void NPC::NextGuardPosition() { if (!CalculateNewPosition2(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z, GetMovespeed())) { SetHeading(m_GuardPoint.w); Log.Out(Logs::Detail, Logs::AI, "Unable to move to next guard position. Probably rooted."); } else if((m_Position.x == m_GuardPoint.x) && (m_Position.y == m_GuardPoint.y) && (m_Position.z == m_GuardPoint.z)) { if(moved) { moved = false; SetCurrentSpeed(0); } } }
void NPC::NextGuardPosition() { if (!CalculateNewPosition2(guard_x, guard_y, guard_z, GetMovespeed())) { SetHeading(guard_heading); mlog(AI__WAYPOINTS, "Unable to move to next guard position. Probably rooted."); } else if((x_pos == guard_x) && (y_pos == guard_y) && (z_pos == guard_z)) { if(moved) { moved=false; SetMoving(false); SendPosition(); } } }