Well it did not take long to figure it out. This maybe already fixed but if not I will share my findings. Things like pet guard will cause the pet to keep on walking. Anything using pathing will kind of ghost between path nodes. This fixed it for me. In mob_ai.cpp when there is a SetCurrentSpeed(0) there really needs to follow a moved = false. As soon as I added a moved =false with it, the problem completely went away. I checked my old source and there was normally a SetMoving(false), but this seems to be equivalent. Just my 2 cents, it worked wonders for me. Pathing was quirky before I added that.
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