Minimum delay to fire is not needed, and normalizing the navigation route does not...
authorMario <mario.mario@y7mail.com>
Thu, 8 May 2014 19:38:01 +0000 (05:38 +1000)
committerMario <mario.mario@y7mail.com>
Thu, 8 May 2014 19:38:01 +0000 (05:38 +1000)
qcsrc/server/bot/havocbot/havocbot.qc
qcsrc/server/g_damage.qc

index f9f6835..2e57eec 100644 (file)
@@ -721,7 +721,7 @@ void havocbot_movetogoal()
                        // avoiding dangers and obstacles
                        vector dst_ahead, dst_down;
                        makevectors(self.v_angle_y * '0 1 0');
-                       dst_ahead = normalize(self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3));
+                       dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
                        dst_down = dst_ahead - '0 0 1500';
 
                        // Look ahead
index 29b19e6..42dee6a 100644 (file)
@@ -1092,7 +1092,7 @@ float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
                mintime = e.fire_endtime - time;
                maxtime = max(mintime, t);
 
-               mindps = max(0.1, e.fire_damagepersec);
+               mindps = e.fire_damagepersec;
                maxdps = max(mindps, dps);
 
                if(maxtime > mintime || maxdps > mindps)