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Bunch of refactoring and walking, AI needs a ton of tweaking to use the new logic
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@@ -50,6 +50,15 @@ float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2);
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float GetReciprocalHeading(const glm::vec4& point1);
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float GetReciprocalHeading(const float heading);
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bool IsPositionEqual(float x1, float y1, float z1, float x2, float y2, float z2);
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bool IsPositionEqual(const glm::vec2 &p1, const glm::vec2 &p2);
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bool IsPositionEqual(const glm::vec3 &p1, const glm::vec3 &p2);
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bool IsPositionEqual(const glm::vec4 &p1, const glm::vec4 &p2);
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bool IsPositionEqualWithinCertainZ(const glm::vec3 &p1, const glm::vec3 &p2, float z_eps);
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bool IsPositionEqualWithinCertainZ(const glm::vec4 &p1, const glm::vec4 &p2, float z_eps);
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bool IsPositionWithinSimpleCylinder(const glm::vec3 &p1, const glm::vec3 &cylinder_center, float cylinder_radius, float cylinder_height);
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bool IsPositionWithinSimpleCylinder(const glm::vec4 &p1, const glm::vec4 &cylinder_center, float cylinder_radius, float cylinder_height);
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float CalculateHeadingAngleBetweenPositions(float x1, float y1, float x2, float y2);
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#endif
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