X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Faim.qc;h=e7a2e6a7bef1d1ee2c3b4ea80be3fb13516bcb1e;hp=fde4c0154a6199ebf4174ca23611c21cb7a2e650;hb=5de12ffb837da41082e80015a3dca1f46c68eed4;hpb=c3f4bfe02b1f024b183210717a4da3f84ddc0079 diff --git a/qcsrc/server/bot/default/aim.qc b/qcsrc/server/bot/default/aim.qc index fde4c0154a..e7a2e6a7be 100644 --- a/qcsrc/server/bot/default/aim.qc +++ b/qcsrc/server/bot/default/aim.qc @@ -11,7 +11,7 @@ #include "../../weapons/weaponsystem.qh" -#include "../../mutators/_mod.qh" +#include // traces multiple trajectories to find one that will impact the target // 'end' vector is the place it aims for, @@ -95,11 +95,11 @@ float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, f 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;} + if (this.lag1_time && 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 && 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 && 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 && 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 && 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(entity this, float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) @@ -143,6 +143,8 @@ bool bot_shouldattack(entity this, entity targ) 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; @@ -152,11 +154,6 @@ bool bot_shouldattack(entity this, entity targ) 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; @@ -178,6 +175,8 @@ void bot_aimdir(entity this, vector v, float maxfiredeviation) 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; @@ -243,6 +242,7 @@ void bot_aimdir(entity this, vector v, float maxfiredeviation) + 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;