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- if (me->isInFront(&movePos))
- {
- pos_x = me->GetPositionX();
- change_x = movePos.GetPositionX();
- }
- else if (me->isInBack(&movePos))
- {
- push_front = true;
- pos_x = movePos.GetPositionX();
- change_x = me->GetPositionX();
- }
- if (me->isInLeft(&movePos))
- {
- pos_y = me->GetPositionY();
- change_y = movePos.GetPositionY();
- }
- else if (me->isInRight(&movePos))
- {
- push_front = true;
- pos_y = movePos.GetPositionY();
- change_y = me->GetPositionY();
- }
- for (float i = pos_x; i < change_x; i += SIZE_ONE_CAGE)
- {
- if (me->GetEntry() != NPC_CHESS_HORSE || me->GetEntry() != NPC_CHESS_ROOK)
- if (abs(pos_y) - abs(change_y) > 5.0f)
- if (pos_y < change_y)
- pos_y += SIZE_ONE_CAGE;
- pos.m_positionY = pos_y;
- pos.m_positionX = i + 0.2f;
- push_front == true ? tempPos.push_front(pos) : tempPos.push_back(pos);
- }
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