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Renamed mStoredAvailableNodes to mPopulateAvailableNodes.
Don't call getAllowedNodes() needlessly.
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@ -117,7 +117,7 @@ namespace MWMechanics
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mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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mStoredAvailableNodes = false;
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mPopulateAvailableNodes = true;
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}
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@ -191,7 +191,7 @@ namespace MWMechanics
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if(!currentCell || cellChange)
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{
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currentCell = actor.getCell();
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mStoredAvailableNodes = false; // prob. not needed since mDistance = 0
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mPopulateAvailableNodes = true;
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}
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cStats.setDrawState(DrawState_Nothing);
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@ -390,7 +390,7 @@ namespace MWMechanics
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}
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// Initialization to discover & store allowed node points for this actor.
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if(!mStoredAvailableNodes)
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if (mPopulateAvailableNodes)
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{
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getAllowedNodes(actor, currentCell->getCell());
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}
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@ -640,7 +640,7 @@ namespace MWMechanics
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if (mDistance == 0)
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return;
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if (!mStoredAvailableNodes)
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if (mPopulateAvailableNodes)
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getAllowedNodes(actor, actor.getCell()->getCell());
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if (mAllowedNodes.empty())
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@ -660,7 +660,7 @@ namespace MWMechanics
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actor.getClass().adjustPosition(actor, false);
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// may have changed cell
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mStoredAvailableNodes = false;
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mPopulateAvailableNodes = true;
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}
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int AiWander::OffsetToPreventOvercrowding()
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@ -722,8 +722,9 @@ namespace MWMechanics
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{
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SetCurrentNodeToClosestAllowedNode(npcPos);
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}
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mStoredAvailableNodes = true; // set only if successful in finding allowed nodes
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}
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mPopulateAvailableNodes = false;
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}
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// When only one path grid point in wander distance,
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@ -88,8 +88,8 @@ namespace MWMechanics
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// if false triggers calculating allowed nodes based on mDistance
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bool mStoredAvailableNodes;
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// do we need to calculate allowed nodes based on mDistance
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bool mPopulateAvailableNodes;
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