mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-19 20:19:50 +02:00
Removed legacy AAS from Doom, cleaned up naming.
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@@ -221,11 +221,11 @@ public:
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static void List_f(const idCmdArgs& args);
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// Finds a path around dynamic obstacles.
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static bool FindPathAroundObstacles(const idPhysics* physics, const idAAS* aas, const idEntity* ignore, const idVec3& startPos, const idVec3& seekPos, obstaclePath_t& path);
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static bool FindPathAroundObstacles(const idPhysics* physics, const idNAV* aas, const idEntity* ignore, const idVec3& startPos, const idVec3& seekPos, obstaclePath_t& path);
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// Frees any nodes used for the dynamic obstacle avoidance.
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static void FreeObstacleAvoidanceNodes(void);
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// Predicts movement, returns true if a stop event was triggered.
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static bool PredictPath(const idEntity* ent, const idAAS* aas, const idVec3& start, const idVec3& velocity, int totalTime, int frameTime, int stopEvent, predictedPath_t& path);
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static bool PredictPath(const idEntity* ent, const idNAV* aas, const idVec3& start, const idVec3& velocity, int totalTime, int frameTime, int stopEvent, predictedPath_t& path);
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// Return true if the trajectory of the clip model is collision free.
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static bool TestTrajectory(const idVec3& start, const idVec3& end, float zVel, float gravity, float time, float max_height, const idClipModel* clip, int clipmask, const idEntity* ignore, const idEntity* targetEntity, int drawtime);
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// Finds the best collision free trajectory for a clip model.
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@@ -233,7 +233,7 @@ public:
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protected:
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// navigation
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idAAS* aas;
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idNAV* aas;
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int travelFlags;
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idMoveState move;
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@@ -377,7 +377,7 @@ protected:
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//
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// ai/ai.cpp
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//
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void SetAAS(void);
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void SetNAV(void);
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virtual void DormantBegin(void); // called when entity becomes dormant
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virtual void DormantEnd(void); // called when entity wakes from being dormant
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void Think(void);
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@@ -586,7 +586,7 @@ protected:
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void LocateEnemy(void);
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void KickObstacles(idEntity* kickEnt, float force);
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idEntity* GetObstacle(void);
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idVec3 PushPointIntoAAS(const idVec3& pos);
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idVec3 PushPointIntoNAV(const idVec3& pos);
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float GetTurnRate(void);
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void SetTurnRate(float rate);
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void AnimTurn(float angles);
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@@ -718,7 +718,7 @@ protected:
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void Event_LocateEnemy(void);
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void Event_KickObstacles(idEntity* kickEnt, float force);
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void Event_GetObstacle(void);
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void Event_PushPointIntoAAS(const idVec3& pos);
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void Event_PushPointIntoNAV(const idVec3& pos);
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void Event_GetTurnRate(void);
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void Event_SetTurnRate(float rate);
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void Event_AnimTurn(float angles);
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