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-rw-r--r--src/fpsgame/waypoint.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/fpsgame/waypoint.cpp b/src/fpsgame/waypoint.cpp
index 8d97782..22e48d0 100644
--- a/src/fpsgame/waypoint.cpp
+++ b/src/fpsgame/waypoint.cpp
@@ -11,7 +11,7 @@ namespace ai
bool clipped(const vec &o)
{
int material = lookupmaterial(o), clipmat = material&MATF_CLIP;
- return clipmat == MAT_CLIP || material&MAT_DEATH || (material&MATF_VOLUME) == MAT_LAVA;
+ return clipmat == MAT_CLIP || material&MAT_DEATH;
}
int getweight(const vec &o)
@@ -25,7 +25,7 @@ namespace ai
weight = int(dist/ai::JUMPMIN);
pos.z -= clamp(dist-8.0f, 0.0f, pos.z);
int trgmat = lookupmaterial(pos);
- if(trgmat&MAT_DEATH || (trgmat&MATF_VOLUME) == MAT_LAVA) weight *= 10;
+ if(trgmat&MAT_DEATH) weight *= 10;
}
return weight;
}
@@ -566,7 +566,7 @@ namespace ai
if(d->state != CS_ALIVE) { d->lastnode = -1; return; }
bool dropping = shoulddrop(d);
int mat = lookupmaterial(v);
- if((mat&MATF_CLIP) == MAT_CLIP || (mat&MATF_VOLUME) == MAT_LAVA || mat&MAT_DEATH) dropping = false;
+ if((mat&MATF_CLIP) == MAT_CLIP || mat&MAT_DEATH) dropping = false;
float dist = dropping ? WAYPOINTRADIUS : (d->ai ? WAYPOINTRADIUS : SIGHTMIN);
int curnode = closestwaypoint(v, dist, false, d), prevnode = d->lastnode;
if(!iswaypoint(curnode) && dropping)