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Use pathgrid path when destination is closer to different graph component node

Partially revert d863267d5cb5f4062937f86c37af3b0c8f9479cf to restore 0.46
behaviour for pathgrid based pathfinding.
This commit is contained in:
elsid 2021-08-18 19:52:08 +02:00
parent 6360bdc859
commit 9112c65afc
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@ -206,9 +206,6 @@ namespace MWMechanics
endPointInLocalCoords,
startNode);
if (!endNode.second)
return;
// if it's shorter for actor to travel from start to end, than to travel from either
// start or end to nearest pathgrid point, just travel from start to end.
float startToEndLength2 = (endPointInLocalCoords - startPointInLocalCoords).length2();
@ -279,7 +276,8 @@ namespace MWMechanics
// unreachable pathgrid point.
//
// The AI routines will have to deal with such situations.
*out++ = endPoint;
if (endNode.second)
*out++ = endPoint;
}
float PathFinder::getZAngleToNext(float x, float y) const