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void | Clear (void) |
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bool | DoesTheoreticPathExist (float *start, float *end, class SimpleActor *ent, float maxPath, float *vLeashHome, float fLeashDistSquared) |
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void | FindPath (float *start, float *end, Entity *ent, float maxPath, float *vLeashHome, float fLeashDistSquared) |
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void | FindPathAway (float *start, float *avoid, float *vPreferredDir, Entity *ent, float fMinSafeDist, float *vLeashHome, float fLeashDistSquared) |
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void | FindPathNear (float *start, float *nearby, Entity *ent, float maxPath, float fRadiusSquared, float *vLeashHome, float fLeashDistSquared) |
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void | ReFindPath (float *start, Entity *ent) |
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void | UpdatePos (float *origin, float fNodeRadius=0.0f) |
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bool | Complete (const float *origin) const |
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PathInfo * | StartNode (void) const |
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PathInfo * | CurrentNode (void) const |
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int | CurrentNodeIndex (void) const |
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PathInfo * | NextNode (void) const |
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PathInfo * | LastNode (void) const |
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const float * | CurrentPathDir (void) const |
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const float * | CurrentPathGoal (void) const |
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int | Time (void) const |
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const float * | CurrentDelta (void) const |
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bool | IsAccurate (void) const |
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float | TotalDist (void) const |
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void | SetFallHeight (float fHeight) |
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float | GetFallHeight (void) const |
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void | TrimPathFromEnd (int nNodesPop) |
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void | Shorten (float fDistRemove) |
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bool | HasCompleteLookahead (void) const |
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void | ForceShortLookahead (void) |
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virtual void | Archive (Archiver &arc) |
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bool | IsSide (void) const |
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