Let's try out going back to closest check again

This commit is contained in:
Sally Cochenour 2020-03-03 14:47:41 -05:00
parent d91e8205dc
commit 597e6820b6

View file

@ -6006,14 +6006,16 @@ static void K_UpdateDistanceFromFinishLine(player_t *const player)
else else
{ {
waypoint_t *finishline = K_GetFinishLineWaypoint(); waypoint_t *finishline = K_GetFinishLineWaypoint();
waypoint_t *nextwaypoint = K_GetPlayerNextWaypoint(player, false); waypoint_t *nextwaypoint = K_GetPlayerNextWaypoint(player, true); //false
/*
if ((nextwaypoint == NULL) && (player->nextwaypoint == NULL)) if ((nextwaypoint == NULL) && (player->nextwaypoint == NULL))
{ {
// Special case: if player nextwaypoint is still NULL, we want to fix that as soon as possible, so use the closest waypoint instead. // Special case: if player nextwaypoint is still NULL, we want to fix that as soon as possible, so use the closest waypoint instead.
// This will most likely only happen on map load or player spawn. // This will most likely only happen on map load or player spawn.
nextwaypoint = K_GetPlayerNextWaypoint(player, true); nextwaypoint = K_GetPlayerNextWaypoint(player, true);
} }
*/
if (nextwaypoint != NULL) if (nextwaypoint != NULL)
{ {