Work on making the paths work well when being z corrected esp for nav meshes

This commit is contained in:
KimLS
2017-08-05 20:54:43 -07:00
parent 832c31a41a
commit 3afee1f841
4 changed files with 57 additions and 11 deletions
+2 -4
View File
@@ -1227,7 +1227,6 @@ protected:
void CalculateNewFearpoint();
float FindGroundZ(float new_x, float new_y, float z_offset=0.0);
glm::vec3 UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &WaypointChange, bool &NodeReached);
void PrintRoute();
virtual float GetSympatheticProcChances(uint16 spell_id, int16 ProcRateMod, int32 ItemProcRate = 0);
int16 GetSympatheticSpellProcRate(uint16 spell_id);
@@ -1373,8 +1372,6 @@ protected:
int32 GetItemFactionBonus(uint32 pFactionID);
void ClearItemFactionBonuses();
void CalculateFearPosition();
bool flee_mode;
Timer flee_timer;
Timer fix_z_timer;
@@ -1401,7 +1398,6 @@ protected:
int npc_assist_cap;
Timer assist_cap_timer; // clear assist cap so more nearby mobs can be called for help
int patrol;
glm::vec3 m_FearWalkTarget;
bool currently_fleeing;
@@ -1412,6 +1408,8 @@ protected:
IPathfinder::IPath Route;
std::unique_ptr<Timer> PathRecalcTimer;
bool DistractedFromGrid;
glm::vec3 PathingLastPosition;
int PathingLoopCount;
uint32 pDontHealMeBefore;
uint32 pDontBuffMeBefore;