Fixed writing of:
- Path nodes
- Node links
- Path clusters
- Cluster links
The previous globals 'g_pppAiNodeClusters' and 'g_pppAiNodeClusterLinks' were of type CUtlVector. These have been retyped and renamed accordingly.
Also mapped the CAI_Cluster class out slightly more.
Rebuild of path clusters and cluster links are still not correct; parsing a file in from r2, results in a different file on the disk, at the very offset the clusters are being written in (one field is off, this will be investigated soon).
SourceSDK mathlib port with light modifications.
Renamed Vector to Vector3D (to avoid confusion with std::vector (declared as vector) and Vector2D/Vector4D).
The AIN structure, including the in-memory structures seem identical to Titanfall 2. I mapped quite a few 'CAI_Network' related functions out and everything seems to line up. But I haven't figured the script nodes out (yet), but looking at this, it seems like they got completely stripped? TODO..
I also found where it creates nodes/links from input NavMesh, the poly structure also seems identical to Titanfall 2, but still haven't found where this extra field gets used.
* Partially rebuild CGlobalVarsBase and CGlobalVars struct.
* Partially implement BuildAINFile (disk builder) written by BobTheBob9. All that needs to be found are the addresses/offsets for 'pUnkStruct0Count' and 'pUnkLinkStruct1Count' (see ai_node.h). I didn't have time for it yet.
* Patch call which restarts the engine once AIN file has been build (so it doesn't get cleared from memory).
* Temporarily patch write operation in 'Detours_LevelInit()' which writes out of scope since the navmesh structure is misaligned somewhere still with a few bytes.
NOTE: 'CAI_NetworkBuilder::BuildFile()' is for now commented out until the 2 other structs are found in the game dll. Once found then we could start fixing the struct offsets and hope it works as-is.