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Remove unused checkWaypoint function
It was an almost exact copy of the checkPathCompleted function anyway.
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3 changed files with 1 additions and 19 deletions
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@ -580,7 +580,7 @@ namespace MWMechanics
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buildNewPath(actor, target); //may fail to build a path, check before use
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buildNewPath(actor, target); //may fail to build a path, check before use
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//delete visited path node
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//delete visited path node
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mPathFinder.checkWaypoint(pos.pos[0],pos.pos[1],pos.pos[2]);
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mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
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// This works on the borders between the path grid and areas with no waypoints.
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// This works on the borders between the path grid and areas with no waypoints.
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if(inLOS && mPathFinder.getPath().size() > 1)
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if(inLOS && mPathFinder.getPath().size() > 1)
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@ -282,21 +282,6 @@ namespace MWMechanics
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return Ogre::Math::ATan2(directionX,directionY).valueDegrees();
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return Ogre::Math::ATan2(directionX,directionY).valueDegrees();
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}
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}
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bool PathFinder::checkWaypoint(float x, float y, float z)
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{
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if(mPath.empty())
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return true;
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ESM::Pathgrid::Point nextPoint = *mPath.begin();
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if(sqrDistanceZCorrected(nextPoint, x, y, z) < 64*64)
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{
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mPath.pop_front();
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if(mPath.empty()) mIsPathConstructed = false;
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return true;
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}
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return false;
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}
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bool PathFinder::checkPathCompleted(float x, float y, float z, float tolerance)
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bool PathFinder::checkPathCompleted(float x, float y, float z, float tolerance)
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{
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{
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if(mPath.empty())
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if(mPath.empty())
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@ -42,9 +42,6 @@ namespace MWMechanics
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bool checkPathCompleted(float x, float y, float z, float tolerance=32.f);
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bool checkPathCompleted(float x, float y, float z, float tolerance=32.f);
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///< \Returns true if we are within \a tolerance units of the last path point.
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///< \Returns true if we are within \a tolerance units of the last path point.
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bool checkWaypoint(float x, float y, float z);
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///< \Returns true if a way point was reached
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float getZAngleToNext(float x, float y) const;
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float getZAngleToNext(float x, float y) const;
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bool isPathConstructed() const
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bool isPathConstructed() const
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