//=============================================================================// // // Purpose: // //=============================================================================// #pragma once #include "mathlib/vector.h" constexpr int MAX_HULLS = 5; constexpr int NOT_CACHED = -2; // Returned if data not in cache constexpr int NO_NODE = -1; // Returned when no node meets the qualification #pragma pack(push, 1) //============================================================================= // >> CAI_NodeLink //============================================================================= struct CAI_NodeLink { short m_iSrcID; short m_iDestID; bool m_bHulls[MAX_HULLS]; char unk0; char unk1; // maps => unk0 on disk char unk2[5]; int64_t m_nFlags; }; //============================================================================= // >> CAI_NodeLinkDisk //============================================================================= struct CAI_NodeLinkDisk { short m_iSrcID; short m_iDestID; char unk0; bool m_bHulls[MAX_HULLS]; }; //============================================================================= // >> CAI_Node //============================================================================= struct CAI_Node { int m_nIndex; // Not present on disk Vector3D m_vOrigin; float m_fHulls[MAX_HULLS]; float m_flYaw; int unk0; // Always 2 in buildainfile, maps directly to unk0 in disk struct int unk1; // Maps directly to unk1 in disk struct int unk2[MAX_HULLS]; // Maps directly to unk2 in disk struct, despite being ints rather than shorts // View server.dll+393672 for context char unk3[MAX_HULLS]; // Should map to unk3 on disk char pad[3]; // Aligns next bytes float unk4[MAX_HULLS]; // I have no clue, calculated using some kind float function magic CAI_NodeLink** links; char unk5[16]; int m_nNumLinks; int unk11; // Bad name lmao short unk6; // Should match up to unk4 on disk char unk7[16]; // Padding until next bit short unk8; // Should match up to unk5 on disk char unk9[8]; // Padding until next bit char unk10[8]; // Should match up to unk6 on disk }; //============================================================================= // >> CAI_NodeDisk //============================================================================= struct CAI_NodeDisk // The way CAI_Nodes are represented in on-disk ain files { Vector3D m_vOrigin; float m_flYaw; float hulls[MAX_HULLS]; char unk0; int unk1; short unk2[MAX_HULLS]; char unk3[MAX_HULLS]; short unk4; short unk5; char unk6[8]; }; // Total size of 68 bytes //============================================================================= // >> CAI_ScriptNode //============================================================================= struct CAI_ScriptNode { Vector3D m_vOrigin; uint64_t scriptdata; }; struct AINodeClusters { int m_nIndex; char unk0; char unk1; // Maps to unk1 on disk char pad0[2]; // Padding to +8 Vector3D m_vOrigin; char pad5[4]; int* unk2; // Maps to unk5 on disk; char pad1[16]; // Pad to +48 int unkcount0; // Maps to unkcount0 on disk char pad2[4]; // Pad to +56 int* unk3; char pad3[16]; // Pad to +80 int unkcount1; char pad4[132]; char unk5; }; struct AINodeClusterLinks { short unk0; short unk1; int unk2; char unk3; char unk4; char unk5; }; #pragma pack(pop)