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Remove z offset mod in push, wasn't needed
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@ -957,7 +957,6 @@ void Mob::ProcessForcedMovement()
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// this flag won't be set if the mob can't be pushed (rooted etc)
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// this flag won't be set if the mob can't be pushed (rooted etc)
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if (AI_movement_timer->Check()) {
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if (AI_movement_timer->Check()) {
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bool bPassed = true;
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bool bPassed = true;
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auto z_off = GetZOffset() / 2.0f;
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glm::vec3 normal;
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glm::vec3 normal;
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// no zone map = fucked
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// no zone map = fucked
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@ -965,42 +964,42 @@ void Mob::ProcessForcedMovement()
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// in front
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// in front
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m_CollisionBox[0].x = m_Position.x + 3.0f * g_Math.FastSin(0.0f);
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m_CollisionBox[0].x = m_Position.x + 3.0f * g_Math.FastSin(0.0f);
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m_CollisionBox[0].y = m_Position.y + 3.0f * g_Math.FastCos(0.0f);
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m_CollisionBox[0].y = m_Position.y + 3.0f * g_Math.FastCos(0.0f);
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m_CollisionBox[0].z = m_Position.z + z_off;
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m_CollisionBox[0].z = m_Position.z;
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// 45 right front
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// 45 right front
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m_CollisionBox[1].x = m_Position.x + 3.0f * g_Math.FastSin(64.0f);
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m_CollisionBox[1].x = m_Position.x + 3.0f * g_Math.FastSin(64.0f);
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m_CollisionBox[1].y = m_Position.y + 3.0f * g_Math.FastCos(64.0f);
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m_CollisionBox[1].y = m_Position.y + 3.0f * g_Math.FastCos(64.0f);
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m_CollisionBox[1].z = m_Position.z + z_off;
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m_CollisionBox[1].z = m_Position.z;
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// to right
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// to right
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m_CollisionBox[2].x = m_Position.x + 3.0f * g_Math.FastSin(128.0f);
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m_CollisionBox[2].x = m_Position.x + 3.0f * g_Math.FastSin(128.0f);
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m_CollisionBox[2].y = m_Position.y + 3.0f * g_Math.FastCos(128.0f);
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m_CollisionBox[2].y = m_Position.y + 3.0f * g_Math.FastCos(128.0f);
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m_CollisionBox[2].z = m_Position.z + z_off;
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m_CollisionBox[2].z = m_Position.z;
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// 45 right back
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// 45 right back
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m_CollisionBox[3].x = m_Position.x + 3.0f * g_Math.FastSin(192.0f);
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m_CollisionBox[3].x = m_Position.x + 3.0f * g_Math.FastSin(192.0f);
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m_CollisionBox[3].y = m_Position.y + 3.0f * g_Math.FastCos(192.0f);
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m_CollisionBox[3].y = m_Position.y + 3.0f * g_Math.FastCos(192.0f);
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m_CollisionBox[3].z = m_Position.z + z_off;
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m_CollisionBox[3].z = m_Position.z;
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// behind
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// behind
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m_CollisionBox[4].x = m_Position.x + 3.0f * g_Math.FastSin(256.0f);
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m_CollisionBox[4].x = m_Position.x + 3.0f * g_Math.FastSin(256.0f);
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m_CollisionBox[4].y = m_Position.y + 3.0f * g_Math.FastCos(256.0f);
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m_CollisionBox[4].y = m_Position.y + 3.0f * g_Math.FastCos(256.0f);
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m_CollisionBox[4].z = m_Position.z + z_off;
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m_CollisionBox[4].z = m_Position.z;
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// 45 left back
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// 45 left back
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m_CollisionBox[5].x = m_Position.x + 3.0f * g_Math.FastSin(320.0f);
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m_CollisionBox[5].x = m_Position.x + 3.0f * g_Math.FastSin(320.0f);
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m_CollisionBox[5].y = m_Position.y + 3.0f * g_Math.FastCos(320.0f);
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m_CollisionBox[5].y = m_Position.y + 3.0f * g_Math.FastCos(320.0f);
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m_CollisionBox[5].z = m_Position.z + z_off;
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m_CollisionBox[5].z = m_Position.z;
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// to left
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// to left
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m_CollisionBox[6].x = m_Position.x + 3.0f * g_Math.FastSin(384.0f);
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m_CollisionBox[6].x = m_Position.x + 3.0f * g_Math.FastSin(384.0f);
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m_CollisionBox[6].y = m_Position.y + 3.0f * g_Math.FastCos(384.0f);
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m_CollisionBox[6].y = m_Position.y + 3.0f * g_Math.FastCos(384.0f);
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m_CollisionBox[6].z = m_Position.z + z_off;
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m_CollisionBox[6].z = m_Position.z;
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// 45 left front
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// 45 left front
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m_CollisionBox[7].x = m_Position.x + 3.0f * g_Math.FastSin(448.0f);
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m_CollisionBox[7].x = m_Position.x + 3.0f * g_Math.FastSin(448.0f);
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m_CollisionBox[7].y = m_Position.y + 3.0f * g_Math.FastCos(448.0f);
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m_CollisionBox[7].y = m_Position.y + 3.0f * g_Math.FastCos(448.0f);
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m_CollisionBox[7].z = m_Position.z + z_off;
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m_CollisionBox[7].z = m_Position.z;
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// collision happened, need to move along the wall
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// collision happened, need to move along the wall
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float distance = 0.0f, shortest = std::numeric_limits<float>::infinity();
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float distance = 0.0f, shortest = std::numeric_limits<float>::infinity();
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