Core: SOme code cleanup, more to follow.
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@@ -70,7 +70,7 @@ namespace Game.Maps
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continue;
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// paths are generated per template, saves us from generating it again in case of instanced transports
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TransportTemplate transport = new TransportTemplate();
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TransportTemplate transport = new();
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transport.entry = entry;
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GeneratePath(goInfo, transport);
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@@ -101,8 +101,8 @@ namespace Game.Maps
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uint pathId = goInfo.MoTransport.taxiPathID;
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var path = CliDB.TaxiPathNodesByPath[pathId];
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List<KeyFrame> keyFrames = transport.keyFrames;
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List<Vector3> splinePath = new List<Vector3>();
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List<Vector3> allPoints = new List<Vector3>();
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List<Vector3> splinePath = new();
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List<Vector3> allPoints = new();
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bool mapChange = false;
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for (uint i = 0; i < path.Length; ++i)
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@@ -113,8 +113,8 @@ namespace Game.Maps
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allPoints.Add(allPoints.Last().lerp(allPoints[allPoints.Count - 2], -0.2f));
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allPoints.Add(allPoints.Last().lerp(allPoints[allPoints.Count - 2], -1.0f));
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SplineRawInitializer initer = new SplineRawInitializer(allPoints);
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Spline orientationSpline = new Spline();
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SplineRawInitializer initer = new(allPoints);
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Spline orientationSpline = new();
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orientationSpline.InitSplineCustom(initer);
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orientationSpline.InitLengths();
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@@ -130,7 +130,7 @@ namespace Game.Maps
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}
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else
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{
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KeyFrame k = new KeyFrame(node_i);
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KeyFrame k = new(node_i);
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Vector3 h;
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orientationSpline.Evaluate_Derivative((int)(i + 1), 0.0f, out h);
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k.InitialOrientation = Position.NormalizeOrientation((float)Math.Atan2(h.Y, h.X) + MathFunctions.PI);
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@@ -202,7 +202,7 @@ namespace Game.Maps
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if (keyFrames[i - 1].Teleport || i + 1 == keyFrames.Count)
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{
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int extra = !keyFrames[i - 1].Teleport ? 1 : 0;
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Spline spline = new Spline();
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Spline spline = new();
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Span<Vector3> span = splinePath.ToArray();
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spline.InitSpline(span.Slice(start), i - start + extra, Spline.EvaluationMode.Catmullrom);
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spline.InitLengths();
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@@ -339,7 +339,7 @@ namespace Game.Maps
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public void AddPathNodeToTransport(uint transportEntry, uint timeSeg, TransportAnimationRecord node)
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{
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TransportAnimation animNode = new TransportAnimation();
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TransportAnimation animNode = new();
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if (animNode.TotalTime < timeSeg)
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animNode.TotalTime = timeSeg;
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@@ -373,7 +373,7 @@ namespace Game.Maps
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}
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// create transport...
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Transport trans = new Transport();
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Transport trans = new();
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// ...at first waypoint
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TaxiPathNodeRecord startNode = tInfo.keyFrames.First().Node;
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@@ -512,9 +512,9 @@ namespace Game.Maps
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_transportAnimations[transportEntry].Rotations[timeSeg] = node;
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}
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Dictionary<uint, TransportTemplate> _transportTemplates = new Dictionary<uint, TransportTemplate>();
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MultiMap<uint, uint> _instanceTransports = new MultiMap<uint, uint>();
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Dictionary<uint, TransportAnimation> _transportAnimations = new Dictionary<uint, TransportAnimation>();
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Dictionary<uint, TransportTemplate> _transportTemplates = new();
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MultiMap<uint, uint> _instanceTransports = new();
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Dictionary<uint, TransportAnimation> _transportAnimations = new();
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}
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public class SplineRawInitializer
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@@ -588,10 +588,10 @@ namespace Game.Maps
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accelDist = 0.0f;
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}
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public List<uint> mapsUsed = new List<uint>();
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public List<uint> mapsUsed = new();
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public bool inInstance;
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public uint pathTime;
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public List<KeyFrame> keyFrames = new List<KeyFrame>();
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public List<KeyFrame> keyFrames = new();
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public float accelTime;
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public float accelDist;
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public uint entry;
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@@ -616,8 +616,8 @@ namespace Game.Maps
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return Rotations.LookupByKey(time);
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}
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public Dictionary<uint, TransportAnimationRecord> Path = new Dictionary<uint, TransportAnimationRecord>();
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public Dictionary<uint, TransportRotationRecord> Rotations = new Dictionary<uint, TransportRotationRecord>();
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public Dictionary<uint, TransportAnimationRecord> Path = new();
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public Dictionary<uint, TransportRotationRecord> Rotations = new();
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public uint TotalTime;
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}
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}
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