startAgain. c++ functions, search
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "cppGI.h"
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#include "Kismet/GameplayStatics.h"
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#include "Misc/paths.h"
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#include "Engine/levelstreamingdynamic.h"
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#include "cppFuncLibrary.h"
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/*for working tarray::Contains*/
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bool operator==(const Fcppcoords& c1, const Fcppcoords& c2) {
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return c1.flat == c2.flat &&
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c1.floor == c2.floor &&
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c1.house == c2.house &&
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c1.section == c2.section &&
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c1.type == c2.type &&
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c1.zone == c2.zone;
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}
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/*for working tarray::Contains*/
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bool operator==(const FcppLevelStruct& c1, const FcppLevelStruct& c2) {
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return c1.anotherLvl == c2.anotherLvl &&
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c1.coords == c2.coords &&
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c1.dontUnload == c2.dontUnload &&
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c1.path == c2.path &&
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c1.uniqName == c2.uniqName &&
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c1.Z == c2.Z;
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}
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TArray<ULevelStreaming*> UcppGI::cppLvlManage(UObject* WorldContextObject, Fcppcoords currentCoords, uint8 currentState)
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{
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TArray<ULevelStreaming*> outStruct;
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bool loadthis;
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auto temp = Fcppcoords();
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temp.house = -2;
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temp.section = -2;
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temp.floor = 1;
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cppLoadList.AddUnique(currentCoords);
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cppLoadList.AddUnique(temp);
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for (const auto& lvl : cppLevels)
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{
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loadthis = 0;
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if (cppBlackList.Contains(lvl));
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else if (cppWhiteList.Contains(lvl)) loadthis = true;
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else {
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bool ceq[7];
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for (const auto& crd : cppLoadList) // here is filter code
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{
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cppCoordsEq(crd, lvl.coords, true, false, ceq[0], ceq[1], ceq[2], ceq[3], ceq[4], ceq[5], ceq[6]);
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if (ceq[3] && ceq[4] && ceq[5] && !lvl.uniqName.ToString().EndsWith(L"refl")) loadthis = true; //reflections setup separately, load all on floor
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if (ceq[6] && lvl.uniqName.ToString().EndsWith(L"refl")) loadthis = true;
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//if (ceq[6]) loadthis = true; //classic load with parallax
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}
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}
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if (loadthis) {
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if (cppCreatedList.Contains(lvl.uniqName)) { /*if already created level*/
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ULevelStreaming* outlvl_ = nullptr;
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if ((outlvl_ = UGameplayStatics::GetStreamingLevel(WorldContextObject, lvl.uniqName)) != nullptr) {
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outlvl_->SetShouldBeLoaded(true);
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outlvl_->SetShouldBeVisible(true);
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cpploadedList.Add(lvl.uniqName);
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outStruct.Add(outlvl_);
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}
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}
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else { /*load new level instance*/
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bool b;
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if (ULevelStreamingDynamic* newlvl = ULevelStreamingDynamic::LoadLevelInstance(WorldContextObject, lvl.path, FVector(0, 0, lvl.Z), FRotator(), b, lvl.uniqName.ToString())) {
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newlvl->SetPriority(lvl.coords.flat == -1 ? 1 : 0);
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newlvl->bShouldBlockOnLoad = lvl.dontUnload;
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cpploadedList.Add(lvl.uniqName);
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outStruct.Add(newlvl);
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}
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}
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}
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else if (cppCreatedList.Contains(lvl.uniqName)) {
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ULevelStreaming* outlvl_ = nullptr;
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if ((outlvl_ = UGameplayStatics::GetStreamingLevel(WorldContextObject, lvl.uniqName)) != nullptr) {
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//if (lvl.path.EndsWith("refl")) outlvl_->bShouldBlockOnUnload = true;
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outlvl_->SetShouldBeLoaded(lvl.dontUnload);
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outlvl_->SetShouldBeVisible(false);
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cpploadedList.Remove(lvl.uniqName);
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outStruct.Add(outlvl_);
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}
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}
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}
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cppWhiteList.Empty();
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cppBlackList.Empty();
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cppLoadList.Empty();
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return outStruct;
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}
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void UcppGI::cppCoordsEq(Fcppcoords coords, Fcppcoords coords1, bool relevantMinus2, bool fastEq, bool& flat_, bool& type_, bool& zone_, bool& house_, bool& section_, bool& floor_, bool& fullEq)
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{
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bool* outLvl[6] = { &flat_, &type_, &zone_, &house_, §ion_, &floor_ };
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int32 c1[6] = { coords.flat,coords.type, coords.zone, coords.house, coords.section, coords.floor };
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int32 c2[6] = { coords1.flat,coords1.type, coords1.zone, coords1.house, coords1.section, coords1.floor };
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int32 mins[6] = { 0,0,1,1,1,0 };
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if (fastEq) {
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for (int8 i = 0; i < 6; i++)
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{
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*outLvl[i] = (c1[i] == c2[i]);
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}
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}
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else {
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for (int8 i = 0; i < 6; i++) {
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*outLvl[i] = ((c1[i] < mins[i]) && (c2[i] < mins[i])) || (c1[i] == c2[i]) || ((c1[i] == -2) && relevantMinus2) || ((c2[i] == -2) && relevantMinus2);
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}
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}
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fullEq = true;
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for (const auto var : outLvl)
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{
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if (!*var)fullEq = false;
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}
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}
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