Don't outright ignore Z coordinates for next/prev waypoints

Being unable to change split paths after falling is giving Arcade a lot of
grief right now
This commit is contained in:
GenericHeroGuy 2025-12-03 18:18:23 +01:00
parent 2c90f46136
commit 636120b109

View file

@ -515,11 +515,11 @@ waypoint_t *K_GetBestWaypointForMobj(mobj_t *const mobj, waypoint_t *const hint)
}
}
// Do not consider z height for next/prev waypoints of current waypoint.
// Put less weight on z height for next/prev waypoints of current waypoint.
// This helps the current waypoint not be behind you when you're taking a jump.
if (connectedToHint == true)
{
zMultiplier = 0;
zMultiplier = 1;
}
}