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@ -1,5 +1,7 @@
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#include "aiwander.hpp"
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#include <cfloat>
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#include <components/misc/rng.hpp>
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#include <components/esm/aisequence.hpp>
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@ -28,6 +30,12 @@ namespace MWMechanics
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static const int GREETING_SHOULD_START = 4; //how many reaction intervals should pass before NPC can greet player
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static const int GREETING_SHOULD_END = 10;
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// to prevent overcrowding
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static const int DESTINATION_TOLERANCE = 64;
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// distance must be long enough that NPC will need to move to get there.
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static const int MINIMUM_WANDER_DISTANCE = DESTINATION_TOLERANCE * 2;
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const std::string AiWander::sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1] =
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{
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std::string("idle2"),
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@ -214,7 +222,7 @@ namespace MWMechanics
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// Are we there yet?
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bool& chooseAction = storage.mChooseAction;
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if(walking &&
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storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], 64.f))
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storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE))
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{
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stopWalking(actor, storage);
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moveNow = false;
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@ -498,14 +506,8 @@ namespace MWMechanics
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{
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assert(mAllowedNodes.size());
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unsigned int randNode = Misc::Rng::rollDice(mAllowedNodes.size());
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// NOTE: initially constructed with local (i.e. cell) co-ordinates
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// convert dest to use world co-ordinates
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ESM::Pathgrid::Point dest(mAllowedNodes[randNode]);
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if (currentCell->getCell()->isExterior())
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{
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dest.mX += currentCell->getCell()->mData.mX * ESM::Land::REAL_SIZE;
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dest.mY += currentCell->getCell()->mData.mY * ESM::Land::REAL_SIZE;
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}
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ToWorldCoordinates(dest, currentCell->getCell());
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// actor position is already in world co-ordinates
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
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@ -537,6 +539,15 @@ namespace MWMechanics
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return false; // AiWander package not yet completed
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}
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void AiWander::ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell)
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{
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if (cell->isExterior())
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{
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point.mX += cell->mData.mX * ESM::Land::REAL_SIZE;
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point.mY += cell->mData.mY * ESM::Land::REAL_SIZE;
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}
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}
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void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes,
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const PathFinder& pathfinder)
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{
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@ -640,15 +651,9 @@ namespace MWMechanics
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int index = Misc::Rng::rollDice(mAllowedNodes.size());
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ESM::Pathgrid::Point dest = mAllowedNodes[index];
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// apply a slight offset to prevent overcrowding
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dest.mX += static_cast<int>(Misc::Rng::rollProbability() * 128 - 64);
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dest.mY += static_cast<int>(Misc::Rng::rollProbability() * 128 - 64);
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if (actor.getCell()->isExterior())
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{
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dest.mX += actor.getCell()->getCell()->mData.mX * ESM::Land::REAL_SIZE;
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dest.mY += actor.getCell()->getCell()->mData.mY * ESM::Land::REAL_SIZE;
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}
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dest.mX += OffsetToPreventOvercrowding();
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dest.mY += OffsetToPreventOvercrowding();
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ToWorldCoordinates(dest, actor.getCell()->getCell());
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MWBase::Environment::get().getWorld()->moveObject(actor, static_cast<float>(dest.mX),
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static_cast<float>(dest.mY), static_cast<float>(dest.mZ));
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@ -658,6 +663,11 @@ namespace MWMechanics
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mStoredAvailableNodes = false;
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}
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int AiWander::OffsetToPreventOvercrowding()
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{
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return static_cast<int>(DESTINATION_TOLERANCE * (Misc::Rng::rollProbability() * 2.0f - 1.0f));
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}
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void AiWander::getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell)
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{
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if (!mStoredInitialActorPosition)
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@ -684,46 +694,87 @@ namespace MWMechanics
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// ... pathgrids don't usually include water, so swimmers ignore them
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if (mDistance && !actor.getClass().isPureWaterCreature(actor))
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{
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float cellXOffset = 0;
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float cellYOffset = 0;
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// get NPC's position in local (i.e. cell) co-ordinates
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osg::Vec3f npcPos(mInitialActorPosition);
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if(cell->isExterior())
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{
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cellXOffset = static_cast<float>(cell->mData.mX * ESM::Land::REAL_SIZE);
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cellYOffset = static_cast<float>(cell->mData.mY * ESM::Land::REAL_SIZE);
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npcPos[0] = npcPos[0] - static_cast<float>(cell->mData.mX * ESM::Land::REAL_SIZE);
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npcPos[1] = npcPos[1] - static_cast<float>(cell->mData.mY * ESM::Land::REAL_SIZE);
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}
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// convert npcPos to local (i.e. cell) co-ordinates
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osg::Vec3f npcPos(mInitialActorPosition);
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npcPos[0] = npcPos[0] - cellXOffset;
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npcPos[1] = npcPos[1] - cellYOffset;
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// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
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// NOTE: mPoints and mAllowedNodes are in local co-ordinates
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int pointIndex = 0;
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for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
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{
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osg::Vec3f nodePos(PathFinder::MakeOsgVec3(pathgrid->mPoints[counter]));
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if((npcPos - nodePos).length2() <= mDistance * mDistance)
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{
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mAllowedNodes.push_back(pathgrid->mPoints[counter]);
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pointIndex = counter;
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}
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}
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if (mAllowedNodes.size() == 1)
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{
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AddNonPathGridAllowedPoints(npcPos, pathgrid, pointIndex);
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}
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if(!mAllowedNodes.empty())
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{
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osg::Vec3f firstNodePos(PathFinder::MakeOsgVec3(mAllowedNodes[0]));
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float closestNode = (npcPos - firstNodePos).length2();
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unsigned int index = 0;
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for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++)
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{
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osg::Vec3f nodePos(PathFinder::MakeOsgVec3(mAllowedNodes[counterThree]));
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float tempDist = (npcPos - nodePos).length2();
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if(tempDist < closestNode)
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index = counterThree;
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}
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mCurrentNode = mAllowedNodes[index];
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mAllowedNodes.erase(mAllowedNodes.begin() + index);
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SetCurrentNodeToClosestAllowedNode(npcPos);
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}
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mStoredAvailableNodes = true; // set only if successful in finding allowed nodes
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}
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}
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// When only one path grid point in wander distance,
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// additional points for NPC to wander to are:
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// 1. NPC's initial location
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// 2. Partway along the path between the point and its connected points.
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void AiWander::AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex)
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{
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mAllowedNodes.push_back(PathFinder::MakePathgridPoint(npcPos));
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for (std::vector<ESM::Pathgrid::Edge>::const_iterator it = pathGrid->mEdges.begin(); it != pathGrid->mEdges.end(); ++it)
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{
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if (it->mV0 == pointIndex)
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{
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AddPointBetweenPathGridPoints(pathGrid->mPoints[it->mV0], pathGrid->mPoints[it->mV1]);
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}
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}
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}
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void AiWander::AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end)
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{
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osg::Vec3f vectorStart = PathFinder::MakeOsgVec3(start);
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osg::Vec3f delta = PathFinder::MakeOsgVec3(end) - vectorStart;
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float length = delta.length();
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delta.normalize();
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int distance = std::max(mDistance / 2, MINIMUM_WANDER_DISTANCE);
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// must not travel longer than distance between waypoints or NPC goes past waypoint
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distance = std::min(distance, static_cast<int>(length));
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delta *= distance;
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mAllowedNodes.push_back(PathFinder::MakePathgridPoint(vectorStart + delta));
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}
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void AiWander::SetCurrentNodeToClosestAllowedNode(osg::Vec3f npcPos)
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{
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float distanceToClosestNode = FLT_MAX;
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unsigned int index = 0;
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for (unsigned int counterThree = 0; counterThree < mAllowedNodes.size(); counterThree++)
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{
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osg::Vec3f nodePos(PathFinder::MakeOsgVec3(mAllowedNodes[counterThree]));
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float tempDist = (npcPos - nodePos).length2();
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if (tempDist < distanceToClosestNode)
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{
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index = counterThree;
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distanceToClosestNode = tempDist;
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}
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}
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mCurrentNode = mAllowedNodes[index];
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mAllowedNodes.erase(mAllowedNodes.begin() + index);
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}
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void AiWander::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::auto_ptr<ESM::AiSequence::AiWander> wander(new ESM::AiSequence::AiWander());
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