fix: tac arc absolute value bug (#1979)

Tested that tac arc correctly checks the full range
This commit is contained in:
David Markowitz
2026-06-05 23:17:00 -07:00
committed by GitHub
parent 4d6a624da2
commit 0c1808686c

View File

@@ -208,8 +208,8 @@ void TacArcBehavior::Load() {
GetFloat("offset_z", 0.0f)
);
this->m_method = GetInt("method", 1);
this->m_upperBound = std::abs(GetFloat("upper_bound", 4.4f));
this->m_lowerBound = std::abs(GetFloat("lower_bound", 0.4f)) - 5.0f; // Makes it so players and objects can still be targetted when slightly below the caster. FIXME: use bounding spheres at some point
this->m_upperBound = GetFloat("upper_bound", 4.4f);
this->m_lowerBound = GetFloat("lower_bound", 0.4f) - 5.0f; // Makes it so players and objects can still be targetted when slightly below the caster. FIXME: use bounding spheres at some point
this->m_usePickedTarget = GetBoolean("use_picked_target", false);
this->m_useTargetPostion = GetBoolean("use_target_position", false);
this->m_checkEnv = GetBoolean("check_env", false);