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AI is pretty much completed. All that has to be done currently is making a simplified mesh of a map to cast a NavMesh on.
33 lines
985 B
C++
33 lines
985 B
C++
#pragma once
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#include "game/server/ai_node.h"
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//-----------------------------------------------------------------------------
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// CAI_Network
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//
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// Purpose: Stores a node graph through which an AI may pathfind
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//-----------------------------------------------------------------------------
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class CAI_Network
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{
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public:
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void* m_pVTable; // <-- 'this'.
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int m_iNumLinks; // +0x0008
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char unk1[0x7C]; // +0x000C
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int m_iNumZones; // +0x0088
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char unk2[0x10]; // +0x008C
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// unk8 on disk
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int unk5; // +0x009C
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char unk6[0x4]; // +0x00A0
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int m_iNumHints; // +0x00A4
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short m_Hints[0x7D0]; // +0x00A8 <-- '2000' hints.
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CAI_ScriptNode* m_ScriptNode; // +0x1048 <-- '[r5apex_ds.exe + 0xc6fd39]'.
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int m_iNumScriptNodes; // +0x1050
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char pad0[0x14]; // +0x1054 <-- !TODO
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int64_t m_iNumNodes; // +0x1070
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CAI_Node** m_pAInode; // +0x1078
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};
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