskill)*0.05,1))
- self.bot_firetimer = time + bound(0.1, 0.5-(skill+self.bot_aggresskill)*0.05, 0.5);
- //traceline(shotorg,shotorg+shotdir*1000,false,world);
+ if(vdist(trace_endpos-shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10)) || random()*random()>bound(0,(skill+this.bot_aggresskill)*0.05,1))
+ this.bot_firetimer = time + bound(0.1, 0.5-(skill+this.bot_aggresskill)*0.05, 0.5);
+ //traceline(shotorg,shotorg+shotdir*1000,false,NULL);
//dprint(ftos(maxfiredeviation),"\n");
//dprint(" diff:", vtos(diffang), "\n");
- return self.bot_canfire && (time < self.bot_firetimer);
+ return this.bot_canfire && (time < this.bot_firetimer);
}
vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
}
-float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
-{SELFPARAM();
+bool bot_aim(entity this, float shotspeed, float shotspeedupward, float maxshottime, bool applygravity)
+{
float f, r, hf, distanceratio;
vector v;
/*
- eprint(self);
+ eprint(this);
dprint("bot_aim(", ftos(shotspeed));
dprint(", ", ftos(shotspeedupward));
dprint(", ", ftos(maxshottime));
dprint(");\n");
*/
- hf = self.dphitcontentsmask;
- self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ hf = this.dphitcontentsmask;
+ this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- shotspeed *= W_WeaponSpeedFactor();
- shotspeedupward *= W_WeaponSpeedFactor();
+ shotspeed *= W_WeaponSpeedFactor(this);
+ shotspeedupward *= W_WeaponSpeedFactor(this);
if (!shotspeed)
{
- LOG_TRACE("bot_aim: WARNING: weapon ", WEP_NAME(self.weapon), " shotspeed is zero!\n");
+ LOG_TRACE("bot_aim: WARNING: weapon ", PS(this).m_weapon.m_name, " shotspeed is zero!");
shotspeed = 1000000;
}
if (!maxshottime)
{
- LOG_TRACE("bot_aim: WARNING: weapon ", WEP_NAME(self.weapon), " maxshottime is zero!\n");
+ LOG_TRACE("bot_aim: WARNING: weapon ", PS(this).m_weapon.m_name, " maxshottime is zero!");
maxshottime = 1;
}
- makevectors(self.v_angle);
- shotorg = self.origin + self.view_ofs;
+ makevectors(this.v_angle);
+ shotorg = this.origin + this.view_ofs;
shotdir = v_forward;
- v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
+ v = bot_shotlead(this.bot_aimtargorigin, this.bot_aimtargvelocity, shotspeed, this.bot_aimlatency);
distanceratio = sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
distanceratio = bound(0,distanceratio,1);
r = (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
* (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
- if (applygravity && self.bot_aimtarg)
+ if (applygravity && this.bot_aimtarg)
{
- if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
+ if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', this.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, this))
{
- self.dphitcontentsmask = hf;
+ this.dphitcontentsmask = hf;
return false;
}
- f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
+ f = bot_aimdir(this, findtrajectory_velocity - shotspeedupward * '0 0 1', r);
}
else
{
- f = bot_aimdir(v - shotorg, r);
- //dprint("AIM: ");dprint(vtos(self.bot_aimtargorigin));dprint(" + ");dprint(vtos(self.bot_aimtargvelocity));dprint(" * ");dprint(ftos(self.bot_aimlatency + vlen(self.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
- //traceline(shotorg, shotorg + shotdir * 10000, false, self);
+ f = bot_aimdir(this, v - shotorg, r);
+ //dprint("AIM: ");dprint(vtos(this.bot_aimtargorigin));dprint(" + ");dprint(vtos(this.bot_aimtargvelocity));dprint(" * ");dprint(ftos(this.bot_aimlatency + vlen(this.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
+ //traceline(shotorg, shotorg + shotdir * 10000, false, this);
//if (trace_ent.takedamage)
//if (trace_fraction < 1)
- //if (!bot_shouldattack(trace_ent))
+ //if (!bot_shouldattack(this, trace_ent))
// return false;
- traceline(shotorg, self.bot_aimtargorigin, false, self);
+ traceline(shotorg, this.bot_aimtargorigin, false, this);
if (trace_fraction < 1)
- if (trace_ent != self.enemy)
- if (!bot_shouldattack(trace_ent))
+ if (trace_ent != this.enemy)
+ if (!bot_shouldattack(this, trace_ent))
{
- self.dphitcontentsmask = hf;
+ this.dphitcontentsmask = hf;
return false;
}
}
//if (r > maxshottime * shotspeed)
// return false;
- self.dphitcontentsmask = hf;
+ this.dphitcontentsmask = hf;
return true;
}