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Restore original logic of CPed::WanderRange
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@ -18,5 +18,11 @@ CRange2D::DebugShowRange(float, int)
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CVector2D
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CRange2D::GetRandomPointInRange()
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{
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return CVector2D(CGeneral::GetRandomNumberInRange(min.x, max.x), CGeneral::GetRandomNumberInRange(min.y, max.y));
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int distX = Abs(max.x - min.x);
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int distY = Abs(max.y - min.y);
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float outX = CGeneral::GetRandomNumber() % distX + min.x;
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float outY = CGeneral::GetRandomNumber() % distY + min.y;
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return CVector2D(outX, outY);
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}
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@ -18,6 +18,13 @@ CRange3D::DebugShowRange(float, int)
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CVector
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CRange3D::GetRandomPointInRange()
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{
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return CVector(CGeneral::GetRandomNumberInRange(min.x, max.x), CGeneral::GetRandomNumberInRange(min.y, max.y),
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CGeneral::GetRandomNumberInRange(min.z, max.z));
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int distX = Abs(max.x - min.x);
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int distY = Abs(max.y - min.y);
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int distZ = Abs(max.z - min.z);
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float outX = CGeneral::GetRandomNumber() % distX + min.x;
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float outY = CGeneral::GetRandomNumber() % distY + min.y;
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float outZ = CGeneral::GetRandomNumber() % distZ + min.z;
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return CVector(outX, outY, outZ);
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}
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@ -57,6 +57,7 @@
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#include "Timecycle.h"
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#include "ParticleObject.h"
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#include "Floater.h"
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#include "Range2D.h"
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#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
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@ -14927,17 +14928,9 @@ CPed::WanderRange(void)
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bool arrived = Seek();
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if (arrived) {
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Idle();
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if (((m_randomSeed % 256) + 3 * CTimer::GetFrameCounter()) % 1000 > 997) {
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int xDiff = Abs(m_wanderRangeBounds[1].x - m_wanderRangeBounds[0].x);
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int yDiff = Abs(m_wanderRangeBounds[1].y - m_wanderRangeBounds[0].y);
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CVector newCoords(
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(CGeneral::GetRandomNumber() % xDiff) + m_wanderRangeBounds[0].x,
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(CGeneral::GetRandomNumber() % yDiff) + m_wanderRangeBounds[0].y,
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GetPosition().z);
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SetSeek(newCoords, 2.5f);
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if ((m_randomSeed + 3 * CTimer::GetFrameCounter()) % 1000 > 997) {
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CVector2D newCoords2D = m_wanderRangeBounds->GetRandomPointInRange();
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SetSeek(CVector(newCoords2D.x, newCoords2D.y, GetPosition().z), 2.5f);
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}
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}
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}
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@ -468,7 +468,7 @@ public:
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CEntity *m_pCollidingEntity;
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uint8 m_stateUnused;
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uint32 m_timerUnused;
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CVector2D *m_wanderRangeBounds; // array with 2 CVector2D (actually unused CRange2D class) - unused
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class CRange2D *m_wanderRangeBounds;
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CWeapon m_weapons[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS];
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eWeaponType m_storedWeapon;
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uint8 m_currentWeapon; // eWeaponType
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