// often path can be optimized by not adding the nearest waypoint
if (this.goalentity.navigation_dynamicgoal || autocvar_g_waypointeditor)
{
- set_tracewalk_dest(this.goalentity, nearest_wp.enemy.origin, true);
- if (trace_ent == this || (vdist(tracewalk_dest - nearest_wp.enemy.origin, <, 1050)
- && vlen2(tracewalk_dest - nearest_wp.enemy.origin) < vlen2(nearest_wp.origin - nearest_wp.enemy.origin)
- && tracewalk(this, nearest_wp.enemy.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
- tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
+ if (nearest_wp.enemy.wpcost < autocvar_bot_ai_strategyinterval_movingtarget
+ && vdist(vec2(this.goalentity.origin - nearest_wp.origin), >, 16))
{
- e = nearest_wp.enemy;
+ set_tracewalk_dest(this.goalentity, nearest_wp.enemy.origin, true);
+ if (trace_ent == this || (vdist(tracewalk_dest - nearest_wp.enemy.origin, <, 1050)
+ && vlen2(tracewalk_dest - nearest_wp.enemy.origin) < vlen2(nearest_wp.origin - nearest_wp.enemy.origin)
+ && tracewalk(this, nearest_wp.enemy.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
+ tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode)))
+ {
+ e = nearest_wp.enemy;
+ }
}
}
else if(navigation_item_islinked(nearest_wp.enemy, this.goalentity))