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@ -753,9 +753,8 @@ int MapInstance::FindStraightPath(int layer,
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int MapInstance::FindRandomPointAroundCircle(int layer,
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int MapInstance::FindRandomPointAroundCircle(int layer,
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const a8::Vec3& center_pos,
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const a8::Vec3& center_pos,
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std::vector<a8::Vec3>& points,
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float max_radius,
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unsigned int max_points,
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glm::vec3& random_pt)
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float max_radius)
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{
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{
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dtQueryFilter filter;
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dtQueryFilter filter;
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filter.setIncludeFlags(0xffff);
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filter.setIncludeFlags(0xffff);
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@ -788,9 +787,14 @@ int MapInstance::FindRandomPointAroundCircle(int layer,
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randomPt);
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randomPt);
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if (dtStatusSucceed(status)) {
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if (dtStatusSucceed(status)) {
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}
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random_pt.x = randomPt[0];
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random_pt.y = randomPt[1];
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random_pt.z = randomPt[2];
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return 1;
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} else {
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return 0;
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return 0;
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}
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}
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}
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int MapInstance::Raycast(int layer, const glm::vec3& start, const glm::vec3& end, glm::vec3& hit_point)
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int MapInstance::Raycast(int layer, const glm::vec3& start, const glm::vec3& end, glm::vec3& hit_point)
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{
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{
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@ -46,9 +46,8 @@ class MapInstance
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std::vector<a8::Vec3>& paths);
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std::vector<a8::Vec3>& paths);
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int FindRandomPointAroundCircle(int layer,
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int FindRandomPointAroundCircle(int layer,
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const a8::Vec3& center_pos,
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const a8::Vec3& center_pos,
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std::vector<a8::Vec3>& points,
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float max_radius,
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unsigned int max_points,
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glm::vec3& random_pt);
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float max_radius);
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int Raycast(int layer, const glm::vec3& start, const glm::vec3& end, glm::vec3& hit_point);
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int Raycast(int layer, const glm::vec3& start, const glm::vec3& end, glm::vec3& hit_point);
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bool FindNearestPoint(const a8::Vec3& center, float radius, a8::Vec3& nearestPt);
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bool FindNearestPoint(const a8::Vec3& center, float radius, a8::Vec3& nearestPt);
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