X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Faim.qc;h=bbb1c863422704ec2db8e3d1d09a15ce3c8dcd92;hb=17308b9ad60c2f773be0de39b811a9752e3037af;hp=a30f3993832877cbc5410248a6b9b3ac14bc1149;hpb=1c758278958da8f2baf1f39cd0f298d5bda097a2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/bot/aim.qc b/qcsrc/server/bot/aim.qc index a30f39938..bbb1c8634 100644 --- a/qcsrc/server/bot/aim.qc +++ b/qcsrc/server/bot/aim.qc @@ -1,9 +1,13 @@ #include "aim.qh" -#include "../_all.qh" #include "bot.qh" -#include "../mutators/mutators_include.qh" +#include +#include + +#include "../weapons/weaponsystem.qh" + +#include "../mutators/all.qh" // traces multiple trajectories to find one that will impact the target // 'end' vector is the place it aims for, @@ -18,7 +22,7 @@ float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, f 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; @@ -37,10 +41,10 @@ float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, f } if (!tracetossfaketarget) - tracetossfaketarget = spawn(); + tracetossfaketarget = new(tracetossfaketarget); tracetossfaketarget.solid = savesolid; tracetossfaketarget.movetype = targ.movetype; - setmodel(tracetossfaketarget, targ.model); // no low precision + _setmodel(tracetossfaketarget, targ.model); // no low precision tracetossfaketarget.model = targ.model; tracetossfaketarget.modelindex = targ.modelindex; setsize(tracetossfaketarget, targ.mins, targ.maxs); @@ -85,172 +89,172 @@ float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, f 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 = world; 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(world, 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) @@ -258,7 +262,7 @@ float bot_aimdir(vector v, float maxfiredeviation) 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) @@ -274,24 +278,24 @@ float bot_aimdir(vector v, float maxfiredeviation) 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); // 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; @@ -302,13 +306,13 @@ float bot_aimdir(vector v, float maxfiredeviation) // 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); + 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,world); //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) @@ -317,12 +321,12 @@ vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, flo 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)); @@ -330,60 +334,60 @@ float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float a 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!\n"); 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!\n"); 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; }