diff --git a/Assets/PerfectWorld/Scripts/Managers/EC_HPWorkMove.cs b/Assets/PerfectWorld/Scripts/Managers/EC_HPWorkMove.cs index ae9155a839..694a482e6d 100644 --- a/Assets/PerfectWorld/Scripts/Managers/EC_HPWorkMove.cs +++ b/Assets/PerfectWorld/Scripts/Managers/EC_HPWorkMove.cs @@ -74,10 +74,10 @@ namespace BrewMonster.Scripts /// RMap marks deep water as blocked; AutoPF snaps goals to nearest land. If the real mission point /// (m_vMoveDest) is still farther horizontally (e.g. in water), continue with DEST_2D after AutoPF ends. /// - const float AutoPF_WorldDestContinueDistH = 4.0f; + const float AutoPF_WorldDestContinueDistH = 0.2f; /// Horizontal radius to treat DEST_2D as arrived (swim/fly overshoot logic often never fires). - const float Dest2D_ArrivalDistH = 2.5f; + const float Dest2D_ArrivalDistH = 0.2f; public CECHPWorkMove(CECHPWorkMan pWorkMan) : base(Host_work_ID.WORK_MOVETOPOS, pWorkMan) {