#include "../../weapons/weaponsystem.qh"
-#include "../../mutators/_mod.qh"
+#include <server/mutators/_mod.qh>
// traces multiple trajectories to find one that will impact the target
// 'end' vector is the place it aims for,
return false;
if(targ.flags & FL_NOTARGET)
return false;
+ if(targ.alpha <= 0.1 && targ.alpha != 0)
+ return false; // invisible via alpha
if(MUTATOR_CALLHOOK(BotShouldAttack, this, targ))
return false;
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)
- {
- this.bot_aimtarg = NULL;
- return;
- }
this.bot_aimtarg = e1;
this.bot_aimlatency = CS(this).ping; // FIXME? Shouldn't this be in the lag item?
//this.bot_aimorigin = v1;
float dist, delta_t, blend;
vector desiredang, diffang;
+ this.bot_aimdir_executed = true;
+
//dprint("aim ", this.netname, ": old:", vtos(this.v_angle));
// make sure v_angle is sane first
this.v_angle_y = this.v_angle.y - floor(this.v_angle.y / 360) * 360;
+ this.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
+ this.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
);
+ desiredang.x = bound(-90, desiredang.x, 90);
// calculate turn angles
diffang = desiredang - this.bot_mouseaim;