Change how tics happen, support for v2 .nav files

This commit is contained in:
KimLS
2016-01-17 14:05:34 -08:00
parent 14b9b22ca3
commit 10952932d3
4 changed files with 81 additions and 39 deletions
+1 -1
View File
@@ -55,7 +55,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
Teleport(current.position);
}
TrySnapToMap();
//TrySnapToMap();
}
return current.position;
+1 -1
View File
@@ -3362,7 +3362,7 @@ void Mob::BuffProcess()
{
--buffs[buffs_i].ticsremaining;
if ((buffs[buffs_i].ticsremaining == 0 && !(IsShortDurationBuff(buffs[buffs_i].spellid) || IsBardSong(buffs[buffs_i].spellid))) || buffs[buffs_i].ticsremaining < 0) {
if (buffs[buffs_i].ticsremaining < 0) {
Log.Out(Logs::Detail, Logs::Spells, "Buff %d in slot %d has expired. Fading.", buffs[buffs_i].spellid, buffs_i);
BuffFadeBySlot(buffs_i);
}
+1 -1
View File
@@ -667,7 +667,7 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
}
//fix up pathing Z
if(!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving)) {
if(!NPCFlyMode && checkZ && !zone->pathing.Loaded() && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving)) {
if(!RuleB(Watermap, CheckForWaterWhenMoving) || !zone->HasWaterMap() ||
(zone->HasWaterMap() && !zone->watermap->InWater(glm::vec3(m_Position))))