NSNavAI: Hack to fix navigation for monster_barney in c1a0d
This commit is contained in:
parent
84db9ea404
commit
6c0256782f
1 changed files with 2 additions and 2 deletions
|
@ -124,14 +124,14 @@ NSNavAI::CheckRoute(void)
|
|||
}
|
||||
|
||||
/* check if we can reach the node after the current one */
|
||||
if (m_iCurNode > 0) {
|
||||
if (m_iCurNode > 0 && m_iNodes > 3) { /* HACK: only bother when we have more than 3 nodes in the path... this works around an issue in c1a0d I'm unsure about */
|
||||
int iNextNode = (m_iCurNode - 1);
|
||||
vector vecNextNode = m_pRoute[iNextNode].dest;
|
||||
|
||||
tracebox(origin, mins, maxs, vecNextNode, MOVE_NORMAL, this);
|
||||
|
||||
/* it's accessible */
|
||||
if (trace_fraction == 1.0f) {
|
||||
if (!trace_startsolid && trace_fraction == 1.0f) {
|
||||
evenpos = vecNextNode;
|
||||
m_iCurNode = iNextNode;
|
||||
NSLog("^2%s::^3CheckRoute^7: skipping to next node %i at '%v'", \
|
||||
|
|
Loading…
Reference in a new issue