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increased weather lock loss intensity and readded angle loss of homin
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xianson committed Sep 12, 2024
1 parent e6289b0 commit a16896c
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Showing 2 changed files with 2 additions and 4 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -210,13 +210,11 @@ public Vector3 GetTargetPrediction()

distance_to_target = deltaPosition.Length();

/*
double angle = VectorMath.AngleBetween(Vector3.Normalize(deltaPosition), direction);
if (angle > 1.00 && angle < 3.00)
{
//MyAPIGateway.Utilities.ShowNotification($"ang : {angle}", 1);
return lastLeadPosition;
}*/
}

Vector3 targetVelocity = (targetPosition - lastTargetPosition) * 60;

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Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ public override void UpdateBeforeSimulation()
{
MyTargetLockingComponent targetLock = player?.Character?.Components?.Get<MyTargetLockingComponent>();
if (targetLock == null) { return; }
if (!lockSafeWeather.Contains(MyAPIGateway.Session.WeatherEffects.GetWeather(player.Character.WorldMatrix.Translation)) && MyAPIGateway.Session.WeatherEffects.GetWeatherIntensity(player.Character.WorldMatrix.Translation) > 0.25f)
if (!lockSafeWeather.Contains(MyAPIGateway.Session.WeatherEffects.GetWeather(player.Character.WorldMatrix.Translation)) && MyAPIGateway.Session.WeatherEffects.GetWeatherIntensity(player.Character.WorldMatrix.Translation) > 0.75f)
targetLock.ReleaseTargetLock();
}

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