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45d136d57e
As reported by Freagarach followinga7da40ac2f.32e8ed51aaintroduced a "MoveObstructed" message, that could be sent when the entity ran into obstructions, to stop early. In HandleObstructedMove, my intention, as written in the comment, was that the caller would do its thing (call StopMoving(), move out of the world etc.) and thus ComputeGoal would return early. However, I mistakenly left the `cmpPosition->GetPosition2D()` in between that and ComputeGoal, which would then fail. This fixes that by moving it after the `ComputeGoal` call. Also add a sanity StopMoving() call to a7da40ac2f's move-out-of-world call. Reported by: Freagarach Differential Revision: https://code.wildfiregames.com/D2935 This was SVN commit r23940.