Resolving glitchy/choppy mob pathing issues

This commit is contained in:
Akkadius 2016-07-17 19:07:48 -05:00
parent 7cd613e5f2
commit 3ed43d50f2

View File

@ -1563,13 +1563,12 @@ void NPC::AI_DoMovement() {
if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
{ // are we there yet? then stop
Log.Out(Logs::Detail, Logs::AI, "We have reached waypoint %d (%.3f,%.3f,%.3f) on grid %d", cur_wp, GetX(), GetY(), GetZ(), GetGrid());
if (cur_wp_pause != 0) {
SetWaypointPause();
SetAppearance(eaStanding, false);
SetMoving(false);
if (m_CurrentWayPoint.w >= 0.0) {
SetHeading(m_CurrentWayPoint.w);
}
SetWaypointPause();
SetAppearance(eaStanding, false);
SetMoving(false);
if (m_CurrentWayPoint.w >= 0.0) {
SetHeading(m_CurrentWayPoint.w);
}
SendPosition();