// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
if ((autocvar_g_monster_mage_attack_spike_smart) && vdist(eorg - this.origin, >, autocvar_g_monster_mage_attack_spike_smart_mindist))
{
- // Is it a better idea (shorter distance) to trace to the target itthis?
+ // Is it a better idea (shorter distance) to trace to the target itself?
if ( vlen2(this.origin + olddir * this.wait) < vlen2(eorg - this.origin))
traceline(this.origin, this.origin + olddir * this.wait, false, this);
else
// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
{
- // Is it a better idea (shorter distance) to trace to the target itthis?
+ // Is it a better idea (shorter distance) to trace to the target itself?
if( vdist(this.origin + olddir * this.wait, <, dist))
traceline(this.origin, this.origin + olddir * this.wait, false, this);
else
continue;
}
- // TODO: rate waypoints near the targetted player at that moment, instead of the player itthis
+ // TODO: rate waypoints near the targeted player at that moment, instead of the player itself
// adding a player as a goal seems to be quite dangerous, especially on space maps
// remove hack in navigation_poptouchedgoals() after performing this change
this.personal.strength_finished = this.strength_finished;
this.personal.invincible_finished = this.invincible_finished;
this.personal.teleport_time = time;
- break; // this part itthis doesn't cheat, so let's not count this
+ break; // this part itself doesn't cheat, so let's not count this
case CHIMPULSE_CLONE_MOVING.impulse:
IS_CHEAT(this, imp, 0, 0);
makevectors (this.v_angle);