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
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1 changed files with 2 additions and 2 deletions
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@ -515,11 +515,11 @@ waypoint_t *K_GetBestWaypointForMobj(mobj_t *const mobj, waypoint_t *const hint)
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}
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}
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// Do not consider z height for next/prev waypoints of current waypoint.
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// Put less weight on z height for next/prev waypoints of current waypoint.
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// This helps the current waypoint not be behind you when you're taking a jump.
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if (connectedToHint == true)
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{
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zMultiplier = 0;
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zMultiplier = 1;
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}
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}
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