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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf/bot/tf_bot_body.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/tf/bot/tf_bot_body.cpp')
-rw-r--r--game/server/tf/bot/tf_bot_body.cpp42
1 files changed, 42 insertions, 0 deletions
diff --git a/game/server/tf/bot/tf_bot_body.cpp b/game/server/tf/bot/tf_bot_body.cpp
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+++ b/game/server/tf/bot/tf_bot_body.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+// tf_bot_body.cpp
+// Team Fortress NextBot body interface
+// Michael Booth, May 2010
+
+#include "cbase.h"
+
+#include "tf_bot.h"
+#include "tf_bot_body.h"
+
+
+//
+// Return how often we should sample our target's position and
+// velocity to update our aim tracking, to allow realistic slop in tracking
+//
+float CTFBotBody::GetHeadAimTrackingInterval( void ) const
+{
+ CTFBot *me = (CTFBot *)GetBot();
+
+ // don't let Spies in MvM mode aim too precisely
+ if ( TFGameRules()->IsMannVsMachineMode() && me->IsPlayerClass( TF_CLASS_SPY ) )
+ {
+ return 0.25f;
+ }
+
+ switch( me->GetDifficulty() )
+ {
+ case CTFBot::EXPERT:
+ return 0.05f;
+
+ case CTFBot::HARD:
+ return 0.1f;
+
+ case CTFBot::NORMAL:
+ return 0.25f;
+
+ case CTFBot::EASY:
+ return 1.0f;
+ }
+
+ return 0.0f;
+}