// if wp -> porg, then OK
float maxdist;
- if(navigation_waypoint_will_link(wp.origin, porg, p, wp.origin, 0, walkfromwp, 1050))
+ if(navigation_waypoint_will_link(wp.origin, porg, p, porg, 0, wp.origin, 0, walkfromwp, 1050))
{
// we may find a better one
maxdist = vlen(wp.origin - porg);
{
float d = vlen(wp.origin - it.origin) + vlen(it.origin - porg);
if(d < bestdist)
- if(navigation_waypoint_will_link(wp.origin, it.origin, p, wp.origin, 0, walkfromwp, 1050))
- if(navigation_waypoint_will_link(it.origin, porg, p, it.origin, 0, walkfromwp, 1050))
+ if(navigation_waypoint_will_link(wp.origin, it.origin, p, it.origin, 0, wp.origin, 0, walkfromwp, 1050))
+ if(navigation_waypoint_will_link(it.origin, porg, p, porg, 0, it.origin, 0, walkfromwp, 1050))
{
bestdist = d;
p.(fld) = it;
if(wp)
{
- if(!navigation_waypoint_will_link(wp.origin, o, p, wp.origin, 0, walkfromwp, 1050))
+ if(!navigation_waypoint_will_link(wp.origin, o, p, o, 0, wp.origin, 0, walkfromwp, 1050))
{
// we cannot walk from wp.origin to o
// get closer to tmax
// if we get here, o is valid regarding waypoints
// check if o is connected right to the player
// we break if it succeeds, as that means o is a good waypoint location
- if(navigation_waypoint_will_link(o, porg, p, o, 0, walkfromwp, 1050))
+ if(navigation_waypoint_will_link(o, porg, p, porg, 0, o, 0, walkfromwp, 1050))
break;
// o is no good, we need to get closer to the player