@@ -125,7 +125,7 @@ void Actor::Clear() {
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m_MoveVector.Reset ();
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m_MovePath.clear ();
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m_UpdateMovePath = true ;
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- m_MoveProximityLimit = 100 .0F ;
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+ m_MoveProximityLimit = 75 .0F ;
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m_AIBaseDigStrength = c_PathFindingDefaultDigStrength;
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m_BaseMass = std::numeric_limits<float >::infinity ();
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@@ -1338,15 +1338,15 @@ void Actor::Update()
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{
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pathPointVec = g_SceneMan.ShortestDistance (m_Pos, *lItr);
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// Make sure we are within range AND have a clear sight to the path point we're about to eliminate, or it might be around a corner
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- if (pathPointVec.GetLargest () <= m_MoveProximityLimit && !g_SceneMan.CastStrengthRay (m_Pos, pathPointVec, 5 , notUsed, 0 ))
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+ if (pathPointVec.MagnitudeIsLessThan ( m_MoveProximityLimit) && !g_SceneMan.CastStrengthRay (m_Pos, pathPointVec, 5 , notUsed, 0 ))
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{
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lItr++;
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// Save the last one before being popped off so we can use it to check if we need to dig (if there's any material between last and current)
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m_PrevPathTarget = m_MovePath.front ();
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m_MovePath.pop_front ();
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- }
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- else
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+ } else {
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break ;
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+ }
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}
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if (!m_MovePath.empty ())
@@ -1356,8 +1356,9 @@ void Actor::Update()
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// See if we are close enough to the last point in the current path, in which case we can toss teh whole current path and start ont he next
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pathPointVec = g_SceneMan.ShortestDistance (m_Pos, m_MovePath.back ());
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// Clear out the current path, the player apparently took a shortcut
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- if (pathPointVec.GetLargest () <= m_MoveProximityLimit && !g_SceneMan.CastStrengthRay (m_Pos, pathPointVec, 5 , notUsed, 0 , g_MaterialDoor))
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+ if (pathPointVec.MagnitudeIsLessThan (m_MoveProximityLimit) && !g_SceneMan.CastStrengthRay (m_Pos, pathPointVec, 5 , notUsed, 0 , g_MaterialDoor)) {
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m_MovePath.clear ();
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+ }
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}
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// If still stuff in the path, get the next point on it
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