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C++ Characters start autowalk when targeting

ralke

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Hi there! I'm working with TFS 1.5 downgrades and NRH-AA pathfinding and I still miss a little thing. When I attack a creature the character automatically walks into the target, even if it doesn't have the chase mode on. For this I saw that there's an else if (followCreature) at void Creature::onAttacking(uint32_t interval) that if i'm not wrong is in charge to chase the creature IF the chase option is activated right?

Here's a reference

Also saw there's a reference to startAutoWalk(); inside bool Creature::setAttackedCreature(Creature* creature), could probably be this? NRH-AA latest changes · ralke23/Greed-TFS-1.5-Downgrades@81f7784 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/81f7784fccd6ebd074e4b22b6f72488c5eda6123#diff-5a026da090b6664f91c5f3bc4a9d0844cff966ef6fa5785d258b3aa47b370a2cR906)

I really lack of c++ knowledge but any help achieving the correct behaviour would be really helpfull! You can also see the sources here (they're exactly the same as the ones that are on the following video):



There's this post that is also related to what i'm seeking

And did the following merge of the algorythm system

Regards and thanks in advance!
Post automatically merged:

Solved! Remove uneeded path call and add speed check · ralke23/Greed-TFS-1.5-Downgrades@7b8ba75 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/7b8ba752b599e48a1b36ce5f8cf81ad38f4ef41c)
Thanks @Itutorial
 
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