Removed legacy AAS from Doom, cleaned up naming.

This commit is contained in:
Justin Marshall
2026-05-22 22:26:19 -07:00
parent b0788b922e
commit 164a6e1f48
53 changed files with 912 additions and 613 deletions
+6 -6
View File
@@ -221,11 +221,11 @@ public:
static void List_f(const idCmdArgs& args);
// Finds a path around dynamic obstacles.
static bool FindPathAroundObstacles(const idPhysics* physics, const idAAS* aas, const idEntity* ignore, const idVec3& startPos, const idVec3& seekPos, obstaclePath_t& path);
static bool FindPathAroundObstacles(const idPhysics* physics, const idNAV* aas, const idEntity* ignore, const idVec3& startPos, const idVec3& seekPos, obstaclePath_t& path);
// Frees any nodes used for the dynamic obstacle avoidance.
static void FreeObstacleAvoidanceNodes(void);
// Predicts movement, returns true if a stop event was triggered.
static bool PredictPath(const idEntity* ent, const idAAS* aas, const idVec3& start, const idVec3& velocity, int totalTime, int frameTime, int stopEvent, predictedPath_t& path);
static bool PredictPath(const idEntity* ent, const idNAV* aas, const idVec3& start, const idVec3& velocity, int totalTime, int frameTime, int stopEvent, predictedPath_t& path);
// Return true if the trajectory of the clip model is collision free.
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);
// Finds the best collision free trajectory for a clip model.
@@ -233,7 +233,7 @@ public:
protected:
// navigation
idAAS* aas;
idNAV* aas;
int travelFlags;
idMoveState move;
@@ -377,7 +377,7 @@ protected:
//
// ai/ai.cpp
//
void SetAAS(void);
void SetNAV(void);
virtual void DormantBegin(void); // called when entity becomes dormant
virtual void DormantEnd(void); // called when entity wakes from being dormant
void Think(void);
@@ -586,7 +586,7 @@ protected:
void LocateEnemy(void);
void KickObstacles(idEntity* kickEnt, float force);
idEntity* GetObstacle(void);
idVec3 PushPointIntoAAS(const idVec3& pos);
idVec3 PushPointIntoNAV(const idVec3& pos);
float GetTurnRate(void);
void SetTurnRate(float rate);
void AnimTurn(float angles);
@@ -718,7 +718,7 @@ protected:
void Event_LocateEnemy(void);
void Event_KickObstacles(idEntity* kickEnt, float force);
void Event_GetObstacle(void);
void Event_PushPointIntoAAS(const idVec3& pos);
void Event_PushPointIntoNAV(const idVec3& pos);
void Event_GetTurnRate(void);
void Event_SetTurnRate(float rate);
void Event_AnimTurn(float angles);