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Merge pull request #43 from xanunderscore/patch-1
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fix followpath for short dive path
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xanunderscore authored Feb 22, 2025
2 parents 4c39084 + 7443243 commit bd3677d
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion vnavmesh/Movement/FollowPath.cs
Original file line number Diff line number Diff line change
Expand Up @@ -85,7 +85,7 @@ public unsafe void Update()
OverrideAFK.ResetTimers();
_movement.Enabled = MovementAllowed;
_movement.DesiredPosition = Waypoints[0];
if (_movement.DesiredPosition.Y > player.Position.Y && !Service.Condition[Dalamud.Game.ClientState.Conditions.ConditionFlag.InFlight] && !IgnoreDeltaY) //Only do this bit if on a flying path
if (_movement.DesiredPosition.Y > player.Position.Y && !Service.Condition[Dalamud.Game.ClientState.Conditions.ConditionFlag.InFlight] && !Service.Condition[Dalamud.Game.ClientState.Conditions.ConditionFlag.Diving] && !IgnoreDeltaY) //Only do this bit if on a flying path
{
// walk->fly transition (TODO: reconsider?)
if (Service.Condition[Dalamud.Game.ClientState.Conditions.ConditionFlag.Mounted])
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