m1 = org + this.mins;
m2 = org + this.maxs;
+ while(this.goalcurrent && wasfreed(this.goalcurrent))
+ navigation_poproute(this);
+
if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
{
+ // make sure jumppad is really hit, don't rely on distance based checks
+ // as they may report a touch even if it didn't really happen
if(this.lastteleporttime>0)
- if(time-this.lastteleporttime<(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)?2:0.15)
+ if(time - this.lastteleporttime < ((this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL) ? 2 : 0.15))
{
if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
if(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && this.goalcurrent.owner==this)
if(IS_PLAYER(this.goalcurrent))
navigation_poproute(this);
- // aid for detecting jump pads better (distance based check fails sometimes)
- if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT && this.jumppadcount > 0 )
- navigation_poproute(this);
-
// Loose goal touching check when running
if(this.aistatus & AI_STATUS_RUNNING)
if(this.speed >= autocvar_sv_maxspeed) // if -really- running
if(this.goalcurrent.classname=="waypoint")
+ if(!(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT))
{
if(vdist(this.origin - this.goalcurrent.origin, <, 150))
{
while (this.goalcurrent && boxesoverlap(m1, m2, this.goalcurrent.absmin, this.goalcurrent.absmax))
{
+ if((this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT))
+ break;
+
// Detect personal waypoints
if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
if(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && this.goalcurrent.owner==this)