Pathing is essentially fully functional now, still could use improvements here and there

This commit is contained in:
KimLS
2016-01-13 13:39:42 -08:00
parent e61e2e7f02
commit 1cb07d055e
25 changed files with 214 additions and 2548 deletions
-20
View File
@@ -2691,26 +2691,6 @@ void EntityList::ListPlayerCorpses(Client *client)
client->Message(0, "%d player corpses listed.", x);
}
void EntityList::FindPathsToAllNPCs()
{
if (!zone->pathing)
return;
auto it = npc_list.begin();
while (it != npc_list.end()) {
glm::vec3 Node0 = zone->pathing->GetPathNodeCoordinates(0, false);
glm::vec3 Dest(it->second->GetX(), it->second->GetY(), it->second->GetZ());
std::deque<int> Route = zone->pathing->FindRoute(Node0, Dest);
if (Route.size() == 0)
printf("Unable to find a route to %s\n", it->second->GetName());
else
printf("Found a route to %s\n", it->second->GetName());
++it;
}
fflush(stdout);
}
// returns the number of corpses deleted. A negative number indicates an error code.
int32 EntityList::DeleteNPCCorpses()
{