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View Revisions: Issue #1219 | [ All Revisions ] [ Back to Issue ] | ||
Summary | 0001219: 3d midtexture checking for bot paths | ||
Revision | 2012-12-18 21:58 by Dusk | ||
Description | 'https://bitbucket.org/CrimsonDusk/neurosphere/commits/55207ad9282e6c195a629f4446e4e932c70cc8f9 [^]' With the patch, bots recognize 3d midtextures and can figure whether it blocks their path. They also can jump over 3d midtexture railings. APlayerPawn given two methods, CalcJumpMomz (code export to prevent duplication), CalcJumpHeight to determine actual jump height instead of relying on 60*FRACUNIT which only is the jump height in normal doomguy circumstances, new code takes gravity and jumpz into account. |
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Revision | 2012-12-18 20:12 by Dusk | ||
Description | 'https://bitbucket.org/CrimsonDusk/neurosphere/commits/a59e8e6a8365c0b0143e0c54aa4f307128804811 [^]' With the patch, bots recognize 3d midtextures and can figure whether it blocks their path. They also can jump over 3d midtexture railings. APlayerPawn given two methods, CalcJumpMomz (code export to prevent duplication), CalcJumpHeight to determine actual jump height instead of relying on 60*FRACUNIT which only is the jump height in normal doomguy circumstances, new code takes gravity and jumpz into account. |
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