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fear_walkto_x, fear_walkto_y, fear_walkto_z replaced with m_FearWalkTarget converted to xyz_location
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+6
-6
@@ -785,17 +785,17 @@ void Client::AI_Process()
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if(AImovement_timer->Check()) {
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animation = GetRunspeed() * 21;
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// Check if we have reached the last fear point
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if((ABS(GetX()-fear_walkto_x) < 0.1) && (ABS(GetY()-fear_walkto_y) <0.1)) {
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if((ABS(GetX()-m_FearWalkTarget.m_X) < 0.1) && (ABS(GetY()-m_FearWalkTarget.m_Y) <0.1)) {
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// Calculate a new point to run to
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CalculateNewFearpoint();
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}
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if(!RuleB(Pathing, Fear) || !zone->pathing)
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CalculateNewPosition2(fear_walkto_x, fear_walkto_y, fear_walkto_z, GetFearSpeed(), true);
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CalculateNewPosition2(m_FearWalkTarget.m_X, m_FearWalkTarget.m_Y, m_FearWalkTarget.m_Z, GetFearSpeed(), true);
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else
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{
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bool WaypointChanged, NodeReached;
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Map::Vertex Goal = UpdatePath(fear_walkto_x, fear_walkto_y, fear_walkto_z,
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Map::Vertex Goal = UpdatePath(m_FearWalkTarget.m_X, m_FearWalkTarget.m_Y, m_FearWalkTarget.m_Z,
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GetFearSpeed(), WaypointChanged, NodeReached);
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if(WaypointChanged)
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@@ -1053,17 +1053,17 @@ void Mob::AI_Process() {
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} else {
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if(AImovement_timer->Check()) {
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// Check if we have reached the last fear point
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if((ABS(GetX()-fear_walkto_x) < 0.1) && (ABS(GetY()-fear_walkto_y) <0.1)) {
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if((ABS(GetX()-m_FearWalkTarget.m_X) < 0.1) && (ABS(GetY()-m_FearWalkTarget.m_Y) <0.1)) {
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// Calculate a new point to run to
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CalculateNewFearpoint();
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}
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if(!RuleB(Pathing, Fear) || !zone->pathing)
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CalculateNewPosition2(fear_walkto_x, fear_walkto_y, fear_walkto_z, GetFearSpeed(), true);
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CalculateNewPosition2(m_FearWalkTarget.m_X, m_FearWalkTarget.m_Y, m_FearWalkTarget.m_Z, GetFearSpeed(), true);
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else
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{
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bool WaypointChanged, NodeReached;
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Map::Vertex Goal = UpdatePath(fear_walkto_x, fear_walkto_y, fear_walkto_z,
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Map::Vertex Goal = UpdatePath(m_FearWalkTarget.m_X, m_FearWalkTarget.m_Y, m_FearWalkTarget.m_Z,
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GetFearSpeed(), WaypointChanged, NodeReached);
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if(WaypointChanged)
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