private void PredictTargetPosition(ref Vector3 transformedRelativeTarget, MyCharacter bot) { if (bot != null && bot.CurrentWeapon != null) { MyGunBase gun = bot.CurrentWeapon.GunBase as MyGunBase; if (gun != null) { float time; MyWeaponPrediction.GetPredictedTargetPosition(gun, bot, m_aimTarget, out transformedRelativeTarget, out time, VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS * MyBehaviorTreeCollection.UPDATE_COUNTER); } } }
private void PredictTargetPosition(ref Vector3 transformedRelativeTarget, MyCharacter bot) { if ((bot != null) && (bot.CurrentWeapon != null)) { MyGunBase gunBase = bot.CurrentWeapon.GunBase as MyGunBase; if (gunBase != null) { float num; MyWeaponPrediction.GetPredictedTargetPosition(gunBase, bot, this.m_aimTarget, out transformedRelativeTarget, out num, 0.1666667f); } } }