@@ -929,13 +929,13 @@ AI_Waypoint_t *CAI_Pathfinder::BuildSimpleRoute( Navigation_t navType, const Vec
929929// -----------------------------------------------------------------------------
930930// Builds a complex route (triangulation, making way)
931931// -----------------------------------------------------------------------------
932- AI_Waypoint_t *CAI_Pathfinder::BuildComplexRoute ( Navigation_t navType, const Vector &vStart,
932+ AI_Waypoint_t *CAI_Pathfinder::BuildComplexRoute ( const Navigation_t navType, const Vector &vStart,
933933 const Vector &vEnd, const CBaseEntity *pTarget, int endFlags, int nodeID,
934934 int buildFlags, float flYaw, float goalTolerance, float maxLocalNavDistance )
935935{
936936 AI_PROFILE_SCOPE ( CAI_Pathfinder_BuildComplexRoute );
937937
938- float flTotalDist = ComputePathDistance ( navType, vStart, vEnd );
938+ const float flTotalDist = ComputePathDistance ( navType, vStart, vEnd );
939939 if ( flTotalDist < 0.0625 )
940940 {
941941 return new AI_Waypoint_t ( vEnd, flYaw, navType, endFlags, nodeID );
@@ -980,7 +980,7 @@ AI_Waypoint_t *CAI_Pathfinder::BuildComplexRoute( Navigation_t navType, const Ve
980980 {
981981 if ( !UseStrongOptimizations () || ( GetOuter ()->GetState () == NPC_STATE_SCRIPT || GetOuter ()->IsCurSchedule ( SCHED_SCENE_GENERIC , false ) ) )
982982 {
983- float flTotalDist = ComputePathDistance ( navType, vStart, vEnd );
983+ // float flTotalDist = ComputePathDistance( navType, vStart, vEnd ); // already calculated above
984984
985985 AI_Waypoint_t *triangRoute = BuildTriangulationRoute (vStart, vEnd, pTarget,
986986 endFlags, nodeID, flYaw, flTotalDist - moveTrace.flDistObstructed , navType);
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