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Remove Map::FindClosestLoS()
Map::LineIntersectsZone() already accomplished this use case
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@ -268,14 +268,6 @@ bool Map::CheckLoS(glm::vec3 myloc, glm::vec3 oloc) const {
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return !imp->rm->raycast((const RmReal*)&myloc, (const RmReal*)&oloc, nullptr, nullptr, nullptr);
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return !imp->rm->raycast((const RmReal*)&myloc, (const RmReal*)&oloc, nullptr, nullptr, nullptr);
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}
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}
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// returns true if outloc should be used
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bool Map::FindClosestLoS(glm::vec3 myloc, glm::vec3 oloc, glm::vec3 &outloc) const {
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if(!imp)
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return false;
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return imp->rm->raycast((const RmReal*)&myloc, (const RmReal*)&oloc, (RmReal *)&outloc, nullptr, nullptr);
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}
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// returns true if a collision happens
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// returns true if a collision happens
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bool Map::DoCollisionCheck(glm::vec3 myloc, glm::vec3 oloc, glm::vec3 &outnorm, float &distance) const {
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bool Map::DoCollisionCheck(glm::vec3 myloc, glm::vec3 oloc, glm::vec3 &outnorm, float &distance) const {
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if(!imp)
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if(!imp)
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@ -42,7 +42,6 @@ public:
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bool LineIntersectsZone(glm::vec3 start, glm::vec3 end, float step, glm::vec3 *result) const;
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bool LineIntersectsZone(glm::vec3 start, glm::vec3 end, float step, glm::vec3 *result) const;
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bool LineIntersectsZoneNoZLeaps(glm::vec3 start, glm::vec3 end, float step_mag, glm::vec3 *result) const;
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bool LineIntersectsZoneNoZLeaps(glm::vec3 start, glm::vec3 end, float step_mag, glm::vec3 *result) const;
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bool CheckLoS(glm::vec3 myloc, glm::vec3 oloc) const;
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bool CheckLoS(glm::vec3 myloc, glm::vec3 oloc) const;
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bool FindClosestLoS(glm::vec3 myloc, glm::vec3 oloc, glm::vec3 &outloc) const;
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bool DoCollisionCheck(glm::vec3 myloc, glm::vec3 oloc, glm::vec3 &outnorm, float &distance) const;
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bool DoCollisionCheck(glm::vec3 myloc, glm::vec3 oloc, glm::vec3 &outnorm, float &distance) const;
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#ifdef USE_MAP_MMFS
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#ifdef USE_MAP_MMFS
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@ -1012,7 +1012,7 @@ void Mob::TryMoveAlong(float distance, float angle, bool send)
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if (new_z != BEST_Z_INVALID)
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if (new_z != BEST_Z_INVALID)
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new_pos.z = new_z;
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new_pos.z = new_z;
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if (zone->zonemap->FindClosestLoS(GetPosition(), new_pos, tmp_pos))
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if (zone->zonemap->LineIntersectsZone(GetPosition(), new_pos, 0.0f, &tmp_pos))
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new_pos = tmp_pos;
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new_pos = tmp_pos;
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}
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}
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