Created
February 15, 2023 20:39
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#6256: Make auto lock picking succeed on 1 attempt
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diff --git game/Game_local.cpp game/Game_local.cpp | |
index 673912e..3f3997d 100644 | |
--- game/Game_local.cpp | |
+++ game/Game_local.cpp | |
@@ -4532,7 +4532,7 @@ void idGameLocal::HandleMainMenuCommands( const char *menuCommand, idUserInterfa | |
break; | |
case 4: // Automatic | |
cv_lp_auto_pick.SetBool(true); | |
- cv_lp_pick_timeout.SetInteger(500); // auto-LP is using average timeout | |
+ cv_lp_pick_timeout.SetInteger(300); // auto-LP is using expert timeout | |
break; | |
default: | |
gameLocal.Warning("Unknown value for lockpicking difficulty encountered!"); | |
diff --git game/PickableLock.cpp game/PickableLock.cpp | |
index c19134c..82ca823 100644 | |
--- game/PickableLock.cpp | |
+++ game/PickableLock.cpp | |
@@ -527,8 +527,8 @@ bool PickableLock::ProcessLockpickRepeat(int type) | |
m_FailedLockpickRounds++; | |
// greebo: Check if auto-pick should kick in | |
- if (cv_lp_auto_pick.GetBool() && cv_lp_max_pick_attempts.GetInteger() > 0 && | |
- m_FailedLockpickRounds > cv_lp_max_pick_attempts.GetInteger()) | |
+ if (cv_lp_auto_pick.GetBool() | |
+ && m_FailedLockpickRounds >= cv_lp_max_pick_attempts.GetInteger()) | |
{ | |
OnLockpickPinSuccess(); | |
success = true; | |
diff --git game/gamesys/SysCvar.cpp game/gamesys/SysCvar.cpp | |
index 7250eb4..4312fdb 100644 | |
--- game/gamesys/SysCvar.cpp | |
+++ game/gamesys/SysCvar.cpp | |
@@ -566,7 +566,7 @@ idCVar cv_empty_model("tdm_empty_model", "models/darkmod/misc/system/empty.lwo", | |
idCVar cv_lp_pin_base_count("tdm_lp_base_count", "5", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "Base number of clicks per pin. This number will be added to the pinpattern." ); | |
idCVar cv_lp_sample_delay("tdm_lp_sample_delay", "10", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "Time in ms added to each pin sample to create a small pause between each pinsample." ); | |
idCVar cv_lp_pick_timeout("tdm_lp_pick_timeout", "500", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "Timeout that defines the maximum reaction time before the pin is to be considered unpicked and started over." ); | |
-idCVar cv_lp_max_pick_attempts("tdm_lp_autopick_attempts", "3", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "How many pick attemps before it automatically gets picked? 0 = unlimited (you must solve it yourself)" ); | |
+idCVar cv_lp_max_pick_attempts("tdm_lp_autopick_attempts", "1", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "How many pick attempts before it automatically gets picked?" ); | |
idCVar cv_lp_auto_pick("tdm_lp_auto_pick", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "Determines if auto picking is enabled (see tdm_lp_max_pick_attempts)" ); | |
idCVar cv_lp_randomize("tdm_lp_randomize", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "If set to 1, the jiggling, while lockpicking, will be randomized, otherwise it is linear." ); | |
idCVar cv_lp_pawlow("tdm_lp_pawlow", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "If set to 1 the sweetspot sound will play at the end of the pattern instead of at the beginning. Thus making it into a reaction game." ); |
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