Series
Perfect Dark
4 games, 2000–2010.
Games
Interactive: timeline (needs JavaScript)
The series by yearMechanics
A marked cell changed from the game before. “Uses” means the game has the mechanic, with no variant recorded yet.
Every claim, by mechanic and game
| Concept | Perfect Dark 2000 |
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| Autoaim | - Perfect Dark's standard autoaim, for a gun whose autoaim is on, scores each character on screen and takes the highest score. It skips teammates, the dead and dying, and anyone not holding a gun (unless flagged
CHRCFLAG_FORCEAUTOAIM). A candidate needs a clear line from the player, its screen center in the middle half of the screen's width, and its height reaching into the band from 17.5% to 82.5% of the screen's height; the screen's center must lie within 1.5 of its screen widths of its middle, times a solo scale (perfect-dark/autoaim-scale). The score is 1 when the screen's center x lies between the target's left and right screen edges, and otherwise falls off with the gap over that margin. The walk runs from the end of a list props_sort orders by prop->z, largest first, which the decompilers' comment calls "furthest first"; since a score of 1 ends the walk, the nearest such target wins on that reading. Doom traces ahead and 5.625° to each side for a target, and Duke Nukem 3D's aim takes the target within 8.4° of the facing that is nearest along it. Code - In solo Perfect Dark the autoaim margin (perfect-dark/autoaim) is multiplied by
g_AutoAimScale, which lv_update_solo_handicaps sets by difficulty: 1.5 on Agent, 0.75 on Special Agent, 0.2 on Perfect Agent, and 1 on the Perfect Dark difficulty; the ntsc-final build takes the non-Japanese values (g_Jpn is false). Co-op and Counter-Operative use their own values. Code - Perfect Dark's autoaim moves the crosshair, not the view: once a target is picked,
bmove_update_autoaim_x_prop and _y_prop set the aim point to the target's screen center (clamped to the window), and a new target replaces the old only after a 30/60 s hold; bgun_swivel then eases the crosshair toward the point, keeping a fraction crossdamp of the gap each 1/240 s (a unit the decompilers' comments give). On NTSC that fraction, autoaimdamp, falls by 0.00032 a 60th of a second while autoaim holds a target, from at most 0.979 (it climbs back there while none is held) to 0.963, so the pull strengthens over up to 50/60 s (computed); at 0.963 the crosshair closes 14% of the gap each 60th of a second (1 − 0.963⁴, computed). The shot leaves through the crosshair's position plus a random spread. Doom's bullet keeps the player's facing and takes only a vertical slope, and Duke Nukem 3D turns the shot itself to the target's angle in the call that fires it. Code
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| Damage formula | |
| Difficulty level | |
| Locational damage | |
| Reaction delay | - A Perfect Dark combat simulant keeps a
shootdelaytimer60 per target: it resets to 0 when the simulant picks a new target, counts up in 60ths of a second while the target is in sight, and counts back down to 0 while it isn't. Unless a burst or the Cyclone's secondary discharge is already under way (burstsdone above 0 or cyclonedischarging), which keeps it firing without the test, the simulant opens fire only once the timer reaches its difficulty's shootdelay60: 90 (1.5 s) for Meat, 60 for Easy, 30 for Normal, 15 for Hard, and 0 for Perfect and Dark, on NTSC; the target must also be within 45/256 of a turn (63°, computed) of its facing, unless the simulant is dizzy. Doom gives each monster a reactiontime at spawn (8 for the zombieman, 0 on Nightmare), counted down once per A_Chase call, and refuses a ranged attack until it reaches 0, unless the monster has been hit since it last checked (MF_JUSTHIT). Code
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