Don't allow setting a new return position if there already is one and we haven't reached it yet

actorid
scrawl 11 years ago
parent 1fd7a07b5e
commit 28ef236f0e

@ -341,26 +341,29 @@ namespace MWMechanics
mChooseAction = false;
mIdleNow = false;
Ogre::Vector3 destNodePos = mReturnPosition;
if (!mPathFinder.isPathConstructed())
{
Ogre::Vector3 destNodePos = mReturnPosition;
ESM::Pathgrid::Point dest;
dest.mX = destNodePos[0];
dest.mY = destNodePos[1];
dest.mZ = destNodePos[2];
ESM::Pathgrid::Point dest;
dest.mX = destNodePos[0];
dest.mY = destNodePos[1];
dest.mZ = destNodePos[2];
// actor position is already in world co-ordinates
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
// actor position is already in world co-ordinates
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
// don't take shortcuts for wandering
mPathFinder.buildPath(start, dest, actor.getCell(), false);
// don't take shortcuts for wandering
mPathFinder.buildPath(start, dest, actor.getCell(), false);
if(mPathFinder.isPathConstructed())
{
mMoveNow = false;
mWalking = true;
if(mPathFinder.isPathConstructed())
{
mMoveNow = false;
mWalking = true;
}
}
}
@ -529,6 +532,7 @@ namespace MWMechanics
mMoveNow = false;
mWalking = false;
mChooseAction = true;
mHasReturnPosition = false;
}
return false; // AiWander package not yet completed
@ -615,7 +619,11 @@ namespace MWMechanics
void AiWander::setReturnPosition(const Ogre::Vector3& position)
{
mHasReturnPosition = true; mReturnPosition = position;
if (!mHasReturnPosition)
{
mHasReturnPosition = true;
mReturnPosition = position;
}
}
void AiWander::getRandomIdle()

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