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group2 0.1.0
CSE 125 Group 2
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Tunable parameters for gamepad aim assist. More...
#include <GamepadAimAssistSystem.hpp>
Public Attributes | |
| bool | enabled = true |
| float | innerConeDeg = 3.0f |
| Inner cone (degrees from crosshair) where pull strength is at maximum. | |
| float | outerConeDeg = 8.0f |
| Outer cone (degrees from crosshair) where pull falls to zero. | |
| float | maxRange = 3000.0f |
| Maximum world distance to a target at which aim assist applies. | |
| float | activationStickThresh = 0.00f |
| Stick activation threshold (0..1 fraction of full deflection). | |
| float | rotationalCompensation = 0.8f |
| Tracking compensation factor. | |
| float | maxPullRate = 3.0f |
| Hard cap on rotational pull this frame, in radians/second. | |
| float | slowdownStrength = 0.1f |
| Slowdown factor (0..1). | |
Tunable parameters for gamepad aim assist.
Exposed in the ECS inspector so testers can dial it in live. Defaults are tuned to feel like assist, not auto-aim — a moving enemy is easier to track but a stationary one is unaffected.
| float systems::GamepadAimAssistConfig::activationStickThresh = 0.00f |
Stick activation threshold (0..1 fraction of full deflection).
Either the left (movement) OR the right (look) stick must exceed this for aim assist to fire. Holding both still disables the effect.
| bool systems::GamepadAimAssistConfig::enabled = true |
| float systems::GamepadAimAssistConfig::innerConeDeg = 3.0f |
Inner cone (degrees from crosshair) where pull strength is at maximum.
Anywhere inside this cone, the full compensation applies.
| float systems::GamepadAimAssistConfig::maxPullRate = 3.0f |
Hard cap on rotational pull this frame, in radians/second.
Prevents the assist from teleporting onto a target that just spawned or warped via server snapshot correction. 3.0 rad/s ≈ 172°/s is generous; legitimate tracking deltas are typically well below.
| float systems::GamepadAimAssistConfig::maxRange = 3000.0f |
Maximum world distance to a target at which aim assist applies.
| float systems::GamepadAimAssistConfig::outerConeDeg = 8.0f |
Outer cone (degrees from crosshair) where pull falls to zero.
Pull lerps linearly between inner and outer cones.
| float systems::GamepadAimAssistConfig::rotationalCompensation = 0.8f |
Tracking compensation factor.
When the apparent angular position of the anchor on the target changes by Δθ between frames (due to enemy motion + player translation), aim assist contributes rotationalCompensation × Δθ to the camera rotation. The player still has to provide the remainder manually.
0.0 = no rotational help, 1.0 = perfect tracking (aimbot). Default 0.8 — assist contributes 80 % of the angular velocity needed to glue to a moving target, leaving 20 % for the player. Bumped up from 0.6 after tester feedback that 60 % felt weak.
| float systems::GamepadAimAssistConfig::slowdownStrength = 0.1f |
Slowdown factor (0..1).
When the crosshair is on a target the effective look sensitivity is multiplied by this much. Lower = stronger slowdown / "stickier" feel inside the kill zone. Default 0.35 = look at 35 % speed on-target; aggressive enough that the crosshair perceptibly resists overshoot when flicking onto an enemy, while still letting the player swing past if they really want to. Tuned tighter than the previous 0.6 after tester feedback that the slowdown felt subtle.