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== Vertical autoaim ==
 
== Vertical autoaim ==
Since you can't look up or down in [[Doom]] or [[Doom II]], the system compensates for you. Accuracy is not affected by the differences in the Z-axis co-ordinates of the player and target.
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Since you can't look up or down in [[Doom]] or [[Doom II]], the system compensates for you. Accuracy is not affected by the differences in the Z-axis co-ordinates of the player and target. However, vertical autoaim will only work against targets that are within a certain distance from the player; if the target is too far away, vertical autoaim will not take effect.
   
 
== Horizontal autoaim ==
 
== Horizontal autoaim ==

Revision as of 09:06, 5 October 2011

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Vertical autoaim

Since you can't look up or down in Doom or Doom II, the system compensates for you. Accuracy is not affected by the differences in the Z-axis co-ordinates of the player and target. However, vertical autoaim will only work against targets that are within a certain distance from the player; if the target is too far away, vertical autoaim will not take effect.

Horizontal autoaim

The player's projectile weapons have a limited ability to adjust their direction if the nearest target is not exactly straight ahead. From P_SpawnPlayerMissile in p_mobj.c:

   // see which target is to be aimed at
   an = source->angle;
   slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
   
   if (!linetarget)
   {
       an += 1<<26;
       slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
   
       if (!linetarget)
       {
           an -= 2<<26;
           slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
       }
   
       if (!linetarget)
       {
           an = source->angle;
           slope = 0;
       }
   }

An angle in the Doom engine is 32 bits, so that 1<<26 = 360° × (226 ÷ 232) ≈ 5.6°.