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Update MovementAIComponent.cpp
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8388fdf2a7
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@ -123,7 +123,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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SetRotation(NiQuaternion::LookAt(source, dest));
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SetVelocity(velocity);
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SetPosition(source + velocity_pos);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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} else if (!m_Done && m_Waiting) { // waiting, meaing we are at a waypoint, and we want to do something
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// handle waiting
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@ -236,7 +236,7 @@ void MovementAIComponent::ArrivedAtPathWaypoint(){
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if (action->GetKey() == u"delay"){
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m_WaitingTime += std::stof(action->GetValueAsString());
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SetVelocity(NiPoint3::ZERO);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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Game::entityManager->SerializeEntity(m_Parent);
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// emote: has name of animation to play
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} else if (action->GetKey() == u"emote"){
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@ -244,7 +244,7 @@ void MovementAIComponent::ArrivedAtPathWaypoint(){
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// TODO Get proper animation time and add to wait
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m_WaitingTime += 1;
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SetVelocity(NiPoint3::ZERO);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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Game::entityManager->SerializeEntity(m_Parent);
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// pathspeed: has pathing speed as a float
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} else if (action->GetKey() == u"pathspeed") {
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@ -267,7 +267,7 @@ void MovementAIComponent::ArrivedAtPathWaypoint(){
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}
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if (path_string != "") {
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m_CurrentPath = const_cast<Path*>(dZoneManager::Instance()->GetZone()->GetPath(path_string));
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m_CurrentPath = const_cast<Path*>(Game::zoneManager->GetZone()->GetPath(path_string));
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} else m_CurrentPath = nullptr;
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} else {
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