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Pathing underwater works a lot better now.
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@@ -309,6 +309,10 @@ PathfindingRoute::~PathfindingRoute()
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bool PathfindingRoute::DestinationValid(const glm::vec3 &dest)
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{
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if (m_current_node >= 255) {
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return false;
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}
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auto dist = vec_dist(dest, m_dest);
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if (dist <= max_dest_drift) {
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return true;
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