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make steerstate for AIWheeledVehicleControllerData's self contained
variable raylength for the rpath filter. same 0.001 for players to stop recalculating a path when jumping, but bump anything they're mounted to to a 2 unit check bit of work towards parallel parking. or at least not ending up arcing back and forth infinitely in an arc
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2 changed files with 70 additions and 26 deletions
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@ -208,18 +208,16 @@ class AIWheeledVehicleControllerData : public AIControllerData
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SteerNull,
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Left,
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Right,
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Straight,
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TurnAround
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} mSteerState;
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Straight
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};
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public:
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AIWheeledVehicleControllerData()
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{
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mSteerState = SteerNull;
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resolveYawPtr.bind(this, &AIWheeledVehicleControllerData::resolveYaw);
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resolveTriggerStatePtr.bind(this, &AIWheeledVehicleControllerData::resolveTriggerState);
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}
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F32 getSteeringAngle(AIController* obj);
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F32 getSteeringAngle(AIController* obj, Point3F location);
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void resolveYaw(AIController* obj, Point3F location, Move* movePtr);
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void resolveTriggerState(AIController* obj, Move* movePtr);
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DECLARE_CONOBJECT(AIWheeledVehicleControllerData);
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