REFACTOR [anough to enough]
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@@ -2451,7 +2451,7 @@ int AINode_Battle_Retreat(bot_state_t *bs) {
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else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET)
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&& !(bs->flags & BFL_IDEALVIEWSET) ) {
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attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
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//if the bot is skilled anough
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//if the bot is skilled enough
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if (attack_skill > 0.3) {
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BotAimAtEnemy(bs);
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}
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@@ -2597,7 +2597,7 @@ int AINode_Battle_NBG(bot_state_t *bs) {
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else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET)
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&& !(bs->flags & BFL_IDEALVIEWSET)) {
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attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
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//if the bot is skilled anough and the enemy is visible
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//if the bot is skilled enough and the enemy is visible
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if (attack_skill > 0.3) {
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//&& BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)
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BotAimAtEnemy(bs);
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