// completely empty the goal stack, used when deciding where to go
void navigation_clearroute(entity this)
{
+ this.lastteleporttime = 0;
this.goalcurrent_prev = this.goalcurrent;
this.goalcurrent_distance_2d = FLOAT_MAX;
this.goalcurrent_distance_z = FLOAT_MAX;
t += xydistance / autocvar_g_jetpack_maxspeed_side;
fuel = t * autocvar_g_jetpack_fuel * 0.8;
- LOG_DEBUG("jetpack ai: required fuel ", ftos(fuel), ", have ", ftos(GetResourceAmount(this, RESOURCE_FUEL)));
+ LOG_DEBUG("jetpack ai: required fuel ", ftos(fuel), ", have ", ftos(GetResource(this, RES_FUEL)));
// enough fuel ?
- if(GetResourceAmount(this, RESOURCE_FUEL) > fuel || (this.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(GetResource(this, RES_FUEL) > fuel || (this.items & IT_UNLIMITED_WEAPON_AMMO))
{
// Estimate cost
// (as onground costs calculation is mostly based on distances, here we do the same establishing some relationship
if (!this.goalcurrent.wpisbox // warpzone
&& vlen2(this.origin - this.goalstack01.origin) < vlen2(this.origin - this.goalcurrent.origin))
{
+ // immediately remove origin and destination waypoints
navigation_poproute(this);
++removed_goals;
navigation_poproute(this);
++removed_goals;
- return removed_goals;
+ this.lastteleporttime = 0;
}
// make sure jumppad is really hit, don't rely on distance based checks
if (time - this.lastteleporttime < random() * max_delay)
return removed_goals;
}
+ else if (this.goalcurrent.wpisbox) // teleport
+ {
+ // immediately remove origin and destination waypoints
+ navigation_poproute(this);
+ ++removed_goals;
+ }
navigation_poproute(this);
this.lastteleporttime = 0;
++removed_goals;
}
- else
- return removed_goals;
+ return removed_goals;
}
else if (this.lastteleporttime > 0)
{
++removed_goals;
return removed_goals;
}
+ // reset of lastteleporttime can be overriden by a jumppad when it's set
+ // in more than one frame: make sure it's reset
+ this.lastteleporttime = 0;
}
// Loose goal touching check when running
this.goalstack31 = NULL;
navigation_routetogoal(this, navigation_bestgoal, this.origin);
- LOG_DEBUG("best goal ", this.goalcurrent.classname);
+ LOG_DEBUG("best goal ", navigation_bestgoal.classname);
if (wp && this.goalcurrent == wp)
navigation_poproute(this);