Increase view radius, remove radius parameter from get_tangibles_near
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@@ -61,10 +61,10 @@ int64 FlxLockedWrapper::GetActor() {
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return Lockable.Wrapper.get_actor_id(Get());
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}
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IdView FlxLockedWrapper::GetNear(int64 id, double rx, double ry, double rz) {
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IdView FlxLockedWrapper::GetNear(int64 id) {
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uint32 size;
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int64* data;
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Lockable.Wrapper.get_tangibles_near(Get(), id, rx, ry, rz, &size, (int64_t**)&data);
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Lockable.Wrapper.get_tangibles_near(Get(), id, &size, (int64_t**)&data);
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return IdView(data, size);
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}
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@@ -120,7 +120,7 @@ public:
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// fetch this once per frame and then store the
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// IdView somewhere (like in the TangibleManager).
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//
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IdView GetNear(int64 id, double rx, double ry, double rz);
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IdView GetNear(int64 id);
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// Get animation queues.
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//
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@@ -75,7 +75,7 @@ void ALuprexGameModeBase::UpdateConsoleOutput() {
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}
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void ALuprexGameModeBase::UpdateTangibles() {
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double radius = 1000.0; // Hardwired for now.
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double radius = 100000.0; // Hardwired for now.
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using TanArray = UlxTangibleManager::TanArray;
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if (!Playing) return;
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UlxTangibleManager *TM = GetGameInstance()->GetSubsystem<UlxTangibleManager>();
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@@ -83,7 +83,7 @@ void ALuprexGameModeBase::UpdateTangibles() {
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{
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FlxLockedWrapper w;
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PlayerId = w.GetActor();
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IdView nearids = w.GetNear(PlayerId, radius, radius, radius);
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IdView nearids = w.GetNear(PlayerId);
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TM->UpdateNearAccordingToLuprex(nearids);
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alltans = TM->GetAllTangibles();
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IdArray allids = TM->GetIds(alltans);
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