this.bot_canfire = 1;
}
+void bot_aim_reset(entity this)
+{
+ this.bot_aimdir_executed = true;
+ this.bot_badaimtime = 0;
+ this.bot_aimthinktime = time;
+ this.bot_prevaimtime = time;
+ this.bot_mouseaim = this.v_angle;
+ this.bot_olddesiredang = this.v_angle;
+ this.bot_1st_order_aimfilter = '0 0 0';
+ this.bot_2nd_order_aimfilter = '0 0 0';
+ this.bot_3th_order_aimfilter = '0 0 0';
+ this.bot_4th_order_aimfilter = '0 0 0';
+ this.bot_5th_order_aimfilter = '0 0 0';
+ this.bot_firetimer = 0;
+}
+
void bot_aimdir(entity this, vector v, float maxfiredeviation)
{
float dist, delta_t, blend;
{
float r, hf, distanceratio;
vector v;
- /*
- eprint(this);
- dprint("bot_aim(", ftos(shotspeed));
- dprint(", ", ftos(shotspeedupward));
- dprint(", ", ftos(maxshottime));
- dprint(", ", ftos(applygravity));
- dprint(");\n");
- */
-
hf = this.dphitcontentsmask;
this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- shotspeed *= W_WeaponSpeedFactor(this);
- shotspeedupward *= W_WeaponSpeedFactor(this);
+ float speed_factor = W_WeaponSpeedFactor(this);
+ shotspeed *= speed_factor;
+ shotspeedupward *= speed_factor;
if (!shotspeed)
{
LOG_TRACE("bot_aim: WARNING: weapon ", this.(weaponentity).m_weapon.m_name, " shotspeed is zero!");