Switch to a difficulty-based drift skill formula
This will get reworked later down the line (hopefully), but for now, I think it ought to be consistent regardless of stats. Should make driftpoint placement less of a nightmare at least
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2 changed files with 4 additions and 5 deletions
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@ -1067,10 +1067,11 @@ static void K_DrawPredictionDebug(botdata_t *bd, const player_t *player)
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}
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}
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// Calculates drift skill for a player based on stats.
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fixed_t K_BotDetermineDriftSkill(const player_t *player)
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// Calculates drift skill for a player based on ~~stats~~ difficulty.
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static fixed_t K_BotDetermineDriftSkill(const player_t *player)
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{
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return ((FRACUNIT * (player->kartspeed + player->kartweight)) / 18);
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return FRACUNIT/8 + (FRACUNIT * player->botvars.difficulty) / DIFFICULTBOT;
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//return ((FRACUNIT * (player->kartspeed + player->kartweight)) / 18);
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}
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static void K_WaypointGetDirectionVector(waypoint_t *wp1, waypoint_t *wp2, vector3_t *a_o)
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@ -405,8 +405,6 @@ void K_BotReborn(const player_t *player);
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void K_BotResetItemConfirm(const player_t *player, boolean setdelay);
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fixed_t K_BotDetermineDriftSkill(const player_t *player);
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void K_BotSetDriftState(const player_t *player, botdrift_e newstate, tic_t lockout);
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botdata_t *K_GetBotData(UINT8 num);
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