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Add waypoint command handling
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@@ -155,7 +155,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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} else {
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// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
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// All checks for how to progress when you arrive at a waypoint will be handled in this else block.
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HandleWaypointArrived();
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HandleWaypointArrived(0);
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if (!AdvancePathWaypointIndex()) {
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if (m_Path) {
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if (m_Path->pathBehavior == PathBehavior::Bounce) {
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@@ -401,7 +401,7 @@ void MovementAIComponent::SetDestination(const NiPoint3& destination) {
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computedPath = dpWorld::Instance().GetNavMesh()->GetPath(m_Parent->GetPosition(), destination, m_Info.wanderSpeed);
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} else {
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// If we do not have a navmesh, we do not want an AI to be going towards points that are far below or above the map.
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//
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//
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}
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// Somehow failed
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