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Server: document AI hull variables
Add more comments to describe what they do, Hull_s::scale is now confirmed to be extentScale as the game uses this to query points on the NavMesh, its also being used to build navmeshes based on the tile headers in Titanfall 2 navmeshes and their hull constants.
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@ -36,7 +36,7 @@ struct Hull_s
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: hullName(pName), hullBit(bit)
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, mins(_mins), maxs(_maxs)
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, stepHeight(_stepHeight), scale(_scale)
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, stepHeight(_stepHeight), extentScale(_scale)
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, unk10(_unk10), unk11(_unk11)
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, traceMask(_traceMask), navMeshType(_navMeshType) {}
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@ -46,8 +46,17 @@ struct Hull_s
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Vector3D mins;
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Vector3D maxs;
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// The maximum height an object can have
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// before the hull could no longer step
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// over it.
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float stepHeight;
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float scale; // Some scale?
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// The scale to apply to the hull size
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// when using it as extents to query a
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// point on the navmesh. This should
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// also be used on the radius of the
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// hull when building the navmesh.
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float extentScale;
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float unk10;
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float unk11;
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@ -98,9 +107,9 @@ namespace NAI_Hull
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inline float Length(const Hull_e id) { return (g_aiHullProperties[id].maxs.x - g_aiHullProperties[id].mins.x); }
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inline float Width(const Hull_e id) { return (g_aiHullProperties[id].maxs.y - g_aiHullProperties[id].mins.y); }
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inline float Height(const Hull_e id) { return (g_aiHullProperties[id].maxs.z - g_aiHullProperties[id].mins.z); }
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inline float Scale(const Hull_e id) { return g_aiHullProperties[id].scale; }
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inline float StepHeight(const Hull_e id) { return g_aiHullProperties[id].stepHeight; }
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inline float ExtentScale(const Hull_e id) { return g_aiHullProperties[id].extentScale; }
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inline int Bits(const Hull_e id) { return g_aiHullProperties[id].hullBit; }
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inline const char* Name(const Hull_e id) { return g_aiHullProperties[id].hullName; }
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