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20 changes: 7 additions & 13 deletions src/game/MotionGenerators/PathFinder.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -540,6 +540,8 @@ void PathFinder::BuildPointPath(const float* startPoint, const float* endPoint)
m_pathPoints[i] = Vector3(pathPoints[i * VERTEX_SIZE + 2], pathPoints[i * VERTEX_SIZE], pathPoints[i * VERTEX_SIZE + 1]);
}

NormalizePath(pointCount);

// first point is always our current location - we need the next one
setActualEndPosition(m_pathPoints[pointCount - 1]);

Expand Down Expand Up @@ -977,17 +979,9 @@ void PathFinder::NormalizePath(uint32& size)
m_sourceUnit->UpdateAllowedPositionZ(m_pathPoints[i].x, m_pathPoints[i].y, m_pathPoints[i].z);
}

// Check if the Z difference between each point is higher than SMOOTH_PATH_HEIGHT.
// Add another point if that's the case and keep adding new midpoints till the Z difference is low enough.
for (uint32 i = 1; i < m_pathPoints.size(); ++i)
{
if ((m_pathPoints[i - 1].z - m_pathPoints[i].z) > SMOOTH_PATH_HEIGHT)
{
auto midPoint = m_pathPoints[i - 1] + (m_pathPoints[i] - m_pathPoints[i - 1]) / 2.f;
m_sourceUnit->UpdateAllowedPositionZ(midPoint.x, midPoint.y, midPoint.z);
m_pathPoints.insert(m_pathPoints.begin() + i, midPoint);
--i;
}
}
size = m_pathPoints.size();
// NOTE: A midpoint-insertion loop was here to smooth steep Z descents,
// but it could loop infinitely when UpdateAllowedPositionZ returned terrain Z
// values that prevented convergence (cliff faces, etc.). Removed.

size = static_cast<uint32>(m_pathPoints.size());
}
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