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@@ -111,10 +111,10 @@ bool AIController::getAIMove(Move* movePtr)
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// Orient towards the aim point, aim object, or towards
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// our destination.
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- if (getAim()->mObj || getAim()->mPosSet || mMovement.mMoveState != ModeStop)
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+ if (getAim() || mMovement.mMoveState != ModeStop)
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{
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// Update the aim position if we're aiming for an object or explicit position
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- if (getAim()->mObj || getAim()->mPosSet)
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+ if (getAim())
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mMovement.mAimLocation = getAim()->getPosition();
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else
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mMovement.mAimLocation = getNav()->mMoveDestination;
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@@ -129,7 +129,7 @@ bool AIController::getAIMove(Move* movePtr)
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// Test for target location in sight if it's an object. The LOS is
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// run from the eye position to the center of the object's bounding,
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// which is not very accurate.
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- if (getAim()->mObj)
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+ if (getAim() && getAim()->mObj)
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{
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GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
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if (getAim()->checkInLos(gbo))
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