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Recast: fix micro-LUTs for hull traversability
Some of them were incorrectly assigned and also missed a few traverse types dedicated to of-mesh connections. These new values now correspond exactly to the values the game uses. The only one that couldn't be confirmed is GOLIATH, but it should be the same as TITAN. This will fix cases where a polygon island is marked as unreachable for an NPC hull that could traverse a link connecting its current island to the goal one.
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@ -68,19 +68,20 @@ static int s_traverseAnimTraverseFlags[TraverseAnimType_e::ANIMTYPE_COUNT];
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static void initTraverseMasks()
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{
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s_traverseAnimTraverseFlags[ANIMTYPE_HUMAN] = 0x0000013F;
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s_traverseAnimTraverseFlags[ANIMTYPE_SPECTRE] = 0x0000013F;
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#if DT_NAVMESH_SET_VERSION == 5
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s_traverseAnimTraverseFlags[ANIMTYPE_SPECTRE] = 0x000BFF7E;
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s_traverseAnimTraverseFlags[ANIMTYPE_STALKER] = 0x001BDF7F;
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s_traverseAnimTraverseFlags[ANIMTYPE_FRAG_DRONE] = 0x001BFFFF;
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#else
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s_traverseAnimTraverseFlags[ANIMTYPE_SPECTRE] = 0x0013FF7E;
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s_traverseAnimTraverseFlags[ANIMTYPE_STALKER] = 0x0033DF7F;
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s_traverseAnimTraverseFlags[ANIMTYPE_FRAG_DRONE] = 0x0033FFFF;
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#endif
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s_traverseAnimTraverseFlags[ANIMTYPE_PILOT] = 0x0000013F;
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s_traverseAnimTraverseFlags[ANIMTYPE_PROWLER] = 0x00033F87;
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s_traverseAnimTraverseFlags[ANIMTYPE_SUPER_SPECTRE] = 0x00033F82;
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s_traverseAnimTraverseFlags[ANIMTYPE_TITAN] = 0000003000;
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s_traverseAnimTraverseFlags[ANIMTYPE_GOLIATH] = 0000003000;
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s_traverseAnimTraverseFlags[ANIMTYPE_PILOT] = 0x0008013F;
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s_traverseAnimTraverseFlags[ANIMTYPE_PROWLER] = 0x00033FB7;
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s_traverseAnimTraverseFlags[ANIMTYPE_SUPER_SPECTRE] = 0x00033FB2;
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s_traverseAnimTraverseFlags[ANIMTYPE_TITAN] = 0000000030;
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s_traverseAnimTraverseFlags[ANIMTYPE_GOLIATH] = 0000000030; // TODO: figure out all the activities GOLIATH has.
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}
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TraverseType_s s_traverseTable[NUM_TRAVERSE_TYPES];
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