Fixed issues with Z correctness when NPCs are pathing on normal grids

Fixed issues with Z correctness when NPCs are engaged with players following
NPC corpses should fall into the ground far less
This commit is contained in:
Akkadius
2017-06-28 02:38:20 -05:00
parent 592bbd3180
commit 539fa8b262
7 changed files with 85 additions and 119 deletions
+1
View File
@@ -274,6 +274,7 @@ RULE_BOOL(Map, FixPathingZWhenLoading, true) //increases zone boot times a bit
RULE_BOOL(Map, FixPathingZAtWaypoints, false) //alternative to `WhenLoading`, accomplishes the same thing but does it at each waypoint instead of once at boot time.
RULE_BOOL(Map, FixPathingZWhenMoving, false) //very CPU intensive, but helps hopping with widely spaced waypoints.
RULE_BOOL(Map, FixPathingZOnSendTo, false) //try to repair Z coords in the SendTo routine as well.
RULE_BOOL(Map, FixZWhenMoving, true) // Automatically fix NPC Z coordinates when moving/pathing/engaged (Far less CPU intensive than its predecessor)
RULE_REAL(Map, FixPathingZMaxDeltaMoving, 20) //at runtime while pathing: max change in Z to allow the BestZ code to apply.
RULE_REAL(Map, FixPathingZMaxDeltaWaypoint, 20) //at runtime at each waypoint: max change in Z to allow the BestZ code to apply.
RULE_REAL(Map, FixPathingZMaxDeltaSendTo, 20) //at runtime in SendTo: max change in Z to allow the BestZ code to apply.