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

@ -1563,14 +1563,13 @@ void NPC::AI_DoMovement() {
if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY()) if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
{ // are we there yet? then stop { // 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()); 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(); SetWaypointPause();
SetAppearance(eaStanding, false); SetAppearance(eaStanding, false);
SetMoving(false); SetMoving(false);
if (m_CurrentWayPoint.w >= 0.0) { if (m_CurrentWayPoint.w >= 0.0) {
SetHeading(m_CurrentWayPoint.w); SetHeading(m_CurrentWayPoint.w);
} }
}
SendPosition(); SendPosition();