call_js_get_random() * ROAMING_WAIT_VARIANCE + ROAMING_WAIT_AMOUNT;
unsigned int idx = call_js_get_random() * (float)bbs.size();
float x = (float)(idx % width) - SURFACE_X_OFFSET;
- float y = 0.0F;
+ float y = (bbs[idx].min.y + bbs[idx].max.y) / 2.0F;
float z = (float)(idx / width) - SURFACE_Y_OFFSET;
- Ray downwards{.position = Vector3{x, bbs[idx].max.y + 1.0F, z},
- .direction = Vector3{0.0F, -1.0F, 0.0F}};
- if (GetRayCollisionBox(downwards, bbs[idx]).hit) {
- y = (bbs[idx].min.y + bbs[idx].max.y) / 2.0F;
- }
-
set_body_pos(Vector3{x, y, z});
}
}