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Lots of work on CAutoMapper
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@@ -23,10 +23,15 @@ public:
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class CMapAreaBFSInfo
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{
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s32 x0_areaIdx;
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s32 x4_depth;
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float x8_;
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float xc_;
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public:
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CMapAreaBFSInfo(s32, s32, float, float);
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u32 GetAreaIndex() const;
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float GetDepth();
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CMapAreaBFSInfo(s32 areaIdx, s32 depth, float a, float b)
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: x0_areaIdx(areaIdx), x4_depth(depth), x8_(a), xc_(b) {}
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s32 GetAreaIndex() const { return x0_areaIdx; }
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s32 GetDepth() const { return x4_depth; }
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float GetOutlineDrawDepth() const;
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float GetSurfaceDrawDepth() const;
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};
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@@ -87,20 +92,20 @@ private:
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std::vector<CMapAreaData> x0_areas;
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public:
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CMapWorld(CInputStream&);
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u32 GetNumAreas() const;
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const CMapArea* GetMapArea(TAreaId) const;
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u32 GetNumAreas() const { return x0_areas.size(); }
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const CMapArea* GetMapArea(TAreaId aid) const { return x0_areas[aid].GetMapArea(); }
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void IsMapAreaInBFSInfoVector(const CMapAreaData*, const std::vector<CMapAreaBFSInfo>&) const;
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void SetWhichMapAreasLoaded(const IWorld&, int start, int count);
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bool IsMapAreasStreaming() const;
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void MoveMapAreaToList(CMapAreaData*, EMapAreaList);
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void GetCurrentMapAreaDepth(const IWorld&, int) const;
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s32 GetCurrentMapAreaDepth(const IWorld&, TAreaId) const;
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void GetVisibleAreas(const IWorld&, const CMapWorldInfo&) const;
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void Draw(const CMapWorldDrawParms&, int, int, float, float, bool) const;
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void DoBFS(const IWorld&, int, int, float, float, bool, std::vector<CMapAreaBFSInfo>&) const;
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void DoBFS(const IWorld&, TAreaId, int, float, float, bool, std::vector<CMapAreaBFSInfo>&) const;
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bool IsMapAreaValid(const IWorld&, int, bool) const;
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void DrawAreas(const CMapWorldDrawParms&, int, const std::vector<CMapAreaBFSInfo>&, bool) const;
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void RecalculateWorldSphere(const CMapWorldInfo&, const IWorld&) const;
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void ConstrainToWorldVolume(const zeus::CVector3f&, const zeus::CVector3f&) const;
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zeus::CVector3f ConstrainToWorldVolume(const zeus::CVector3f&, const zeus::CVector3f&) const;
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void ClearTraversedFlags() const;
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};
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