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Work on making the paths work well when being z corrected esp for nav meshes
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+40
-2
@@ -35,7 +35,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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}
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else {
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if (PathRecalcTimer->Check()) {
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bool SameDestination = DistanceSquared(To, PathingDestination) < 4.0f;
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bool SameDestination = DistanceSquared(To, PathingDestination) < 100.0f;
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if (!SameDestination) {
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//We had a route but our target position moved too much
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Route = zone->pathing->FindRoute(From, To);
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@@ -46,7 +46,45 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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}
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}
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bool AtNextNode = DistanceSquared(From, (*Route.begin()).pos) < 4.0f;
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if (!IsRooted()) {
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bool AtPrevNode = DistanceSquared(From, PathingLastPosition) < 1.0f;
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if (AtPrevNode) {
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PathingLoopCount++;
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if (PathingLoopCount > 5) {
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SendPosition();
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}
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auto front = (*Route.begin()).pos;
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Teleport(front);
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Route.pop_front();
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WaypointChanged = true;
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NodeReached = true;
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PathingLoopCount = 0;
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return front;
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}
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else {
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PathingLastPosition = From;
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PathingLoopCount = 0;
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}
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}
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else {
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PathingLastPosition = From;
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PathingLoopCount = 0;
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}
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bool AtNextNode = false;
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if (flymode == 1) {
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AtNextNode = DistanceSquared(From, (*Route.begin()).pos) < 4.0f;
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}
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else {
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float z_dist = From.z - (*Route.begin()).pos.z;
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z_dist *= z_dist;
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AtNextNode = DistanceSquaredNoZ(From, (*Route.begin()).pos) < 4.0f && z_dist < 25.0f;
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}
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if (AtNextNode) {
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WaypointChanged = false;
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NodeReached = true;
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