(minor English issues, most of which are via /dev/humancontroller)
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@@ -1352,7 +1352,7 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) {
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moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW;
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// if holding the right weapon
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if (bs->cur_ps.weapon == moveresult->weapon) {
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// if the bot is pretty close with it's aim
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// if the bot is pretty close with its aim
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if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) {
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//
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BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum, MASK_SHOT);
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@@ -1409,7 +1409,7 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) {
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moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW;
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// if holding the right weapon
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if (bs->cur_ps.weapon == moveresult->weapon) {
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// if the bot is pretty close with it's aim
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// if the bot is pretty close with its aim
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if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) {
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//
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BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum, MASK_SHOT);
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@@ -1495,7 +1495,7 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) {
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if (bs->cur_ps.weapon == bs->activatestack->weapon) {
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VectorSubtract(bs->activatestack->target, bs->eye, dir);
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vectoangles(dir, ideal_viewangles);
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// if the bot is pretty close with it's aim
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// if the bot is pretty close with its aim
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if (InFieldOfVision(bs->viewangles, 20, ideal_viewangles)) {
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trap_EA_Attack(bs->client);
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}
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