From 99a6ba24673c23b0217a34c7047690230a25b635 Mon Sep 17 00:00:00 2001 From: Causeless Date: Fri, 29 Dec 2023 19:16:44 +0000 Subject: [PATCH] More accurate update movepath check --- Entities/Actor.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/Entities/Actor.cpp b/Entities/Actor.cpp index 92cf24a19..cbea49e02 100644 --- a/Entities/Actor.cpp +++ b/Entities/Actor.cpp @@ -1304,6 +1304,10 @@ void Actor::Update() // Hit Body update and handling MOSRotating::Update(); + if (m_UpdateMovePath) { + UpdateMovePath(); + } + m_PieMenu->Update(); // Update the viewpoint to be at least what the position is @@ -1356,7 +1360,7 @@ void Actor::Update() if (!m_MovePath.empty()) m_MoveTarget = m_MovePath.front(); // No more path, so check if any more waypoints to make a new path to? This doesn't apply if we're following something - else if (m_UpdateMovePath || (m_MovePath.empty() && !m_Waypoints.empty() && !m_pMOMoveTarget)) + else if (m_MovePath.empty() && !m_Waypoints.empty() && !m_pMOMoveTarget) UpdateMovePath(); // Nope, so just conclude that we must have reached the ultimate AI target set and exit the goto mode else if (!m_pMOMoveTarget)