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https://github.com/DarkflameUniverse/DarkflameServer.git
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WIP refactor into movment AI
So that combat behavior isn't fighting pathing
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@@ -257,43 +257,6 @@ public:
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*/
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std::vector<float> GetActivePickupRadiusScales() { return m_ActivePickupRadiusScales; };
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/**
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* @brief tell an npc how to use it's given path
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*
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* @param paused if they are not moving
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*/
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void FollowWaypoints(bool paused) {m_Paused = paused;};
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/**
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* @brief tell an npc how to use it's given path
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*
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* @param paused if they are not moving
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* @param newPathName the new path to use
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* @param newPathStart the waypoint on the new path to start at
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*/
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void FollowWaypoints(bool paused, std::string newPathName, int newPathStart = 0);
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/**
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* @brief tell an npc how to use it's given path
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*
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* @param newPathName the new path to use
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* @param newPathStart the waypoint on the new path to start at
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*/
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void FollowWaypoints(std::string newPathName, int newPathStart = 0);
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/**
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* @brief starts pathing
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*
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*/
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void FollowWaypoints(){m_Paused = false;};
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/**
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* Returns the base speed from the DB for a given LOT
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* @param lot the lot to check for
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* @return the base speed of the lot
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*/
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static float GetBaseSpeed(LOT lot);
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private:
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/**
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* The entity that owns this component
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@@ -410,36 +373,6 @@ private:
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*/
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bool m_IsTeleporting;
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/**
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* The walking path the entity has
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*/
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std::string m_AttachedPath;
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/**
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* The curent pay waypoint
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*/
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int m_PathWaypoint;
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/**
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* If the path is being followed
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*/
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bool m_Paused = false;
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/**
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* the speed at which they will path
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*/
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float m_PathSpeed;
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/**
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* if we are waiting on a delay
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*/
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float m_PausedTime = 0.0;
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/**
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* The laden speed of an object
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*/
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float m_BaseSpeed;
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};
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#endif // CONTROLLABLEPHYSICSCOMPONENT_H
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