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Merge branch 'main' into moreMovementAi
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@@ -154,6 +154,8 @@ struct PropertyPath {
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float repMultiplier;
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PropertyRentalPeriod rentalPeriod;
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PropertyAchievmentRequired achievementRequired;
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// Player respawn coordinates in the main zone (not the property zone)
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NiPoint3 playerZoneCoords;
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float maxBuildHeight;
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};
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@@ -214,7 +216,6 @@ public:
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void AddRevision(LWOSCENEID sceneID, uint32_t revision);
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const LWOZONEID& GetZoneID() const { return m_ZoneID; }
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const uint32_t GetChecksum() const { return m_CheckSum; }
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const void PrintAllGameObjects();
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LUTriggers::Trigger* GetTrigger(uint32_t sceneID, uint32_t triggerID);
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const Path* GetPath(std::string name) const;
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@@ -232,7 +233,6 @@ public:
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private:
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LWOZONEID m_ZoneID;
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std::string m_ZoneFilePath;
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uint32_t m_NumberOfScenesLoaded;
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uint32_t m_NumberOfObjectsLoaded;
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uint32_t m_NumberOfSceneTransitionsLoaded;
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FileFormatVersion m_FileFormatVersion;
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@@ -247,18 +247,17 @@ private:
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std::string m_ZoneDesc; //Description of the zone by a level designer
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std::string m_ZoneRawPath; //Path to the .raw file of this zone.
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std::map<LWOSCENEID, SceneRef, mapCompareLwoSceneIDs> m_Scenes;
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std::map<LWOSCENEID, SceneRef> m_Scenes;
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std::vector<SceneTransition> m_SceneTransitions;
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uint32_t m_PathDataLength;
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uint32_t m_PathChunkVersion;
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std::vector<Path> m_Paths;
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std::map<LWOSCENEID, uint32_t, mapCompareLwoSceneIDs> m_MapRevisions; //rhs is the revision!
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std::map<LWOSCENEID, uint32_t> m_MapRevisions; //rhs is the revision!
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//private ("helper") functions:
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void LoadScene(std::istream& file);
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std::vector<LUTriggers::Trigger*> LoadLUTriggers(std::string triggerFile, LWOSCENEID sceneID);
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void LoadLUTriggers(std::string triggerFile, SceneRef& scene);
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void LoadSceneTransition(std::istream& file);
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SceneTransitionInfo LoadSceneTransitionInfo(std::istream& file);
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void LoadPath(std::istream& file);
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