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
+2 -13
View File
@@ -415,15 +415,8 @@ Mob::Mob(const char* in_name,
m_TargetRing = glm::vec3();
flymode = FlyMode3;
// Pathing
PathingLOSState = UnknownLOS;
PathingLoopCount = 0;
PathingLastNodeVisited = -1;
PathingLOSCheckTimer = new Timer(RuleI(Pathing, LOSCheckFrequency));
PathingRouteUpdateTimerShort = new Timer(RuleI(Pathing, RouteUpdateFrequencyShort));
PathingRouteUpdateTimerLong = new Timer(RuleI(Pathing, RouteUpdateFrequencyLong));
DistractedFromGrid = false;
PathingTraversedNodes = 0;
hate_list.SetHateOwner(this);
m_AllowBeneficial = false;
@@ -469,9 +462,6 @@ Mob::~Mob()
entity_list.DestroyTempPets(this);
}
entity_list.UnMarkNPC(GetID());
safe_delete(PathingLOSCheckTimer);
safe_delete(PathingRouteUpdateTimerShort);
safe_delete(PathingRouteUpdateTimerLong);
UninitializeBuffSlots();
}
@@ -1564,8 +1554,7 @@ void Mob::ShowBuffList(Client* client) {
}
void Mob::GMMove(float x, float y, float z, float heading, bool SendUpdate) {
Route.clear();
m_pathing_route = PathfindingRoute();
if(IsNPC()) {
entity_list.ProcessMove(CastToNPC(), x, y, z);