Core: SOme code cleanup, more to follow.
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@@ -62,7 +62,7 @@ namespace Game.Chat
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player.GetPosition(out x, out y, out z);
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// path
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PathGenerator path = new PathGenerator(target);
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PathGenerator path = new(target);
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path.SetUseStraightPath(useStraightPath);
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bool result = path.CalculatePath(x, y, z, false, useStraightLine);
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@@ -125,7 +125,7 @@ namespace Game.Chat
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handler.SendSysMessage("Calc [{0:D2}, {1:D2}]", tilex, tiley);
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// navmesh poly . navmesh tile location
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Detour.dtQueryFilter filter = new Detour.dtQueryFilter();
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Detour.dtQueryFilter filter = new();
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float[] nothing = new float[3];
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ulong polyRef = 0;
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if (Detour.dtStatusFailed(navmeshquery.findNearestPoly(location, extents, filter, ref polyRef, ref nothing)))
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@@ -138,8 +138,8 @@ namespace Game.Chat
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handler.SendSysMessage("Dt [??, ??] (invalid poly, probably no tile loaded)");
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else
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{
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Detour.dtMeshTile tile = new Detour.dtMeshTile();
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Detour.dtPoly poly = new Detour.dtPoly();
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Detour.dtMeshTile tile = new();
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Detour.dtPoly poly = new();
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if (Detour.dtStatusSucceed(navmesh.getTileAndPolyByRef(polyRef, ref tile, ref poly)))
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{
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if (tile != null)
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@@ -231,7 +231,7 @@ namespace Game.Chat
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WorldObject obj = handler.GetPlayer();
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// Get Creatures
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List<Unit> creatureList = new List<Unit>();
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List<Unit> creatureList = new();
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var go_check = new AnyUnitInObjectRangeCheck(obj, radius);
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var go_search = new UnitListSearcher(obj, creatureList, go_check);
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@@ -248,7 +248,7 @@ namespace Game.Chat
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obj.GetPosition(out gx, out gy, out gz);
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foreach (var creature in creatureList)
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{
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PathGenerator path = new PathGenerator(creature);
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PathGenerator path = new(creature);
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path.CalculatePath(gx, gy, gz);
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++paths;
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}
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