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The reachability table needs to be figured out still. The issue should be very small, but at the moment I do not have time for it. The pointer to the table, and table pointers to data is correct, however, not a single poly is ever getting marked as 'reachable' (0xffffffff). This could be either within recast itself (see build_link_table() and set_reachable() functions), or the way the engine parses the data. The function that determines whether poly is reachable is located at '0x140F448E0'
37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
//=============================================================================//
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//
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// Purpose: AI system utility
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//
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//=============================================================================//
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#include "core/stdafx.h"
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#include "tier0/cvar.h"
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#include "game/server/detour_impl.h"
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//-----------------------------------------------------------------------------
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// Purpose: determines whether target poly is reachable from current agent poly
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// input : *this -
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// poly_1 -
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// poly_2 -
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// hull_type -
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// Output : true if reachable, false otherwise
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//-----------------------------------------------------------------------------
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bool hdtNavMesh__isPolyReachable(dtNavMesh* thisptr, dtPolyRef poly_1, dtPolyRef poly_2, int hull_type)
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{
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if (navmesh_always_reachable->GetBool())
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{
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return true;
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}
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return dtNavMesh__isPolyReachable(thisptr, poly_1, poly_2, hull_type);
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}
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///////////////////////////////////////////////////////////////////////////////
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void CAI_Utility_Attach()
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{
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DetourAttach((LPVOID*)&dtNavMesh__isPolyReachable, &hdtNavMesh__isPolyReachable);
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}
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void CAI_Utility_Detach()
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{
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DetourDetach((LPVOID*)&dtNavMesh__isPolyReachable, &hdtNavMesh__isPolyReachable);
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} |