Add missing difficulty settings

This commit is contained in:
Chomp 2021-09-01 15:04:34 +01:00
parent 55ca5ebbbe
commit cbe62a7c64

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@ -89,7 +89,7 @@
public class Aiming
{
public Aiming(double mAX_AIM_PRECICING, double bETTER_PRECICING_COEF, double rECALC_DIST, double rECALC_SQR_DIST, double cOEF_FROM_COVER, double pANIC_COEF, double pANIC_ACCURATY_COEF, double hARD_AIM, double pANIC_TIME, int rECALC_MUST_TIME, double dAMAGE_PANIC_TIME, double dANGER_UP_POINT, double mAX_AIMING_UPGRADE_BY_TIME, double dAMAGE_TO_DISCARD_AIM_0_100, double mIN_TIME_DISCARD_AIM_SEC, double mAX_TIME_DISCARD_AIM_SEC, double xZ_COEF, int sHOOT_TO_CHANGE_PRIORITY, double bOTTOM_COEF, double fIRST_CONTACT_ADD_SEC, double fIRST_CONTACT_ADD_CHANCE_100, double bASE_HIT_AFFECTION_DELAY_SEC, double bASE_HIT_AFFECTION_MIN_ANG, double bASE_HIT_AFFECTION_MAX_ANG, double bASE_SHIEF, double sCATTERING_HAVE_DAMAGE_COEF, double sCATTERING_DIST_MODIF, double sCATTERING_DIST_MODIF_CLOSE, int aIMING_TYPE, double dIST_TO_SHOOT_TO_CENTER, double dIST_TO_SHOOT_NO_OFFSET, double sHPERE_FRIENDY_FIRE_SIZE, double cOEF_IF_MOVE, double tIME_COEF_IF_MOVE, double bOT_MOVE_IF_DELTA, double nEXT_SHOT_MISS_CHANCE_100, double nEXT_SHOT_MISS_Y_OFFSET, double aNYTIME_LIGHT_WHEN_AIM_100, double aNY_PART_SHOOT_TIME, double wEAPON_ROOT_OFFSET, double mIN_DAMAGE_TO_GET_HIT_AFFETS, double mAX_AIM_TIME, double oFFSET_RECAL_ANYWAY_TIME, double y_TOP_OFFSET_COEF, double y_BOTTOM_OFFSET_COEF, double bASE_SHIEF_STATIONARY_GRENADE, double xZ_COEF_STATIONARY_GRENADE)
public Aiming(double mAX_AIM_PRECICING, double bETTER_PRECICING_COEF, double rECALC_DIST, double rECALC_SQR_DIST, double cOEF_FROM_COVER, double pANIC_COEF, double pANIC_ACCURATY_COEF, double hARD_AIM, double pANIC_TIME, int rECALC_MUST_TIME, double dAMAGE_PANIC_TIME, double dANGER_UP_POINT, double mAX_AIMING_UPGRADE_BY_TIME, double dAMAGE_TO_DISCARD_AIM_0_100, double mIN_TIME_DISCARD_AIM_SEC, double mAX_TIME_DISCARD_AIM_SEC, double xZ_COEF, int sHOOT_TO_CHANGE_PRIORITY, double bOTTOM_COEF, double fIRST_CONTACT_ADD_SEC, double fIRST_CONTACT_ADD_CHANCE_100, double bASE_HIT_AFFECTION_DELAY_SEC, double bASE_HIT_AFFECTION_MIN_ANG, double bASE_HIT_AFFECTION_MAX_ANG, double bASE_SHIEF, double sCATTERING_HAVE_DAMAGE_COEF, double sCATTERING_DIST_MODIF, double sCATTERING_DIST_MODIF_CLOSE, int aIMING_TYPE, double dIST_TO_SHOOT_TO_CENTER, double dIST_TO_SHOOT_NO_OFFSET, double sHPERE_FRIENDY_FIRE_SIZE, double cOEF_IF_MOVE, double tIME_COEF_IF_MOVE, double bOT_MOVE_IF_DELTA, double nEXT_SHOT_MISS_CHANCE_100, double nEXT_SHOT_MISS_Y_OFFSET, double aNYTIME_LIGHT_WHEN_AIM_100, double aNY_PART_SHOOT_TIME, double wEAPON_ROOT_OFFSET, double mIN_DAMAGE_TO_GET_HIT_AFFETS, double mAX_AIM_TIME, double oFFSET_RECAL_ANYWAY_TIME, double y_TOP_OFFSET_COEF, double y_BOTTOM_OFFSET_COEF, double eNEMY_Y_WEAPON_OFFSET, double bASE_SHIEF_STATIONARY_GRENADE, double xZ_COEF_STATIONARY_GRENADE, double bAD_SHOOTS_MIN, double bAD_SHOOTS_MAX, double bAD_SHOOTS_OFFSET, double bAD_SHOOTS_MAIN_COEF)
{
MAX_AIM_PRECICING = mAX_AIM_PRECICING;
BETTER_PRECICING_COEF = bETTER_PRECICING_COEF;
@ -136,8 +136,13 @@
OFFSET_RECAL_ANYWAY_TIME = oFFSET_RECAL_ANYWAY_TIME;
Y_TOP_OFFSET_COEF = y_TOP_OFFSET_COEF;
Y_BOTTOM_OFFSET_COEF = y_BOTTOM_OFFSET_COEF;
ENEMY_Y_WEAPON_OFFSET = eNEMY_Y_WEAPON_OFFSET;
BASE_SHIEF_STATIONARY_GRENADE = bASE_SHIEF_STATIONARY_GRENADE;
XZ_COEF_STATIONARY_GRENADE = xZ_COEF_STATIONARY_GRENADE;
BAD_SHOOTS_MIN = bAD_SHOOTS_MIN;
BAD_SHOOTS_MAX = bAD_SHOOTS_MAX;
BAD_SHOOTS_OFFSET = bAD_SHOOTS_OFFSET;
BAD_SHOOTS_MAIN_COEF = bAD_SHOOTS_MAIN_COEF;
}
public double MAX_AIM_PRECICING { get; set; }
@ -185,8 +190,13 @@
public double OFFSET_RECAL_ANYWAY_TIME { get; set; }
public double Y_TOP_OFFSET_COEF { get; set; }
public double Y_BOTTOM_OFFSET_COEF { get; set; }
public double ENEMY_Y_WEAPON_OFFSET { get; set; }
public double BASE_SHIEF_STATIONARY_GRENADE { get; set; }
public double XZ_COEF_STATIONARY_GRENADE { get; set; }
public double BAD_SHOOTS_MIN { get; set; }
public double BAD_SHOOTS_MAX { get; set; }
public double BAD_SHOOTS_OFFSET { get; set; }
public double BAD_SHOOTS_MAIN_COEF { get; set; }
}
public class Look
@ -624,7 +634,7 @@
public class Patrol
{
public Patrol(double dEAD_BODY_LOOK_PERIOD, double lOOK_TIME_BASE, bool cAN_LOOK_TO_DEADBODIES, bool cAN_CHOOSE_RESERV, bool tRY_CHOOSE_RESERV_WAY_ON_START, bool cAN_FRIENDLY_TILT, bool cAN_HARD_AIM, double rESERVE_TIME_STAY, double fRIEND_SEARCH_SEC, double tALK_DELAY, double mIN_TALK_DELAY, double tALK_DELAY_BIG, double cHANGE_WAY_TIME, double mIN_DIST_TO_CLOSE_TALK, double vISION_DIST_COEF_PEACE, double mIN_DIST_TO_CLOSE_TALK_SQR, double cHANCE_TO_CUT_WAY_0_100, double cUT_WAY_MIN_0_1, double cUT_WAY_MAX_0_1, double cHANCE_TO_CHANGE_WAY_0_100, int cHANCE_TO_SHOOT_DEADBODY, double sUSPETION_PLACE_LIFETIME, double rESERVE_OUT_TIME, double cLOSE_TO_SELECT_RESERV_WAY, double mAX_YDIST_TO_START_WARN_REQUEST_TO_REQUESTER)
public Patrol(double dEAD_BODY_LOOK_PERIOD, double lOOK_TIME_BASE, bool cAN_LOOK_TO_DEADBODIES, bool cAN_CHOOSE_RESERV, bool tRY_CHOOSE_RESERV_WAY_ON_START, bool cAN_FRIENDLY_TILT, bool cAN_HARD_AIM, double rESERVE_TIME_STAY, double fRIEND_SEARCH_SEC, double tALK_DELAY, double mIN_TALK_DELAY, double tALK_DELAY_BIG, double cHANGE_WAY_TIME, double mIN_DIST_TO_CLOSE_TALK, double vISION_DIST_COEF_PEACE, double mIN_DIST_TO_CLOSE_TALK_SQR, double cHANCE_TO_CUT_WAY_0_100, double cUT_WAY_MIN_0_1, double cUT_WAY_MAX_0_1, double sPRINT_BETWEEN_CACHED_POINTS, double cHANCE_TO_CHANGE_WAY_0_100, int cHANCE_TO_SHOOT_DEADBODY, double sUSPETION_PLACE_LIFETIME, double rESERVE_OUT_TIME, double cLOSE_TO_SELECT_RESERV_WAY, double mAX_YDIST_TO_START_WARN_REQUEST_TO_REQUESTER)
{
DEAD_BODY_LOOK_PERIOD = dEAD_BODY_LOOK_PERIOD;
LOOK_TIME_BASE = lOOK_TIME_BASE;
@ -645,6 +655,7 @@
CHANCE_TO_CUT_WAY_0_100 = cHANCE_TO_CUT_WAY_0_100;
CUT_WAY_MIN_0_1 = cUT_WAY_MIN_0_1;
CUT_WAY_MAX_0_1 = cUT_WAY_MAX_0_1;
SPRINT_BETWEEN_CACHED_POINTS = sPRINT_BETWEEN_CACHED_POINTS;
CHANCE_TO_CHANGE_WAY_0_100 = cHANCE_TO_CHANGE_WAY_0_100;
CHANCE_TO_SHOOT_DEADBODY = cHANCE_TO_SHOOT_DEADBODY;
SUSPETION_PLACE_LIFETIME = sUSPETION_PLACE_LIFETIME;
@ -672,6 +683,7 @@
public double CHANCE_TO_CUT_WAY_0_100 { get; set; }
public double CUT_WAY_MIN_0_1 { get; set; }
public double CUT_WAY_MAX_0_1 { get; set; }
public double SPRINT_BETWEEN_CACHED_POINTS { get; set; }
public double CHANCE_TO_CHANGE_WAY_0_100 { get; set; }
public int CHANCE_TO_SHOOT_DEADBODY { get; set; }
public double SUSPETION_PLACE_LIFETIME { get; set; }