[refactor] BaseNPC now uses Entity XYZ fields for handling positions

- fixed many references to Entity.appearanceData.i[XYZ] to use the base Entity XYZ values
- BaseNPC::enterIntoViewOf grabs the position from the base Entity XYZ values
- NPCManager::updateNPCPosition updates the base Entity XYZ values
- MobAI.c/deadStep() also sends it's packet based on the Entity XYZ values
This commit is contained in:
CPunch 2021-04-13 19:57:24 -05:00
parent 48fb510b53
commit 9b84d9dc4d
11 changed files with 80 additions and 74 deletions

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@ -273,7 +273,7 @@ void Chunking::createInstance(uint64_t instanceID) {
if (((Mob*)baseNPC)->groupLeader != 0 && ((Mob*)baseNPC)->groupLeader != npcID)
continue; // follower; don't copy individually
Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
Mob* newMob = new Mob(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->appearanceData.iAngle,
instanceID, baseNPC->appearanceData.iNPCType, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId++);
NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
@ -286,7 +286,7 @@ void Chunking::createInstance(uint64_t instanceID) {
int followerID = NPCManager::nextId++; // id for follower
BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template
// new follower instance
Mob* newMobFollower = new Mob(baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ, baseFollower->appearanceData.iAngle,
Mob* newMobFollower = new Mob(baseFollower->x, baseFollower->y, baseFollower->z, baseFollower->appearanceData.iAngle,
instanceID, baseFollower->appearanceData.iNPCType, NPCManager::NPCData[baseFollower->appearanceData.iNPCType], followerID);
// add follower to NPC maps
NPCManager::NPCs[followerID] = newMobFollower;
@ -296,18 +296,18 @@ void Chunking::createInstance(uint64_t instanceID) {
newMobFollower->offsetY = ((Mob*)baseFollower)->offsetY;
// add follower copy to leader copy
newMob->groupMember[i] = followerID;
NPCManager::updateNPCPosition(followerID, baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ,
NPCManager::updateNPCPosition(followerID, baseFollower->x, baseFollower->y, baseFollower->z,
instanceID, baseFollower->appearanceData.iAngle);
}
}
}
NPCManager::updateNPCPosition(newMob->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
NPCManager::updateNPCPosition(newMob->appearanceData.iNPC_ID, baseNPC->x, baseNPC->y, baseNPC->z,
instanceID, baseNPC->appearanceData.iAngle);
} else {
BaseNPC* newNPC = new BaseNPC(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
BaseNPC* newNPC = new BaseNPC(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->appearanceData.iAngle,
instanceID, baseNPC->appearanceData.iNPCType, NPCManager::nextId++);
NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC;
NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->x, baseNPC->y, baseNPC->z,
instanceID, baseNPC->appearanceData.iAngle);
}
}

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@ -321,9 +321,9 @@ static void toggleAiCommand(std::string full, std::vector<std::string>& args, CN
// mobs with static paths can chill where they are
if (mob->staticPath) {
mob->roamX = mob->appearanceData.iX;
mob->roamY = mob->appearanceData.iY;
mob->roamZ = mob->appearanceData.iZ;
mob->roamX = mob->x;
mob->roamY = mob->y;
mob->roamZ = mob->z;
} else {
mob->roamX = mob->spawnX;
mob->roamY = mob->spawnY;
@ -343,11 +343,11 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
}
int angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, npc->instanceID, angle);
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, npc->instanceID, angle);
// if it's a gruntwork NPC, rotate in-place
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) != TableData::RunningMobs.end()) {
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, npc->instanceID, angle);
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, npc->instanceID, angle);
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
+ std::to_string(npc->appearanceData.iNPC_ID));
@ -435,7 +435,7 @@ static void npcInstanceCommand(std::string full, std::vector<std::string>& args,
Chat::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->appearanceData.iNPC_ID) + " to instance " + std::to_string(instance));
TableData::RunningNPCMapNumbers[npc->appearanceData.iNPC_ID] = instance;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, instance, npc->appearanceData.iAngle);
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, instance, npc->appearanceData.iAngle);
}
static void minfoCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@ -666,9 +666,9 @@ static void whoisCommand(std::string full, std::vector<std::string>& args, CNSoc
Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->appearanceData.iHP));
Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->appearanceData.iConditionBitFlag));
Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->type));
Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->appearanceData.iX));
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->appearanceData.iY));
Chat::sendServerMessage(sock, "[WHOIS] Z: " + std::to_string(npc->appearanceData.iZ));
Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x));
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));
Chat::sendServerMessage(sock, "[WHOIS] Z: " + std::to_string(npc->z));
Chat::sendServerMessage(sock, "[WHOIS] Angle: " + std::to_string(npc->appearanceData.iAngle));
std::string chunkPosition = std::to_string(std::get<0>(npc->chunkPos)) + ", " + std::to_string(std::get<1>(npc->chunkPos)) + ", " + std::to_string(std::get<2>(npc->chunkPos));
Chat::sendServerMessage(sock, "[WHOIS] Chunk: {" + chunkPosition + "}");

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@ -174,7 +174,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
}
/* this has some issues with position desync, leaving it out for now
if (abs(egg->appearanceData.iX - plr->x)>500 || abs(egg->appearanceData.iY - plr->y) > 500) {
if (abs(egg->x - plr->x)>500 || abs(egg->y - plr->y) > 500) {
std::cout << "[WARN] Player tried to open an egg isn't nearby?!" << std::endl;
return;
}

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@ -45,6 +45,9 @@ Entity *EntityRef::getEntity() const {
void BaseNPC::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = appearanceData;
pkt.NPCAppearanceData.iX = x;
pkt.NPCAppearanceData.iY = y;
pkt.NPCAppearanceData.iZ = z;
sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
}
@ -54,7 +57,7 @@ void Bus::enterIntoViewOf(CNSocket *sock) {
// TODO: Potentially decouple this from BaseNPC?
pkt.AppearanceData = {
3, appearanceData.iNPC_ID, appearanceData.iNPCType,
appearanceData.iX, appearanceData.iY, appearanceData.iZ
x, y, z
};
sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_ENTER);

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@ -77,10 +77,10 @@ class BaseNPC : public Entity {
public:
sNPCAppearanceData appearanceData = {};
BaseNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id) { // XXX
appearanceData.iX = x;
appearanceData.iY = y;
appearanceData.iZ = z;
BaseNPC(int _X, int _Y, int _Z, int angle, uint64_t iID, int t, int id) { // XXX
x = _X;
y = _Y;
z = _Z;
appearanceData.iNPCType = t;
appearanceData.iHP = 400;
appearanceData.iAngle = angle;

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@ -147,8 +147,8 @@ bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
mobRange = -1;
// height is relevant for aggro distance because of platforming
int xyDistance = hypot(mob->appearanceData.iX - plr->x, mob->appearanceData.iY - plr->y);
int distance = hypot(xyDistance, (mob->appearanceData.iZ - plr->z) * 2); // difference in Z counts twice
int xyDistance = hypot(mob->x - plr->x, mob->y - plr->y);
int distance = hypot(xyDistance, (mob->z - plr->z) * 2); // difference in Z counts twice
if (distance > mobRange || distance > closestDistance)
continue;
@ -394,9 +394,9 @@ void MobAI::enterCombat(CNSocket *sock, Mob *mob) {
mob->nextMovement = getTime();
mob->nextAttack = 0;
mob->roamX = mob->appearanceData.iX;
mob->roamY = mob->appearanceData.iY;
mob->roamZ = mob->appearanceData.iZ;
mob->roamX = mob->x;
mob->roamY = mob->y;
mob->roamZ = mob->z;
int skillID = (int)mob->data["m_iPassiveBuff"]; // cast passive
std::vector<int> targetData = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
@ -453,9 +453,9 @@ static void deadStep(Mob *mob, time_t currTime) {
}
// pre-set spawn coordinates if not marked for removal
mob->appearanceData.iX = mob->spawnX;
mob->appearanceData.iY = mob->spawnY;
mob->appearanceData.iZ = mob->spawnZ;
mob->x = mob->spawnX;
mob->y = mob->spawnY;
mob->z = mob->spawnZ;
}
// to guide their groupmates, group leaders still need to move despite being dead
@ -474,9 +474,9 @@ static void deadStep(Mob *mob, time_t currTime) {
if (mob->groupLeader != 0) {
if (NPCManager::NPCs.find(mob->groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[mob->groupLeader]->type == EntityType::MOB) {
Mob* leaderMob = (Mob*)NPCManager::NPCs[mob->groupLeader];
mob->appearanceData.iX = leaderMob->appearanceData.iX + mob->offsetX;
mob->appearanceData.iY = leaderMob->appearanceData.iY + mob->offsetY;
mob->appearanceData.iZ = leaderMob->appearanceData.iZ;
mob->x = leaderMob->x + mob->offsetX;
mob->y = leaderMob->y + mob->offsetY;
mob->z = leaderMob->z;
} else {
std::cout << "[WARN] deadStep: mob cannot find it's leader!" << std::endl;
}
@ -485,6 +485,9 @@ static void deadStep(Mob *mob, time_t currTime) {
INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
pkt.NPCAppearanceData = mob->appearanceData;
pkt.NPCAppearanceData.iX = mob->x;
pkt.NPCAppearanceData.iY = mob->y;
pkt.NPCAppearanceData.iZ = mob->z;
// notify all nearby players
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
@ -556,7 +559,7 @@ static void combatStep(Mob *mob, time_t currTime) {
return;
}
int distance = hypot(plr->x - mob->appearanceData.iX, plr->y - mob->appearanceData.iY);
int distance = hypot(plr->x - mob->x, plr->y - mob->y);
int mobRange = (int)mob->data["m_iAtkRange"] + (int)mob->data["m_iRadius"];
if (currTime >= mob->nextAttack) {
@ -588,18 +591,18 @@ static void combatStep(Mob *mob, time_t currTime) {
}
distanceToTravel = std::min(distance-mobRange+1, speed*2/5);
auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, targetX, targetY, distanceToTravel);
auto targ = lerp(mob->x, mob->y, targetX, targetY, distanceToTravel);
if (distanceToTravel < speed*2/5 && currTime >= mob->nextAttack)
mob->nextAttack = 0;
NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ, mob->instanceID, mob->appearanceData.iAngle);
NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->z, mob->instanceID, mob->appearanceData.iAngle);
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iSpeed = speed;
pkt.iToX = mob->appearanceData.iX = targ.first;
pkt.iToY = mob->appearanceData.iY = targ.second;
pkt.iToX = mob->x = targ.first;
pkt.iToY = mob->y = targ.second;
pkt.iToZ = plr->z;
pkt.iMoveStyle = 1;
@ -681,13 +684,13 @@ static void roamingStep(Mob *mob, time_t currTime) {
farX = xStart + rand() % mob->idleRange;
farY = yStart + rand() % mob->idleRange;
distance = std::abs(std::max(farX - mob->appearanceData.iX, farY - mob->appearanceData.iY));
distance = std::abs(std::max(farX - mob->x, farY - mob->y));
if (distance == 0)
distance += 1; // hack to avoid FPE
// if it's too short a walk, go further in that direction
farX = mob->appearanceData.iX + (farX - mob->appearanceData.iX) * minDistance / distance;
farY = mob->appearanceData.iY + (farY - mob->appearanceData.iY) * minDistance / distance;
farX = mob->x + (farX - mob->x) * minDistance / distance;
farY = mob->y + (farY - mob->y) * minDistance / distance;
// but don't got out of bounds
farX = std::clamp(farX, xStart, xStart + mob->idleRange);
@ -698,8 +701,8 @@ static void roamingStep(Mob *mob, time_t currTime) {
speed /= 2;
std::queue<WarpLocation> queue;
WarpLocation from = { mob->appearanceData.iX, mob->appearanceData.iY, mob->appearanceData.iZ };
WarpLocation to = { farX, farY, mob->appearanceData.iZ };
WarpLocation from = { mob->x, mob->y, mob->z };
WarpLocation to = { farX, farY, mob->z };
// add a route to the queue; to be processed in Transport::stepNPCPathing()
Transport::lerp(&queue, from, to, speed);
@ -718,8 +721,8 @@ static void roamingStep(Mob *mob, time_t currTime) {
std::queue<WarpLocation> queue2;
Mob* followerMob = (Mob*)NPCManager::NPCs[mob->groupMember[i]];
from = { followerMob->appearanceData.iX, followerMob->appearanceData.iY, followerMob->appearanceData.iZ };
to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->appearanceData.iZ };
from = { followerMob->x, followerMob->y, followerMob->z };
to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->z };
Transport::lerp(&queue2, from, to, speed);
Transport::NPCQueues[followerMob->appearanceData.iNPC_ID] = queue2;
}
@ -733,19 +736,19 @@ static void retreatStep(Mob *mob, time_t currTime) {
mob->nextMovement = currTime + 400;
// distance between spawn point and current location
int distance = hypot(mob->appearanceData.iX - mob->roamX, mob->appearanceData.iY - mob->roamY);
int distance = hypot(mob->x - mob->roamX, mob->y - mob->roamY);
//if (distance > mob->data["m_iIdleRange"]) {
if (distance > 10) {
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->roamX, mob->roamY, (int)mob->data["m_iRunSpeed"]*4/5);
auto targ = lerp(mob->x, mob->y, mob->roamX, mob->roamY, (int)mob->data["m_iRunSpeed"]*4/5);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iSpeed = (int)mob->data["m_iRunSpeed"] * 2;
pkt.iToX = mob->appearanceData.iX = targ.first;
pkt.iToY = mob->appearanceData.iY = targ.second;
pkt.iToZ = mob->appearanceData.iZ = mob->spawnZ;
pkt.iToX = mob->x = targ.first;
pkt.iToY = mob->y = targ.second;
pkt.iToZ = mob->z = mob->spawnZ;
pkt.iMoveStyle = 1;
// notify all nearby players

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@ -68,9 +68,9 @@ struct Mob : public CombatNPC {
dropType = data["m_iDropType"];
level = data["m_iNpcLevel"];
roamX = spawnX = appearanceData.iX;
roamY = spawnY = appearanceData.iY;
roamZ = spawnZ = appearanceData.iZ;
roamX = spawnX = x;
roamY = spawnY = y;
roamZ = spawnZ = z;
offsetX = 0;
offsetY = 0;

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@ -69,9 +69,9 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I,
npc->appearanceData.iAngle = angle;
ChunkPos oldChunk = npc->chunkPos;
ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I);
npc->appearanceData.iX = X;
npc->appearanceData.iY = Y;
npc->appearanceData.iZ = Z;
npc->x = X;
npc->y = Y;
npc->z = Z;
npc->instanceID = I;
if (oldChunk == newChunk)
return; // didn't change chunks
@ -280,8 +280,8 @@ BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z
continue;
BaseNPC* npcTemp = (BaseNPC*)ent->getEntity();
int distXY = std::hypot(X - npcTemp->appearanceData.iX, Y - npcTemp->appearanceData.iY);
int dist = std::hypot(distXY, Z - npcTemp->appearanceData.iZ);
int distXY = std::hypot(X - npcTemp->x, Y - npcTemp->y);
int dist = std::hypot(distXY, Z - npcTemp->z);
if (dist < lastDist) {
npc = npcTemp;
lastDist = dist;

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@ -333,9 +333,9 @@ static void nanoRecallRegisterHandler(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_REP_REGIST_RXCOM, response);
response.iMapNum = plr->recallInstance = (int32_t)npc->instanceID; // Never going to recall into a Fusion Lair
response.iX = plr->recallX = npc->appearanceData.iX;
response.iY = plr->recallY = npc->appearanceData.iY;
response.iZ = plr->recallZ = npc->appearanceData.iZ;
response.iX = plr->recallX = npc->x;
response.iY = plr->recallY = npc->y;
response.iZ = plr->recallZ = npc->z;
sock->sendPacket(response, P_FE2CL_REP_REGIST_RXCOM);
}

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@ -141,7 +141,7 @@ static void loadPaths(int* nextId) {
// spawn a slider
Bus* slider = new Bus(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)++);
NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->appearanceData.iX, slider->appearanceData.iY, slider->appearanceData.iZ, INSTANCE_OVERWORLD, 0);
NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->x, slider->y, slider->z, INSTANCE_OVERWORLD, 0);
Transport::NPCQueues[slider->appearanceData.iNPC_ID] = route;
}
// rotate
@ -456,8 +456,8 @@ static void loadGruntwork(int32_t *nextId) {
if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end())
continue; // NPC not found
BaseNPC* npc = NPCManager::NPCs[npcID];
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY,
npc->appearanceData.iZ, instanceID, npc->appearanceData.iAngle);
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y,
npc->z, instanceID, npc->appearanceData.iAngle);
RunningNPCMapNumbers[npcID] = instanceID;
}
@ -967,9 +967,9 @@ void TableData::flush() {
y = m->spawnY;
z = m->spawnZ;
} else {
x = npc->appearanceData.iX;
y = npc->appearanceData.iY;
z = npc->appearanceData.iZ;
x = npc->x;
y = npc->y;
z = npc->z;
}
// NOTE: this format deviates slightly from the one in mobs.json
@ -1014,9 +1014,9 @@ void TableData::flush() {
}
}
else {
x = npc->appearanceData.iX;
y = npc->appearanceData.iY;
z = npc->appearanceData.iZ;
x = npc->x;
y = npc->y;
z = npc->z;
}
// NOTE: this format deviates slightly from the one in mobs.json
@ -1054,9 +1054,9 @@ void TableData::flush() {
continue;
// we can trust that if it exists, it probably is indeed an egg
egg["iX"] = npc->appearanceData.iX;
egg["iY"] = npc->appearanceData.iY;
egg["iZ"] = npc->appearanceData.iZ;
egg["iX"] = npc->x;
egg["iY"] = npc->y;
egg["iZ"] = npc->z;
int mapnum = MAPNUM(npc->instanceID);
if (mapnum != 0)
egg["iMapNum"] = mapnum;

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@ -271,8 +271,8 @@ static void stepNPCPathing() {
queue->pop(); // remove point from front of queue
// calculate displacement
int dXY = hypot(point.x - npc->appearanceData.iX, point.y - npc->appearanceData.iY); // XY plane distance
int distanceBetween = hypot(dXY, point.z - npc->appearanceData.iZ); // total distance
int dXY = hypot(point.x - npc->x, point.y - npc->y); // XY plane distance
int distanceBetween = hypot(dXY, point.z - npc->z); // total distance
// update NPC location to update viewables
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, point.x, point.y, point.z, npc->instanceID, npc->appearanceData.iAngle);