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More accurate update movepath check
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Entities/Actor.cpp

Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1304,6 +1304,10 @@ void Actor::Update()
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// Hit Body update and handling
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MOSRotating::Update();
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1307+
if (m_UpdateMovePath) {
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UpdateMovePath();
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}
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m_PieMenu->Update();
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// Update the viewpoint to be at least what the position is
@@ -1356,7 +1360,7 @@ void Actor::Update()
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if (!m_MovePath.empty())
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m_MoveTarget = m_MovePath.front();
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// No more path, so check if any more waypoints to make a new path to? This doesn't apply if we're following something
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else if (m_UpdateMovePath || (m_MovePath.empty() && !m_Waypoints.empty() && !m_pMOMoveTarget))
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else if (m_MovePath.empty() && !m_Waypoints.empty() && !m_pMOMoveTarget)
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UpdateMovePath();
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// Nope, so just conclude that we must have reached the ultimate AI target set and exit the goto mode
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else if (!m_pMOMoveTarget)

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