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Calculate roambox destination z once and let navmesh pathfinding calculate it the rest of the time
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@ -466,6 +466,7 @@ void NPC::AI_Init()
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roambox_distance = 0;
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roambox_distance = 0;
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roambox_destination_x = 0;
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roambox_destination_x = 0;
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roambox_destination_y = 0;
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roambox_destination_y = 0;
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roambox_destination_z = 0;
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roambox_min_delay = 2500;
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roambox_min_delay = 2500;
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roambox_delay = 2500;
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roambox_delay = 2500;
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}
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}
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@ -1724,6 +1725,12 @@ void NPC::AI_DoMovement() {
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}
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}
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}
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}
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glm::vec3 destination;
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destination.x = roambox_destination_x;
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destination.y = roambox_destination_y;
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destination.z = m_Position.z;
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roambox_destination_z = GetFixedZ(destination) + this->GetZOffset();
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Log(Logs::Detail,
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Log(Logs::Detail,
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Logs::NPCRoamBox,
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Logs::NPCRoamBox,
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"Calculate | NPC: %s distance %.3f | min_x %.3f | max_x %.3f | final_x %.3f | min_y %.3f | max_y %.3f | final_y %.3f",
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"Calculate | NPC: %s distance %.3f | min_x %.3f | max_x %.3f | final_x %.3f | min_y %.3f | max_y %.3f | final_y %.3f",
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@ -1737,16 +1744,12 @@ void NPC::AI_DoMovement() {
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roambox_destination_y);
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roambox_destination_y);
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}
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}
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if (fix_z_timer.Check()) {
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this->FixZ();
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}
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bool waypoint_changed, node_reached;
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bool waypoint_changed, node_reached;
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glm::vec3 Goal = UpdatePath(
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glm::vec3 Goal = UpdatePath(
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roambox_destination_x,
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roambox_destination_x,
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roambox_destination_y,
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roambox_destination_y,
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m_Position.z,
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roambox_destination_z,
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move_speed,
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move_speed,
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waypoint_changed,
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waypoint_changed,
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node_reached
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node_reached
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@ -540,6 +540,7 @@ protected:
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float roambox_distance;
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float roambox_distance;
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float roambox_destination_x;
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float roambox_destination_x;
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float roambox_destination_y;
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float roambox_destination_y;
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float roambox_destination_z;
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uint32 roambox_delay;
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uint32 roambox_delay;
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uint32 roambox_min_delay;
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uint32 roambox_min_delay;
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