diff --git a/src/strategy/actions/MovementActions.cpp b/src/strategy/actions/MovementActions.cpp index f6be6af8..670735e4 100644 --- a/src/strategy/actions/MovementActions.cpp +++ b/src/strategy/actions/MovementActions.cpp @@ -790,16 +790,6 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance) float dx = cos(angle) * needToGo + bx; float dy = sin(angle) * needToGo + by; float dz; // = std::max(bz, tz); // calc accurate z position to avoid stuck - - if (target->HasUnitMovementFlag(MOVEMENTFLAG_FORWARD)) // target is moving forward, predict the position - { - float timeToGo = MoveDelay(abs(needToGo)); - float targetMoveDist = timeToGo * target->GetSpeed(MOVE_RUN); - targetMoveDist = std::min(5.0f, targetMoveDist); - dx += targetMoveDist * cos(target->GetOrientation()); - dy += targetMoveDist * sin(target->GetOrientation()); - } - if (distanceToTarget > CONTACT_DISTANCE) { dz = bz + (tz - bz) * (needToGo / distanceToTarget); @@ -808,11 +798,6 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance) { dz = tz; } - - if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), - bot->GetPositionZ(), dx, dy, dz)) - return false; - return MoveTo(target->GetMapId(), dx, dy, dz); }