diff --git a/zone/mob_ai.cpp b/zone/mob_ai.cpp index 7187abcde..2c679f10b 100644 --- a/zone/mob_ai.cpp +++ b/zone/mob_ai.cpp @@ -20,7 +20,6 @@ #include "../common/features.h" #include "../common/rulesys.h" #include "../common/string_util.h" -#include "../common/misc_functions.h" #include "client.h" #include "entity.h" @@ -963,29 +962,25 @@ void Mob::ProcessForcedMovement() // no zone map = fucked if (zone->HasMap()) { - float angle = GetHeading(); // in front - m_CollisionBox[0].x = m_Position.x + 3.0f * g_Math.FastSin(angle); - m_CollisionBox[0].y = m_Position.y + 3.0f * g_Math.FastCos(angle); + m_CollisionBox[0].x = m_Position.x + 3.0f * g_Math.FastSin(0.0f); + m_CollisionBox[0].y = m_Position.y + 3.0f * g_Math.FastCos(0.0f); m_CollisionBox[0].z = m_Position.z + z_off; // to right - angle = FixHeading(GetHeading() - 128.0f); - m_CollisionBox[1].x = m_Position.x + 3.0f * g_Math.FastSin(angle); - m_CollisionBox[1].y = m_Position.y + 3.0f * g_Math.FastCos(angle); + m_CollisionBox[1].x = m_Position.x + 3.0f * g_Math.FastSin(128.0f); + m_CollisionBox[1].y = m_Position.y + 3.0f * g_Math.FastCos(128.0f); m_CollisionBox[1].z = m_Position.z + z_off; // behind - angle = FixHeading(GetHeading() - 256.0f); - m_CollisionBox[2].x = m_Position.x + 3.0f * g_Math.FastSin(angle); - m_CollisionBox[2].y = m_Position.y + 3.0f * g_Math.FastCos(angle); + m_CollisionBox[2].x = m_Position.x + 3.0f * g_Math.FastSin(256.0f); + m_CollisionBox[2].y = m_Position.y + 3.0f * g_Math.FastCos(256.0f); m_CollisionBox[2].z = m_Position.z + z_off; // to left - angle = FixHeading(GetHeading() - 384.0f); - m_CollisionBox[3].x = m_Position.x + 3.0f * g_Math.FastSin(angle); - m_CollisionBox[3].y = m_Position.y + 3.0f * g_Math.FastCos(angle); + m_CollisionBox[3].x = m_Position.x + 3.0f * g_Math.FastSin(384.0f); + m_CollisionBox[3].y = m_Position.y + 3.0f * g_Math.FastCos(384.0f); m_CollisionBox[3].z = m_Position.z + z_off; // collision happened, need to move along the wall