mirror of
https://github.com/halpz/re3.git
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@ -1,10 +1,9 @@
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#pragma once
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#include "ModelIndices.h"
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#include "WeaponType.h"
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class CVehicle;
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class CPed;
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enum eWeaponType;
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enum
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{
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@ -1466,11 +1466,8 @@ CPathFind::DoPathSearch(uint8 type, CVector start, int32 startNodeId, CVector ta
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targetNode = FindNodeClosestToCoors(target, type, distLimit);
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else
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targetNode = forcedTargetNode;
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if(targetNode < 0) {
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*pNumNodes = 0;
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if(pDist) *pDist = 100000.0f;
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return;
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}
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if(targetNode < 0)
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goto fail;
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// Find start
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int numPathsToTry;
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@ -1489,28 +1486,19 @@ CPathFind::DoPathSearch(uint8 type, CVector start, int32 startNodeId, CVector ta
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numPathsToTry = 1;
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startObj = m_mapObjects[m_pathNodes[startNodeId].objectIndex];
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}
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if(numPathsToTry == 0) {
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*pNumNodes = 0;
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if(pDist) *pDist = 100000.0f;
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return;
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}
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if(numPathsToTry == 0)
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goto fail;
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if(startNodeId < 0){
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// why only check node 0?
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if(m_pathNodes[startObj->m_nodeIndices[type][0]].group !=
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m_pathNodes[targetNode].group) {
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*pNumNodes = 0;
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if(pDist) *pDist = 100000.0f;
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return;
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}
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if(m_pathNodes[startObj->m_nodeIndices[type][0]].group != m_pathNodes[targetNode].group)
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goto fail;
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}else{
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if(m_pathNodes[startNodeId].group != m_pathNodes[targetNode].group) {
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*pNumNodes = 0;
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if(pDist) *pDist = 100000.0f;
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return;
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}
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if(m_pathNodes[startNodeId].group != m_pathNodes[targetNode].group)
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goto fail;
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}
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for(i = 0; i < 512; i++)
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m_searchNodes[i].next = nil;
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AddNodeToList(&m_pathNodes[targetNode], 0);
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@ -1588,6 +1576,11 @@ CPathFind::DoPathSearch(uint8 type, CVector start, int32 startNodeId, CVector ta
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for(i = 0; i < numNodesToBeCleared; i++)
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apNodesToBeCleared[i]->distance = MAX_DIST;
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return;
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fail:
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*pNumNodes = 0;
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if(pDist)
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*pDist = 100000.0f;
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}
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static CPathNode *pNodeList[32];
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@ -8,7 +8,7 @@
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#include "Clock.h"
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#include "Weather.h"
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#include "Timecycle.h"
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#include "PointLights.h"
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#include "Pointlights.h"
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#include "Shadows.h"
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#include "Coronas.h"
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#include "SpecialFX.h"
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