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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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+7
-7
@@ -30,7 +30,7 @@ struct NeighbourNode {
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struct PathNode {
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uint16 id;
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Map::Vertex v;
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glm::vec3 v;
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float bestz;
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NeighbourNode Neighbours[PATHNODENEIGHBOURS];
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};
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@@ -60,17 +60,17 @@ public:
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static PathManager *LoadPathFile(const char *ZoneName);
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bool loadPaths(FILE *fp);
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void PrintPathing();
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std::deque<int> FindRoute(Map::Vertex Start, Map::Vertex End);
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std::deque<int> FindRoute(glm::vec3 Start, glm::vec3 End);
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std::deque<int> FindRoute(int startID, int endID);
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Map::Vertex GetPathNodeCoordinates(int NodeNumber, bool BestZ = true);
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bool CheckLosFN(Map::Vertex a, Map::Vertex b);
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glm::vec3 GetPathNodeCoordinates(int NodeNumber, bool BestZ = true);
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bool CheckLosFN(glm::vec3 a, glm::vec3 b);
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void SpawnPathNodes();
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void MeshTest();
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void SimpleMeshTest();
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int FindNearestPathNode(Map::Vertex Position);
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bool NoHazards(Map::Vertex From, Map::Vertex To);
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bool NoHazardsAccurate(Map::Vertex From, Map::Vertex To);
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int FindNearestPathNode(glm::vec3 Position);
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bool NoHazards(glm::vec3 From, glm::vec3 To);
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bool NoHazardsAccurate(glm::vec3 From, glm::vec3 To);
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void OpenDoors(int Node1, int Node2, Mob* ForWho);
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PathNode* FindPathNodeByCoordinates(float x, float y, float z);
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