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Resolving glitchy/choppy mob pathing issues
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Akkadius committed Jul 18, 2016
1 parent 7cd613e commit 3ed43d5
Showing 1 changed file with 6 additions and 7 deletions.
13 changes: 6 additions & 7 deletions zone/mob_ai.cpp
Expand Up @@ -1563,13 +1563,12 @@ void NPC::AI_DoMovement() {
if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
{ // are we there yet? then stop
Log.Out(Logs::Detail, Logs::AI, "We have reached waypoint %d (%.3f,%.3f,%.3f) on grid %d", cur_wp, GetX(), GetY(), GetZ(), GetGrid());
if (cur_wp_pause != 0) {
SetWaypointPause();
SetAppearance(eaStanding, false);
SetMoving(false);
if (m_CurrentWayPoint.w >= 0.0) {
SetHeading(m_CurrentWayPoint.w);
}

SetWaypointPause();
SetAppearance(eaStanding, false);
SetMoving(false);
if (m_CurrentWayPoint.w >= 0.0) {
SetHeading(m_CurrentWayPoint.w);
}

SendPosition();
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