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add tf_scotres_aim_score
1 parent 5e6e1bd commit 890f618

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Lines changed: 2 additions & 1 deletion

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src/game/shared/tf/tf_weapon_pipebomblauncher.cpp

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -36,6 +36,7 @@ ConVar tf_scotres_inner_radius( "tf_scotres_inner_radius", "0.15", FCVAR_REPLICA
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ConVar tf_scotres_outer_radius( "tf_scotres_outer_radius", "0.30", FCVAR_REPLICATED | FCVAR_NOTIFY, "Outer screen-space radius for Scottish Resistance reticle loose/individual targeting." );
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ConVar tf_scotres_chain_step( "tf_scotres_chain_step", "0.80", FCVAR_REPLICATED | FCVAR_NOTIFY, "Scottish Resistance cluster chaining maximum step distance factor (relative to bomb damage radius)." );
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ConVar tf_scotres_chain_budget( "tf_scotres_chain_budget", "2.5", FCVAR_REPLICATED | FCVAR_NOTIFY, "Scottish Resistance cluster chaining maximum total path distance factor (relative to anchor bomb damage radius)." );
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ConVar tf_scotres_aim_score( "tf_scotres_aim_score", "500000", FCVAR_REPLICATED | FCVAR_NOTIFY, "Aiming closeness score for selecting Scottish Resistance anchor bomb." );
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//=============================================================================
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//
@@ -679,7 +680,7 @@ bool CTFPipebombLauncher::ModifyPipebombsInView( int iEffect )
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{
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// Prioritize bombs we are looking directly at, but still factor in distance slightly.
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// The score is lower the better.
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float flScore = ( 1.0f - flDot ) * 10000.0f + flDistToBomb;
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float flScore = ( 1.0f - flDot ) * tf_scotres_aim_score.GetFloat() + flDistToBomb;
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if ( flScore < flBestDist )
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{

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