30#define MIN_FALLHEIGHT 18
31#define MAX_FALLHEIGHT 1024
48 short int m_FallHeight;
49 bool m_HasCompleteLookahead;
51 bool m_bChangeLookAhead;
54 float PathLookAhead(
float total_area,
Vector& end,
float *origin);
61 bool DoesTheoreticPathExist(
62 float *start,
float *end,
class SimpleActor *ent,
float maxPath,
float *vLeashHome,
float fLeashDistSquared
64 void FindPath(
float *start,
float *end,
Entity *ent,
float maxPath,
float *vLeashHome,
float fLeashDistSquared);
72 float fLeashDistSquared
81 float fLeashDistSquared
83 void ReFindPath(
float *start,
Entity *ent);
84 void UpdatePos(
float *origin,
float fNodeRadius = 0.0f);
85 bool Complete(
const float *origin)
const;
88 int CurrentNodeIndex(
void)
const;
91 const float *CurrentPathDir(
void)
const;
92 const float *CurrentPathGoal(
void)
const;
94 const float *CurrentDelta(
void)
const;
95 bool IsAccurate(
void)
const;
96 float TotalDist(
void)
const;
97 void SetFallHeight(
float fHeight);
98 float GetFallHeight(
void)
const;
99 void TrimPathFromEnd(
int nNodesPop);
100 void Shorten(
float fDistRemove);
101 bool HasCompleteLookahead(
void)
const;
102 void ForceShortLookahead(
void);
104 virtual void Archive(
Archiver& arc);
106 bool IsSide(
void)
const;
109inline void ActorPath::Archive(
Archiver& arc)
114 arc.ArchiveInteger(&m_pathlen);
121 for (i = 0; i < m_pathlen; i++) {
122 m_path[i].Archive(arc);
126 arc.ArchiveInteger(&index);
130 m_pathpos = &m_path[index];
133 arc.ArchiveInteger(&index);
135 m_startpathpos = NULL;
137 m_startpathpos = &m_path[index];
141 index = m_pathpos - m_path;
146 arc.ArchiveInteger(&index);
148 if (m_startpathpos) {
149 index = m_startpathpos - m_path;
154 arc.ArchiveInteger(&index);
156 }
else if (arc.Loading()) {
160 arc.ArchiveVec2(m_delta);
161 arc.ArchiveBool(&m_Side);
162 arc.ArchiveInteger(&m_Time);
163 arc.ArchiveFloat(&m_TotalDist);
164 arc.ArchiveShort(&m_FallHeight);
165 arc.ArchiveShort(&m_FallHeight);
166 arc.ArchiveBool(&m_HasCompleteLookahead);
167 arc.ArchiveFloat(&m_fLookAhead);
168 arc.ArchiveBool(&m_bChangeLookAhead);
Definition simpleactor.h:80