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Better Z compensation on hills, while engaged and NPC's quickly recover if they go underground
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parent
900a5f83da
commit
aae1d2f049
@ -997,17 +997,19 @@ void Mob::AI_Process() {
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if (engaged) {
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/* Fix Z when following during pull, not when engaged and stationary */
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if (moving && fix_z_timer_engaged.Check())
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if (moving && fix_z_timer_engaged.Check()) {
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if (this->GetTarget()) {
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/* If we are engaged, moving and following client, let's look for best Z more often */
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if (DistanceNoZ(this->GetPosition(), this->GetTarget()->GetPosition()) > 50) {
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float target_distance = DistanceNoZ(this->GetPosition(), this->GetTarget()->GetPosition());
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if (target_distance >= 50) {
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this->FixZ();
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}
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/* If we are close to client and our Z differences aren't big, match the client */
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else if (std::abs(this->GetZ() - this->GetTarget()->GetZ()) <= 5 && this->GetTarget()->IsClient()) {
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this->m_Position.z = this->GetTarget()->GetZ();
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else if (!this->CheckLosFN(this->GetTarget())) {
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Mob* target = this->GetTarget();
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this->GMMove(target->GetX(), target->GetY(), target->GetZ(), target->GetHeading());
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}
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}
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}
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if (!(m_PlayerState & static_cast<uint32>(PlayerState::Aggressive)))
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SendAddPlayerState(PlayerState::Aggressive);
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@ -497,7 +497,7 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
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m_Position.y = new_y;
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m_Position.z = new_z;
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if(fix_z_timer.Check())
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if(fix_z_timer.Check() && !this->IsEngaged())
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this->FixZ();
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tar_ndx++;
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@ -604,7 +604,7 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
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m_Position.w = CalculateHeadingToTarget(x, y);
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}
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if (fix_z_timer.Check())
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if (fix_z_timer.Check() && !this->IsEngaged())
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this->FixZ();
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SetMoving(true);
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