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Help reduce waypoint flickering by using closest waypoint to finish line
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1 changed files with 31 additions and 1 deletions
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@ -270,9 +270,12 @@ waypoint_t *K_GetBestWaypointForMobj(mobj_t *const mobj)
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waypoint_t *checkwaypoint = NULL;
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fixed_t closestdist = INT32_MAX;
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fixed_t checkdist = INT32_MAX;
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fixed_t bestfindist = INT32_MAX;
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for (i = 0; i < numwaypoints; i++)
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{
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fixed_t rad;
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checkwaypoint = &waypointheap[i];
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checkdist = P_AproxDistance(
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@ -280,7 +283,34 @@ waypoint_t *K_GetBestWaypointForMobj(mobj_t *const mobj)
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(mobj->y / FRACUNIT) - (checkwaypoint->mobj->y / FRACUNIT));
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checkdist = P_AproxDistance(checkdist, ((mobj->z / FRACUNIT) - (checkwaypoint->mobj->z / FRACUNIT)) * 4);
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if (checkdist < closestdist)
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rad = (checkwaypoint->mobj->radius / FRACUNIT);
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if (closestdist < rad && checkdist < rad && finishline != NULL)
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{
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const boolean useshortcuts = false;
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const boolean huntbackwards = false;
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boolean pathfindsuccess = false;
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path_t pathtofinish = {};
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// If the mobj is touching multiple waypoints at once,
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// then solve ties by taking the one closest to the finish line.
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// Prevents position from flickering wildly when taking turns.
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pathfindsuccess =
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K_PathfindToWaypoint(checkwaypoint, finishline, &pathtofinish, useshortcuts, huntbackwards);
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if (pathfindsuccess == true)
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{
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if ((INT32)(pathtofinish.totaldist) < bestfindist)
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{
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bestwaypoint = checkwaypoint;
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bestfindist = pathtofinish.totaldist;
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}
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Z_Free(pathtofinish.array);
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}
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}
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else if (checkdist < closestdist && bestfindist == INT32_MAX)
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{
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if (!P_CheckSight(mobj, checkwaypoint->mobj))
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{
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