forked from chomp/BotGenerator
change property to double
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0dc4e07081
commit
0fb9dcaf43
@ -730,7 +730,7 @@
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public class Mind
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{
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public Mind(int hOW_WORK_OVER_DEAD_BODY, int mIN_SHOOTS_TIME, int mAX_SHOOTS_TIME, int tIME_LEAVE_MAP, int tIME_TO_RUN_TO_COVER_CAUSE_SHOOT_SEC, int dAMAGE_REDUCTION_TIME_SEC, int mIN_DAMAGE_SCARE, int cHANCE_TO_RUN_CAUSE_DAMAGE_0_100, int tIME_TO_FORGOR_ABOUT_ENEMY_SEC, int tIME_TO_FIND_ENEMY, int mAX_AGGRO_BOT_DIST, int hIT_POINT_DETECTION, int dANGER_POINT_CHOOSE_COEF, double sIMPLE_POINT_CHOOSE_COEF, double lASTSEEN_POINT_CHOOSE_COEF, double cOVER_DIST_COEF, int dIST_TO_FOUND_SQRT, int mAX_AGGRO_BOT_DIST_SQR, int dIST_TO_STOP_RUN_ENEMY, int eNEMY_LOOK_AT_ME_ANG, int mIN_START_AGGRESION_COEF, int mAX_START_AGGRESION_COEF, int bULLET_FEEL_DIST, int bULLET_FEEL_CLOSE_SDIST, int aTTACK_IMMEDIATLY_CHANCE_0_100, int cHANCE_FUCK_YOU_ON_CONTACT_100, double fRIEND_DEAD_AGR_LOW, double fRIEND_AGR_KILL, int lAST_ENEMY_LOOK_TO, bool cAN_RECIVE_PLAYER_REQUESTS, bool cAN_TAKE_ITEMS, bool cAN_USE_MEDS, int sUSPETION_POINT_CHANCE_ADD100, bool aMBUSH_WHEN_UNDER_FIRE, int aMBUSH_WHEN_UNDER_FIRE_TIME_RESIST, double aTTACK_ENEMY_IF_PROTECT_DELTA_LAST_TIME_SEEN, double hOLD_IF_PROTECT_DELTA_LAST_TIME_SEEN, int fIND_COVER_TO_GET_POSITION_WITH_SHOOT, bool pROTECT_TIME_REAL, int cHANCE_SHOOT_WHEN_WARN_PLAYER_100, bool cAN_PANIC_IS_PROTECT, bool nO_RUN_AWAY_FOR_SAFE, double pART_PERCENT_TO_HEAL, int pROTECT_DELTA_HEAL_SEC, bool cAN_STAND_BY, bool cAN_THROW_REQUESTS, int gROUP_ANY_PHRASE_DELAY, int gROUP_EXACTLY_PHRASE_DELAY, int dIST_TO_ENEMY_YO_CAN_HEAL, int cHANCE_TO_STAY_WHEN_WARN_PLAYER_100, int dOG_FIGHT_OUT, int dOG_FIGHT_IN, int sHOOT_INSTEAD_DOG_FIGHT, int pISTOL_SHOTGUN_AMBUSH_DIST, int sTANDART_AMBUSH_DIST, int aI_POWER_COEF, int cOVER_SECONDS_AFTER_LOSE_VISION, bool cOVER_SELF_ALWAYS_IF_DAMAGED, int sEC_TO_MORE_DIST_TO_RUN, int hEAL_DELAY_SEC, int hIT_DELAY_WHEN_HAVE_SMT, int hIT_DELAY_WHEN_PEACE, bool tALK_WITH_QUERY, bool wILL_PERSUE_AXEMAN)
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public Mind(int hOW_WORK_OVER_DEAD_BODY, int mIN_SHOOTS_TIME, int mAX_SHOOTS_TIME, int tIME_LEAVE_MAP, int tIME_TO_RUN_TO_COVER_CAUSE_SHOOT_SEC, int dAMAGE_REDUCTION_TIME_SEC, int mIN_DAMAGE_SCARE, int cHANCE_TO_RUN_CAUSE_DAMAGE_0_100, int tIME_TO_FORGOR_ABOUT_ENEMY_SEC, int tIME_TO_FIND_ENEMY, int mAX_AGGRO_BOT_DIST, int hIT_POINT_DETECTION, int dANGER_POINT_CHOOSE_COEF, double sIMPLE_POINT_CHOOSE_COEF, double lASTSEEN_POINT_CHOOSE_COEF, double cOVER_DIST_COEF, int dIST_TO_FOUND_SQRT, int mAX_AGGRO_BOT_DIST_SQR, int dIST_TO_STOP_RUN_ENEMY, int eNEMY_LOOK_AT_ME_ANG, int mIN_START_AGGRESION_COEF, int mAX_START_AGGRESION_COEF, int bULLET_FEEL_DIST, int bULLET_FEEL_CLOSE_SDIST, int aTTACK_IMMEDIATLY_CHANCE_0_100, double cHANCE_FUCK_YOU_ON_CONTACT_100, double fRIEND_DEAD_AGR_LOW, double fRIEND_AGR_KILL, int lAST_ENEMY_LOOK_TO, bool cAN_RECIVE_PLAYER_REQUESTS, bool cAN_TAKE_ITEMS, bool cAN_USE_MEDS, int sUSPETION_POINT_CHANCE_ADD100, bool aMBUSH_WHEN_UNDER_FIRE, int aMBUSH_WHEN_UNDER_FIRE_TIME_RESIST, double aTTACK_ENEMY_IF_PROTECT_DELTA_LAST_TIME_SEEN, double hOLD_IF_PROTECT_DELTA_LAST_TIME_SEEN, int fIND_COVER_TO_GET_POSITION_WITH_SHOOT, bool pROTECT_TIME_REAL, int cHANCE_SHOOT_WHEN_WARN_PLAYER_100, bool cAN_PANIC_IS_PROTECT, bool nO_RUN_AWAY_FOR_SAFE, double pART_PERCENT_TO_HEAL, int pROTECT_DELTA_HEAL_SEC, bool cAN_STAND_BY, bool cAN_THROW_REQUESTS, int gROUP_ANY_PHRASE_DELAY, int gROUP_EXACTLY_PHRASE_DELAY, int dIST_TO_ENEMY_YO_CAN_HEAL, int cHANCE_TO_STAY_WHEN_WARN_PLAYER_100, int dOG_FIGHT_OUT, int dOG_FIGHT_IN, int sHOOT_INSTEAD_DOG_FIGHT, int pISTOL_SHOTGUN_AMBUSH_DIST, int sTANDART_AMBUSH_DIST, int aI_POWER_COEF, int cOVER_SECONDS_AFTER_LOSE_VISION, bool cOVER_SELF_ALWAYS_IF_DAMAGED, int sEC_TO_MORE_DIST_TO_RUN, int hEAL_DELAY_SEC, int hIT_DELAY_WHEN_HAVE_SMT, int hIT_DELAY_WHEN_PEACE, bool tALK_WITH_QUERY, bool wILL_PERSUE_AXEMAN)
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{
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HOW_WORK_OVER_DEAD_BODY = hOW_WORK_OVER_DEAD_BODY;
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MIN_SHOOTS_TIME = mIN_SHOOTS_TIME;
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@ -823,7 +823,7 @@
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public int BULLET_FEEL_DIST { get; set; }
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public int BULLET_FEEL_CLOSE_SDIST { get; set; }
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public int ATTACK_IMMEDIATLY_CHANCE_0_100 { get; set; }
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public int CHANCE_FUCK_YOU_ON_CONTACT_100 { get; set; }
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public double CHANCE_FUCK_YOU_ON_CONTACT_100 { get; set; }
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public double FRIEND_DEAD_AGR_LOW { get; set; }
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public double FRIEND_AGR_KILL { get; set; }
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public int LAST_ENEMY_LOOK_TO { get; set; }
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