Unstable 0.15.15.0 (and the one before it I forgor)
This commit is contained in:
@@ -204,11 +204,7 @@ namespace Barotrauma
|
||||
pathFinder.ApplyPenaltyToOutsideNodes = character.Submarine != null && character.PressureProtection <= 0;
|
||||
var newPath = pathFinder.FindPath(currentPos, target, character.Submarine, "(Character: " + character.Name + ")", minGapSize, startNodeFilter, endNodeFilter, nodeFilter, checkVisibility: checkVisibility);
|
||||
bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null || character.Submarine != null && findPathTimer < -1 && Math.Abs(character.AnimController.TargetMovement.Combine()) <= 0;
|
||||
if (newPath.Unreachable || newPath.Nodes.None())
|
||||
{
|
||||
useNewPath = false;
|
||||
}
|
||||
else if (!useNewPath && currentPath != null && currentPath.CurrentNode != null)
|
||||
if (!useNewPath && currentPath != null && currentPath.CurrentNode != null && newPath.Nodes.Any() && !newPath.Unreachable)
|
||||
{
|
||||
// Check if the new path is the same as the old, in which case we just ignore it and continue using the old path (or the progress would reset).
|
||||
if (IsIdenticalPath())
|
||||
|
||||
Reference in New Issue
Block a user