diff options
Diffstat (limited to 'Source/GameTick.cpp')
| -rw-r--r-- | Source/GameTick.cpp | 16 |
1 files changed, 10 insertions, 6 deletions
diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 4bce571..ce597df 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -870,7 +870,10 @@ void Game::Tick(){ //Check people collisions for(int k=0;k<numpeople;k++){ - + // SBF - backing up the old coordinates makes + // the most sense here. + person[k].oldplayercoords=person[k].playercoords; + person[k].DoStuff(k); if(person[k].skeleton.free<1){ @@ -1063,7 +1066,8 @@ void Game::Tick(){ } - person[k].oldplayercoords=person[k].playercoords; + // SBF - this is definately in the wrong spot! + //person[k].oldplayercoords=person[k].playercoords; } @@ -1733,10 +1737,10 @@ void Game::Tick(){ // Realcheck tells us // a) we've got close to the end of our path or // b) we're moving away from our target - // For whatever reason, part b) appears to be stuffed. Comment it out. - realcheck=(abs(person[i].playercoords.x-person[i].pathtarget.x)<1&&abs(person[i].playercoords.z-person[i].pathtarget.z)<1); - // ||findDistancefast(person[i].playercoords,person[i].pathtarget)>findDistancefast(person[i].oldplayercoords,person[i].pathtarget) - if(person[i].targetanimation==idleanim&&person[i].killtargetvisible==0){ + realcheck=(abs(person[i].playercoords.x-person[i].pathtarget.x)<1&&abs(person[i].playercoords.z-person[i].pathtarget.z)<1) + ||findDistancefast(person[i].playercoords,person[i].pathtarget)>findDistancefast(person[i].oldplayercoords,person[i].pathtarget); + + if(person[i].targetanimation==idleanim&&person[i].killtargetvisible==0){ person[i].targetanimation=walkanim; |
