keyboard = CS(this).movement / autocvar_sv_maxspeed;
float trigger = autocvar_bot_ai_keyboard_threshold;
- float trigger1 = -trigger;
// categorize forward movement
// at skill < 1.5 only forward
if (sk < 2.5)
keyboard.y = 0;
}
- else if (keyboard.x < trigger1 && sk > 1.5)
+ else if (keyboard.x < -trigger && sk > 1.5)
{
keyboard.x = -1;
if (sk < 4.5)
if (keyboard.y > trigger)
keyboard.y = 1;
- else if (keyboard.y < trigger1)
+ else if (keyboard.y < -trigger)
keyboard.y = -1;
else
keyboard.y = 0;
if (keyboard.z > trigger)
keyboard.z = 1;
- else if (keyboard.z < trigger1)
+ else if (keyboard.z < -trigger)
keyboard.z = -1;
else
keyboard.z = 0;
+ // make sure bots don't get stuck if havocbot_keyboardtime is very high
+ if (keyboard == '0 0 0')
+ this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
+
this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
if (this.havocbot_ducktime > time)
PHYS_INPUT_BUTTON_CROUCH(this) = true;
- }
- keyboard = this.havocbot_keyboard;
- float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
- //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
- CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
+ keyboard = this.havocbot_keyboard;
+ float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
+ //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
+ CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
+ }
}
void havocbot_bunnyhop(entity this, vector dir)
this.bot_stop_moving_timeout = time + 0.4 + random() * 0.2;
}
- offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
+ offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : flatdir * 32);
vector dst_ahead = this.origin + this.view_ofs + offset;
vector dst_down = dst_ahead - '0 0 3000';
traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
// Look downwards
traceline(dst_ahead , dst_down, true, NULL);
//te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
- //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
+ //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
if(trace_endpos.z < this.origin.z + this.mins.z)
{
s = pointcontents(trace_endpos + '0 0 1');