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Use a const float* for PathDelta()
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3 changed files with 4 additions and 4 deletions
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@ -5877,7 +5877,7 @@ Move on path with squad.
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*/
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*/
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bool Actor::MoveOnPathWithSquad(void)
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bool Actor::MoveOnPathWithSquad(void)
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{
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{
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float* pvMyDir, *pvHisDir;
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const float* pvMyDir, *pvHisDir;
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vec2_t vDelta;
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vec2_t vDelta;
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Sentient* pSquadMate;
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Sentient* pSquadMate;
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float fIntervalSquared;
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float fIntervalSquared;
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@ -6132,7 +6132,7 @@ bool Actor::MoveToPatrolCurrentNode(void)
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return false;
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return false;
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}
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}
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float *delta = PathDelta();
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const float *delta = PathDelta();
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return VectorLength2DSquared(delta) <= m_fMoveDoneRadiusSquared;
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return VectorLength2DSquared(delta) <= m_fMoveDoneRadiusSquared;
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}
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}
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}
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}
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@ -460,7 +460,7 @@ bool SimpleActor::PathGoalSlowdownStarted(void) const
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return m_fPathGoalTime >= level.time;
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return m_fPathGoalTime >= level.time;
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}
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}
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float *SimpleActor::PathDelta(void) const
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const float *SimpleActor::PathDelta(void) const
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{
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{
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return m_Path.CurrentDelta();
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return m_Path.CurrentDelta();
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}
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}
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@ -172,7 +172,7 @@ public:
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float PathDist(void) const;
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float PathDist(void) const;
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bool PathHasCompleteLookahead(void) const;
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bool PathHasCompleteLookahead(void) const;
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Vector PathGoal(void) const;
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Vector PathGoal(void) const;
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float *PathDelta(void) const;
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const float *PathDelta(void) const;
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bool PathGoalSlowdownStarted(void) const;
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bool PathGoalSlowdownStarted(void) const;
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void SetDest(vec3_t dest);
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void SetDest(vec3_t dest);
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void StopTurning(void);
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void StopTurning(void);
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