Add calculation of close-tangibles
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@@ -80,6 +80,8 @@ public:
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using IdVector = util::IdVector;
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using TanVector = std::vector<const Tangible*>;
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using Redirects = std::map<int64_t, int64_t>;
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const float RadiusVisibility = 100.0;
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const float RadiusClose = 10.0;
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// Constructor.
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//
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@@ -103,9 +105,11 @@ public:
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// get_near
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//
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// Get a list of the tangibles that are near the player. If 'exclude_nowhere' is
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// true, exclude any tangibles on the nowhere plane.
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// true, exclude any tangibles on the nowhere plane. The unsorted version returns
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// the tangibles in an unpredictable order.
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//
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IdVector get_near(int64_t player_id, float radius, bool exclude_nowhere) const;
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IdVector get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere) const;
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// Make a tangible.
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//
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@@ -247,7 +251,7 @@ private:
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// We also update the actor's ID allocation pipeline.
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//
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static void diff_actor_essentials(const Tangible *mactor, const Tangible *sactor, StreamBuffer *sb);
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void patch_actor_essentials(StreamBuffer *sb);
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int64_t patch_actor_essentials(StreamBuffer *sb);
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// Pass 2 of difference transmission: visible animations.
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//
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