Some changes to fixz while pathing

This commit is contained in:
KimLS
2018-11-29 23:11:39 -08:00
parent 1654dd6baf
commit dacbce1c5f
9 changed files with 44 additions and 62 deletions
+1 -20
View File
@@ -781,9 +781,6 @@ void Client::AI_Process()
if (RuleB(Combat, EnableFearPathing)) {
if (currently_fleeing) {
if (fix_z_timer.Check())
TryFixZ(5, true);
if (IsRooted()) {
//make sure everybody knows were not moving, for appearance sake
if (IsMoving()) {
@@ -994,7 +991,7 @@ void Mob::ProcessForcedMovement()
Teleport(m_Position + m_Delta);
m_Delta = glm::vec4();
SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0, true);
TryFixZ(); // so we teleport to the ground locally, we want the client to interpolate falling etc
FixZ(); // so we teleport to the ground locally, we want the client to interpolate falling etc
} else if (--ForcedMovement) {
if (normal.z < -0.15f) // prevent too much wall climbing. ex. OMM's room in anguish
normal.z = 0.0f;
@@ -1100,22 +1097,6 @@ 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 (this->GetTarget()) {
/* If we are engaged, moving and following client, let's look for best Z more often */
float target_distance = DistanceNoZ(this->GetPosition(), this->GetTarget()->GetPosition());
TryFixZ();
if (target_distance <= 15 && !this->CheckLosFN(this->GetTarget())) {
Mob *target = this->GetTarget();
Teleport(target->GetPosition());
}
}
}
if (!(m_PlayerState & static_cast<uint32>(PlayerState::Aggressive)))
SendAddPlayerState(PlayerState::Aggressive);