fix: nav: correct player feet in calculated jump direction

fix: planner: correct radius checking in astar path smoothing
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jeefo 2023-06-07 23:22:30 +03:00
commit c3f9c02ec5
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2 changed files with 2 additions and 2 deletions

View file

@ -850,7 +850,7 @@ bool Bot::updateNavigation () {
if (feet.z > feet.z) { if (feet.z > feet.z) {
feet = pev->origin + pev->maxs; feet = pev->origin + pev->maxs;
} }
feet = { pev->origin.x, pev->origin.y, feet.z }; feet = { pev->origin.x, pev->origin.y, pev->origin.z };
// calculate like we do with grenades // calculate like we do with grenades
auto velocity = calcThrow (feet, node); auto velocity = calcThrow (feet, node);

View file

@ -176,7 +176,7 @@ bool AStarAlgo::cantSkipNode (const int a, const int b) {
const auto &ag = graph[a]; const auto &ag = graph[a];
const auto &bg = graph[b]; const auto &bg = graph[b];
const bool hasZeroRadius = cr::fzero (ag.radius) || cr::fzero (ag.radius); const bool hasZeroRadius = cr::fzero (ag.radius) || cr::fzero (bg.radius);
if (hasZeroRadius) { if (hasZeroRadius) {
return true; return true;