@@ -5103,7 +5103,7 @@ StateReturnType AIAttackAimAtTargetState::update()
51035103 Real relAngle = m_isAttackingObject ?
51045104 ThePartitionManager->getRelativeAngle2D (source, victim) :
51055105 ThePartitionManager->getRelativeAngle2D (source, getMachineGoalPosition ());
5106- if (sourceAI->friend_isAttackAngleValid (relAngle)) {
5106+ if (sourceAI->friend_isAttackAngleValid (relAngle, 0 . 07f * 2 )) { // about 4 degrees threshold
51075107 // DEBUG_LOG((">>> friend_isAttackAngleValid(%f) = True", relAngle * 180.0 / PI));
51085108
51095109 // Workaround for ships TODO: Make this work for everything
@@ -5216,6 +5216,7 @@ StateReturnType AIAttackAimAtTargetState::update()
52165216 { // Check our preferred angle on how to move.
52175217
52185218 // We ignore AimDelta here.
5219+ // aimDelta = REL_THRESH * 5; // about 10 degrees
52195220 aimDelta = REL_THRESH ;
52205221
52215222 Real relAttackAngle = sourceAI->friend_getClosestAttackAngle (relAngle);
@@ -5319,8 +5320,8 @@ StateReturnType AIAttackAimAtTargetState::update()
53195320 }
53205321 }
53215322
5322- // if (fabs(stdAngleDiff(desiredAngle,relAngle)) < aimDelta /*&& !m_preAttackFrames*/ )
5323- if (fabs (relAngle) < aimDelta && !hasPreferredAngle /* && !m_preAttackFrames*/ )
5323+ if (fabs (stdAngleDiff (desiredAngle,relAngle)) < aimDelta /* && !m_preAttackFrames*/ )
5324+ // if (fabs(relAngle) < aimDelta && !hasPreferredAngle /*&& !m_preAttackFrames*/)
53245325 {
53255326 AIUpdateInterface* victimAI = victim ? victim->getAI () : nullptr ;
53265327 // add ourself as a targeter BEFORE calling isTemporarilyPreventingAimSuccess().
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