This commit is contained in:
David Markowitz
2026-06-17 01:56:18 -07:00
parent 105ddf4e1d
commit 47535f3c3a
2 changed files with 8 additions and 8 deletions

View File

@@ -180,7 +180,7 @@ void MovementAIComponent::Update(const float deltaTime) {
SetPath(waypoints);
} else if (m_Path->pathBehavior == PathBehavior::Once) {
// In this case we intended to follow a path and once we've followed it we camp there, otherwise we'd just wander home again.
m_BaseCombatAI->SetStartingPosition(m_SourcePosition);
if (m_BaseCombatAI) m_BaseCombatAI->SetStartingPosition(m_SourcePosition);
Stop();
return;
}
@@ -459,7 +459,7 @@ void MovementAIComponent::RunWaypointCommands(uint32_t waypointNum) {
if (inventoryComponent) {
// items should always exist
auto* const item = inventoryComponent->GetInventory(eInventoryType::ITEMS)->FindItemBySlot(0);
inventoryComponent->EquipItem(item);
if (item) inventoryComponent->EquipItem(item);
}
break;
}
@@ -468,19 +468,19 @@ void MovementAIComponent::RunWaypointCommands(uint32_t waypointNum) {
if (inventoryComponent) {
// items should always exist
auto* const item = inventoryComponent->GetInventory(eInventoryType::ITEMS)->FindItemBySlot(0);
inventoryComponent->UnEquipItem(item);
if (item) inventoryComponent->UnEquipItem(item);
}
break;
}
// case eWaypointCommandType::DELAY: {
case eWaypointCommandType::DELAY: {
// Pause(GeneralUtils::TryParse<float>(data).value_or(0.0f));
// break;
// }
break;
}
case eWaypointCommandType::EMOTE: {
// m_Delay = RenderComponent::GetAnimationTime(m_Parent, data);
// const auto emoteID = GeneralUtils::TryParse<uint32_t>(data);
// if (emoteID) GameMessages::SendPlayEmote(m_Parent->GetObjectID(), emoteID.value(), LWOOBJID_EMPTY, UNASSIGNED_SYSTEM_ADDRESS);
// break;
break;
}
case eWaypointCommandType::TELEPORT: break;
case eWaypointCommandType::PATH_SPEED: m_BaseSpeed = GetBaseSpeed(m_Parent->GetLOT()) * GeneralUtils::TryParse<float>(data).value_or(1.0f); break;

View File

@@ -104,7 +104,7 @@ void Zone::LoadZoneIntoMemory() {
for (const Path& path : m_Paths) {
if (path.pathType != PathType::Spawner) continue;
SpawnerInfo info{};
for (int i = 0; i < path.pathWaypoints.size(); i++) {
for (size_t i = 0; i < path.pathWaypoints.size(); i++) {
const auto& waypoint = path.pathWaypoints[i];
SpawnerNode* node = new SpawnerNode();
node->position = waypoint.position;