@@ -121,8 +121,6 @@ function NativeDropShipAI:Update(Owner)
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self .DeliveryState = ACraft .FALL ;
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end
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end
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-
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- -- print(Owner.AIMode);
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if self .PlayerInterferedTimer :IsPastSimTimeLimit () then
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self .StuckTimer :Reset ();
@@ -168,27 +166,9 @@ function NativeDropShipAI:Update(Owner)
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if Owner .IsWaitingOnNewMovePath then
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self .reachedWaypoint = false ;
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self .Waypoint = nil ;
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- -- print("wasnotready");
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return ;
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end
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-
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- -- print("ourpos")
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- -- print(Owner.Pos)
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- -- print("")
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- -- print("desiredpos")
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- -- print(self.Waypoint)
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- -- print("")
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- -- if Owner:GetWaypointListSize() > 0 then
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- -- print("nextWaypointPos")
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- -- for Wpt in Owner.SceneWaypoints do
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- -- print(Wpt)
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- -- end
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- -- else
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- -- print("nonewwaypoint")
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- -- end
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- -- print("")
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- -- print(self.reachedWaypoint)
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-
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+
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if self .Waypoint == nil or self .reachedWaypoint then
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self .reachedWaypoint = false ;
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for Wpt in Owner .MovePath do
@@ -198,11 +178,9 @@ function NativeDropShipAI:Update(Owner)
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local Dist = SceneMan :ShortestDistance (Owner .Pos , self .Waypoint , false );
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if Dist .Magnitude < 20 then
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if Owner :GetWaypointListSize () == 0 then
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- -- print("sentry")
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Owner .AIMode = Actor .AIMODE_SENTRY ;
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self .Waypoint = Owner .Pos ;
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else
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- -- print("reached, cleared")
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Owner :ClearMovePath ();
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Owner :UpdateMovePath ();
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self .reachedWaypoint = true ;
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