The aim builtin as FTE runs it (PF_aim): the direction a shot from entity should
take, from its origin raised by its view_ofs height, given v_forward.
The allowed deviation is the cosine sv_aim; at 1 or more aiming is off and
v_forward comes back unchanged. Otherwise a target (takedamage 2, not on the
shooter's team while teamplay is set and the team is above 0) straight ahead
within 2048 units keeps v_forward; else the target whose centre lies closest to
straight ahead, at least sv_aim by cosine and in clear sight, bends the shot: the
forward direction scaled to the target's distance along it, with the target's height
difference as its height, normalized. With no such target v_forward comes back.
Summary
Functions
The aim direction for shots from entity.
Functions
@spec aim(QuakeServer.Server.t(), non_neg_integer()) :: Cauldron3D.Vec.t()
The aim direction for shots from entity.