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	Use custom AStar algorithm.
Remove print.
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		| @@ -447,7 +447,7 @@ namespace ai | ||||
| 			game::pathnode_t* pNodeTo = game::Path_NearestNodeNotCrossPlanes(-2, maxNodes, vGoalPos, nodes.get(), 192.0f, 0.0f, 0.0f, 0.0f, &returnCount, game::NEAREST_NODE_DO_HEIGHT_CHECK); | ||||
| 			if (!pNodeTo) | ||||
| 			{ | ||||
| 				printf("Couldn't find the node to\n"); | ||||
| 				//printf("Couldn't find the node to\n"); | ||||
| 			} | ||||
| 			game::pathnode_t* pNodeFrom = game::Path_NearestNodeNotCrossPlanes(-2, maxNodes, vStartPos, nodes.get(), 192.0f, 0.0f, 0.0f, 0.0f, &returnCount, game::NEAREST_NODE_DO_HEIGHT_CHECK); | ||||
| 			if (pNodeTo && pNodeFrom) | ||||
| @@ -611,7 +611,7 @@ namespace ai | ||||
|  | ||||
| 					auto eTeam = game::team_map.at(team); | ||||
|  | ||||
| 					auto success = game::Path_FindPath(path.get(), eTeam, start_pos, goal_pos, allow_negotiation_links); | ||||
| 					auto success = Path_FindPath_custom(path.get(), eTeam, start_pos, goal_pos, allow_negotiation_links); | ||||
|  | ||||
| 					if (!success) | ||||
| 					{ | ||||
|   | ||||
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