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Server: add indices for first traverse anim types per navmesh type
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@ -45,7 +45,7 @@ inline const int g_navMeshTraverseTableCountIndicesPerType[NAVMESH_COUNT] = {
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inline int NavMesh_GetTraversalTableCountForNavMeshType(const NavMeshType_e navMeshType)
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{
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Assert(navMeshType >= 0 && navMeshType < V_ARRAYSIZE(g_navMeshTraverseTableCountIndicesPerType));
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Assert(navMeshType >= 0 && navMeshType < NAVMESH_COUNT);
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return g_navMeshTraverseTableCountIndicesPerType[navMeshType];
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}
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@ -61,8 +61,24 @@ inline const int g_navMeshTraverseTableIndicesPerType[ANIMTYPE_COUNT] = {
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inline int NavMesh_GetTraversalTableIndexForAnimType(const TraverseAnimType_e animType)
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{
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Assert(animType >= 0 && animType < V_ARRAYSIZE(g_navMeshTraverseTableIndicesPerType));
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Assert(animType >= 0 && animType < ANIMTYPE_COUNT);
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return animType + g_navMeshTraverseTableIndicesPerType[animType];
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}
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inline const TraverseAnimType_e g_navMeshFirstTraverseAnimTypeForNavMeshType[NAVMESH_COUNT]
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{
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ANIMTYPE_HUMAN, // NAVMESH_SMALL starts at traversal table 0,
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ANIMTYPE_PROWLER,
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ANIMTYPE_SUPER_SPECTRE,
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ANIMTYPE_TITAN,
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ANIMTYPE_GOLIATH
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};
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inline TraverseAnimType_e NavMesh_GetFirstTraverseAnimTypeForType(const NavMeshType_e navMeshType)
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{
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Assert(navMeshType >= 0 && navMeshType < NAVMESH_COUNT);
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return g_navMeshFirstTraverseAnimTypeForNavMeshType[navMeshType];
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}
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#endif // AI_NAVMESH_H
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