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https://github.com/nillerusr/source-engine.git
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upload "kind" alien swarm
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@@ -1,4 +1,4 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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@@ -31,13 +31,17 @@ enum RouteBuildFlags_e
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bits_BUILD_JUMP = 0x00000002, //
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bits_BUILD_FLY = 0x00000004, //
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bits_BUILD_CLIMB = 0x00000008, //
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bits_BUILD_GIVEWAY = 0x00000010, //
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bits_BUILD_TRIANG = 0x00000020, //
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bits_BUILD_IGNORE_NPCS = 0x00000040, // Ignore collisions with NPCs
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bits_BUILD_COLLIDE_NPCS = 0x00000080, // Use collisions with NPCs (redundant for argument clarity)
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bits_BUILD_GET_CLOSE = 0x00000100, // the route will be built even if it can't reach the destination
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bits_BUILD_CRAWL = 0x00000010, //
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bits_BUILD_GIVEWAY = 0x00000020, //
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bits_BUILD_TRIANG = 0x00000040, //
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bits_BUILD_IGNORE_NPCS = 0x00000080, // Ignore collisions with NPCs
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bits_BUILD_COLLIDE_NPCS = 0x00000100, // Use collisions with NPCs (redundant for argument clarity)
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bits_BUILD_GET_CLOSE = 0x00000200, // the route will be built even if it can't reach the destination
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bits_BUILD_NO_LOCAL_NAV = 0x00000400, // No local navigation
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bits_BUILD_UNLIMITED_DISTANCE = 0x00000800, // Path can be an unlimited distance away
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};
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//-----------------------------------------------------------------------------
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// CAI_Pathfinder
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//
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@@ -62,7 +66,7 @@ public:
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int NearestNodeToNPC();
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int NearestNodeToPoint( const Vector &vecOrigin );
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AI_Waypoint_t* FindBestPath (int startID, int endID);
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virtual AI_Waypoint_t* FindBestPath (int startID, int endID);
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AI_Waypoint_t* FindShortRandomPath (int startID, float minPathLength, const Vector &vDirection = vec3_origin);
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// --------------------------------
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@@ -71,7 +75,7 @@ public:
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// --------------------------------
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AI_Waypoint_t *BuildRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity *pTarget, float goalTolerance, Navigation_t curNavType = NAV_NONE, bool bLocalSucceedOnWithinTolerance = false );
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AI_Waypoint_t *BuildRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity *pTarget, float goalTolerance, Navigation_t curNavType = NAV_NONE, int nBuildFlags = 0 );
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void UnlockRouteNodes( AI_Waypoint_t * );
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// --------------------------------
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@@ -136,11 +140,12 @@ private:
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AI_Waypoint_t *BuildGroundRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity const *pTarget, int endFlags, int nodeID, int buildFlags, float flYaw, float goalTolerance );
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AI_Waypoint_t *BuildFlyRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity const *pTarget, int endFlags, int nodeID, int buildFlags, float flYaw, float goalTolerance );
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AI_Waypoint_t *BuildCrawlRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity const *pTarget, int endFlags, int nodeID, int buildFlags, float flYaw, float goalTolerance );
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AI_Waypoint_t *BuildJumpRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity const *pTarget, int endFlags, int nodeID, int buildFlags, float flYaw );
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AI_Waypoint_t *BuildClimbRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity const *pTarget, int endFlags, int nodeID, int buildFlags, float flYaw );
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// Computes the link type
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Navigation_t ComputeWaypointType( CAI_Node **ppNodes, int parentID, int destID );
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Navigation_t ComputeWaypointType( bool *pWantsPreciseMovement, CAI_Node **ppNodes, int parentID, int destID );
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// --------------------------------
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