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slight improvements to bnpc avoidance
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1 changed files with 5 additions and 5 deletions
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@ -606,7 +606,7 @@ void Sapphire::Entity::BNpc::checkAggro()
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if( pClosestChara && pClosestChara->isAlive() && pClosestChara->isPlayer() )
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{
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// will use this range if chara level is lower than bnpc, otherwise deminishing equation applies
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// will use this range if chara level is lower than bnpc, otherwise diminishing equation applies
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float range = 13.f;
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if( pClosestChara->getLevel() > m_level )
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@ -638,8 +638,11 @@ void Sapphire::Entity::BNpc::pushNearbyBNpcs()
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auto pos = bNpc->getPos();
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auto distance = Util::distance( m_pos, bNpc->getPos() );
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// todo: not sure what's good here
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auto factor = bNpc->getNaviTargetReachedDistance();
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// too far away, ignore it
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if( distance > getNaviTargetReachedDistance() )
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if( distance > factor )
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continue;
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auto angle = Util::calcAngFrom( m_pos.x, m_pos.y, pos.x, pos.y ) + PI;
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@ -647,9 +650,6 @@ void Sapphire::Entity::BNpc::pushNearbyBNpcs()
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auto x = ( cosf( angle ) );
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auto z = ( sinf( angle ) );
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// todo: not sure what's good here
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auto factor = bNpc->getScale();
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bNpc->setPos( pos.x + ( x * factor ),
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pos.y,
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pos.z + ( z * factor ) );
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