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Game: make AI utility class instance static
Static allocation instead of dynamic.
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@ -297,7 +297,7 @@ void DrawAllOverlays(bool bRender)
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#ifndef CLIENT_DLL
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if (bOverlayEnabled)
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{
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g_pAIUtility->RunRenderFrame();
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g_AIUtility.RunRenderFrame();
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}
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#endif // !CLIENT_DLL
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@ -82,15 +82,15 @@ void CAI_Utility::RunRenderFrame(void)
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const bool bUseDepthBuffer = r_debug_draw_depth_test.GetBool();
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if (iScriptNodeIndex > -1)
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g_pAIUtility->DrawAIScriptNetwork(*g_pAINetwork, vCamera, iScriptNodeIndex, flCameraRange, bUseDepthBuffer);
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g_AIUtility.DrawAIScriptNetwork(*g_pAINetwork, vCamera, iScriptNodeIndex, flCameraRange, bUseDepthBuffer);
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if (iNavMeshBVTreeIndex > -1)
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g_pAIUtility->DrawNavMeshBVTree(nullptr, vCamera, vCullPlane, iNavMeshBVTreeIndex, flCameraRange, nTileRange, bUseDepthBuffer);
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g_AIUtility.DrawNavMeshBVTree(nullptr, vCamera, vCullPlane, iNavMeshBVTreeIndex, flCameraRange, nTileRange, bUseDepthBuffer);
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if (iNavMeshPortalIndex > -1)
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g_pAIUtility->DrawNavMeshPortals(nullptr, vCamera, vCullPlane, iNavMeshPortalIndex, flCameraRange, nTileRange, bUseDepthBuffer);
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g_AIUtility.DrawNavMeshPortals(nullptr, vCamera, vCullPlane, iNavMeshPortalIndex, flCameraRange, nTileRange, bUseDepthBuffer);
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if (iNavMeshPolyIndex > -1)
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g_pAIUtility->DrawNavMeshPolys(nullptr, vCamera, vCullPlane, iNavMeshPolyIndex, flCameraRange, nTileRange, bUseDepthBuffer);
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g_AIUtility.DrawNavMeshPolys(nullptr, vCamera, vCullPlane, iNavMeshPolyIndex, flCameraRange, nTileRange, bUseDepthBuffer);
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if (iNavMeshPolyBoundIndex > -1)
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g_pAIUtility->DrawNavMeshPolyBoundaries(nullptr, vCamera, vCullPlane, iNavMeshPolyBoundIndex, flCameraRange, nTileRange, bUseDepthBuffer);
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g_AIUtility.DrawNavMeshPolyBoundaries(nullptr, vCamera, vCullPlane, iNavMeshPolyBoundIndex, flCameraRange, nTileRange, bUseDepthBuffer);
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}
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//------------------------------------------------------------------------------
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@ -723,4 +723,4 @@ int CAI_Utility::GetNearestNodeToPos(const CAI_Network* pAINetwork, const Vector
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return result;
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}
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CAI_Utility* g_pAIUtility = new (CAI_Utility);
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CAI_Utility g_AIUtility;
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@ -66,5 +66,5 @@ private:
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Color m_LinkColor;
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};
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extern CAI_Utility* g_pAIUtility;
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extern CAI_Utility g_AIUtility;
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#endif // AI_UTILITY_SHARED_H
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