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ActorPath Class Reference

Public Member Functions

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

The documentation for this class was generated from the following files: