Minor cleanup for aicombat pathfinding workaround.

actorid
cc9cii 11 years ago committed by Marc Zinnschlag
parent 76c1d60d23
commit 85c467f00f

@ -240,12 +240,12 @@ namespace MWMechanics
//target is at far distance: build path to target OR follow target (if previously actor had reached it once)
mFollowTarget = false;
buildNewPath(actor); //not guaranteed, check before use
buildNewPath(actor); //may fail to build a path, check before use
//delete visited path node
mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
//if buildNewPath() failed leave mTargetAngle unchanged
//if no new path leave mTargetAngle unchanged
if(!mPathFinder.getPath().empty())
{
//try shortcut
@ -253,8 +253,8 @@ namespace MWMechanics
mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / vDir.length()) * sgn(Ogre::Math::ASin(vDir.x / vDir.length())) ).valueDegrees();
else
mTargetAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
mRotate = true;
}
mRotate = true;
mMovement.mPosition[1] = 1;
mReadyToAttack = false;

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