From 636120b109554e717d85b647eed5c08271d0f8ea Mon Sep 17 00:00:00 2001 From: GenericHeroGuy Date: Wed, 3 Dec 2025 18:18:23 +0100 Subject: [PATCH] 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 --- src/k_waypoint.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/k_waypoint.cpp b/src/k_waypoint.cpp index 75a12b8c1..1eeebb4ca 100644 --- a/src/k_waypoint.cpp +++ b/src/k_waypoint.cpp @@ -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; } }