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Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types
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+4
-4
@@ -152,17 +152,17 @@ void Mob::CalculateNewFearpoint()
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{
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int Node = zone->pathing->GetRandomPathNode();
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Map::Vertex Loc = zone->pathing->GetPathNodeCoordinates(Node);
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glm::vec3 Loc = zone->pathing->GetPathNodeCoordinates(Node);
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++Loc.z;
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Map::Vertex CurrentPosition(GetX(), GetY(), GetZ());
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glm::vec3 CurrentPosition(GetX(), GetY(), GetZ());
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std::deque<int> Route = zone->pathing->FindRoute(CurrentPosition, Loc);
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if(Route.size() > 0)
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{
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m_FearWalkTarget = xyz_location(Loc.x, Loc.y, Loc.z);
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m_FearWalkTarget = glm::vec3(Loc.x, Loc.y, Loc.z);
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curfp = true;
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mlog(PATHING__DEBUG, "Feared to node %i (%8.3f, %8.3f, %8.3f)", Node, Loc.x, Loc.y, Loc.z);
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@@ -192,7 +192,7 @@ void Mob::CalculateNewFearpoint()
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}
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}
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if (curfp)
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m_FearWalkTarget = xyz_location(ranx, rany, ranz);
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m_FearWalkTarget = glm::vec3(ranx, rany, ranz);
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else //Break fear
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BuffFadeByEffect(SE_Fear);
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}
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