Better Z compensation on hills, while engaged and NPC's quickly recover if they go underground

This commit is contained in:
Akkadius 2017-07-08 22:17:39 -05:00
parent 900a5f83da
commit aae1d2f049
2 changed files with 9 additions and 7 deletions

View File

@ -997,15 +997,17 @@ void Mob::AI_Process() {
if (engaged) {
/* Fix Z when following during pull, not when engaged and stationary */
if (moving && fix_z_timer_engaged.Check())
if (moving && fix_z_timer_engaged.Check()) {
if (this->GetTarget()) {
/* If we are engaged, moving and following client, let's look for best Z more often */
if (DistanceNoZ(this->GetPosition(), this->GetTarget()->GetPosition()) > 50) {
float target_distance = DistanceNoZ(this->GetPosition(), this->GetTarget()->GetPosition());
if (target_distance >= 50) {
this->FixZ();
}
/* If we are close to client and our Z differences aren't big, match the client */
else if (std::abs(this->GetZ() - this->GetTarget()->GetZ()) <= 5 && this->GetTarget()->IsClient()) {
this->m_Position.z = this->GetTarget()->GetZ();
else if (!this->CheckLosFN(this->GetTarget())) {
Mob* target = this->GetTarget();
this->GMMove(target->GetX(), target->GetY(), target->GetZ(), target->GetHeading());
}
}
}

View File

@ -497,7 +497,7 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Position.y = new_y;
m_Position.z = new_z;
if(fix_z_timer.Check())
if(fix_z_timer.Check() && !this->IsEngaged())
this->FixZ();
tar_ndx++;
@ -604,7 +604,7 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Position.w = CalculateHeadingToTarget(x, y);
}
if (fix_z_timer.Check())
if (fix_z_timer.Check() && !this->IsEngaged())
this->FixZ();
SetMoving(true);