Fix Showing Pedestrian Debug Paths (#439)
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@ -2948,14 +2948,17 @@ br_actor* BuildPedPaths(tPedestrian_instruction* pInstructions, int pInstruc_cou
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}
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face_count -= 4;
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the_model = BrModelAllocate(NULL, vertex_count, face_count);
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the_model->flags |= BR_MODU_VERTEX_COLOURS | BR_MODU_VERTEX_POSITIONS;
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the_model->flags |= BR_MODF_DONT_WELD | BR_MODF_KEEP_ORIGINAL;
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#if defined(DETHRACE_FIX_BUGS)
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last_vertex_count = 0;
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#endif
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vertex_count = 0;
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face_count = 0;
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point_count = 0;
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for (j = 0; j < pInstruc_count; j++) {
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if (pInstructions[j].type == ePed_instruc_point || pInstructions[j].type == ePed_instruc_xpoint) {
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the_point = pInstructions[j].data.point_data.position;
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BrVector3Copy(&the_point, &pInstructions[j].data.point_data.position);
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if (the_point.v[Y] < 500.f) {
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the_mat = gPath_mat_normal;
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} else {
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@ -2973,9 +2976,6 @@ br_actor* BuildPedPaths(tPedestrian_instruction* pInstructions, int pInstruc_cou
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}
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SquirtPathVertex(&the_model->vertices[vertex_count], &the_point);
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vertex_count += 4;
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#if defined(DETHRACE_FIX_BUGS)
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last_vertex_count = vertex_count;
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#endif
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if (point_count != 0) {
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// Connect previous path vertex cross with current path vertex cross
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the_model->faces[face_count].vertices[0] = vertex_count - 4;
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