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synced 2025-10-17 04:48:13 +00:00
Changed how the TryParse function works (and also did some general cleanup along the way)
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@@ -26,9 +26,15 @@ namespace {
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void dpWorld::Initialize(unsigned int zoneID, bool generateNewNavMesh) {
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const auto physSpTilecount = Game::config->GetValue("phys_sp_tilecount");
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if (!physSpTilecount.empty()) GeneralUtils::TryParse(physSpTilecount, phys_sp_tilecount);
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if (!physSpTilecount.empty()) {
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phys_sp_tilecount = GeneralUtils::TryParse<int32_t>(physSpTilecount).value_or(phys_sp_tilecount);
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}
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const auto physSpTilesize = Game::config->GetValue("phys_sp_tilesize");
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if (!physSpTilesize.empty()) GeneralUtils::TryParse(physSpTilesize, phys_sp_tilesize);
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if (!physSpTilesize.empty()) {
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phys_sp_tilesize = GeneralUtils::TryParse<int32_t>(physSpTilesize).value_or(phys_sp_tilesize);
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}
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const auto physSpatialPartitioning = Game::config->GetValue("phys_spatial_partitioning");
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if (!physSpatialPartitioning.empty()) phys_spatial_partitioning = physSpatialPartitioning == "1";
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