+entity ka_ball;
// 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)
float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
{
local float c, savesolid, shottime;
- local vector dir, end, v;
+ local vector dir, end, v, o;
if (shotspeed < 1)
return FALSE; // could cause division by zero if calculated
if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
setsize(tracetossent, m1, m2);
savesolid = targ.solid;
targ.solid = SOLID_NOT;
- shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
- v = targ.velocity * shottime + targ.origin;
- tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
+ o = (targ.absmin + targ.absmax) * 0.5;
+ shottime = ((vlen(o - org) / shotspeed) + shotdelay);
+ v = targ.velocity * shottime + o;
+ tracebox(o, targ.mins, targ.maxs, v, FALSE, targ);
v = trace_endpos;
end = v + (targ.mins + targ.maxs) * 0.5;
if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
if(e.freezetag_frozen)
return FALSE;
+ // If neither player has ball then don't attack unless the ball is on the
+ // ground.
+ if (g_keepaway)
+ if (!e.ballcarried && !self.ballcarried && ka_ball.owner)
+ return FALSE;
+
if(teamplay)
{
if(e.team==0)
float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
{
- local float f, r;
+ local float f, r, hf, distanceratio;
local vector v;
/*
eprint(self);
dprint(", ", ftos(applygravity));
dprint(");\n");
*/
+
+ hf = self.dphitcontentsmask;
+ self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
shotspeed *= g_weaponspeedfactor;
shotspeedupward *= g_weaponspeedfactor;
if (!shotspeed)
shotorg = self.origin + self.view_ofs;
shotdir = v_forward;
v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
- local float distanceratio;
- distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
+ 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 (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
+ {
+ self.dphitcontentsmask = hf;
return FALSE;
+ }
+
f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
}
else
if (trace_fraction < 1)
if (trace_ent != self.enemy)
if (!bot_shouldattack(trace_ent))
+ {
+ self.dphitcontentsmask = hf;
return FALSE;
+ }
}
//if (r > maxshottime * shotspeed)
// return FALSE;
+ self.dphitcontentsmask = hf;
return TRUE;
};