From 3ed43d50f24ff2b4df3dd1d7e4f4264a2cadeedc Mon Sep 17 00:00:00 2001 From: Akkadius Date: Sun, 17 Jul 2016 19:07:48 -0500 Subject: [PATCH] Resolving glitchy/choppy mob pathing issues --- zone/mob_ai.cpp | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/zone/mob_ai.cpp b/zone/mob_ai.cpp index 6ed6eee99a..ef7d222dd2 100644 --- a/zone/mob_ai.cpp +++ b/zone/mob_ai.cpp @@ -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();