Core/Movement: Minor correction for last changeset
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@@ -49,16 +49,13 @@ void ConfusedMovementGenerator<T>::Initialize(T &unit)
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float const wanderX = x + (wander_distance * (float)rand_norm() - wander_distance/2);
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float const wanderY = y + (wander_distance * (float)rand_norm() - wander_distance/2);
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i_waypoints[idx][0] = wanderX;
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i_waypoints[idx][1] = wanderY;
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// prevent invalid coordinates generation
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Trinity::NormalizeMapCoord(i_waypoints[idx][0]);
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Trinity::NormalizeMapCoord(i_waypoints[idx][1]);
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Trinity::NormalizeMapCoord(wanderX);
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Trinity::NormalizeMapCoord(wanderY);
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if (unit.IsWithinLOS(wanderX, wanderY, z))
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{
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bool is_water = map->IsInWater(i_waypoints[idx][0], i_waypoints[idx][1], z);
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bool is_water = map->IsInWater(wanderX, wanderY, z);
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if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
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{
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@@ -67,7 +64,11 @@ void ConfusedMovementGenerator<T>::Initialize(T &unit)
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i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
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}
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unit.UpdateAllowedPositionZ(i_waypoints[idx][0], i_waypoints[idx][1], z);
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unit.UpdateAllowedPositionZ(wanderX, wanderY, z);
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//! Positions are now fine - apply them to this waypoint
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i_waypoints[idx][0] = wanderX;
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i_waypoints[idx][1] = wanderY;
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i_waypoints[idx][2] = z;
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}
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else
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