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
This commit is contained in:
AzaezelX 2025-04-17 23:31:30 -05:00
parent 1fad2c7372
commit 2d5e8c1560
2 changed files with 70 additions and 26 deletions

View file

@ -208,18 +208,16 @@ class AIWheeledVehicleControllerData : public AIControllerData
SteerNull,
Left,
Right,
Straight,
TurnAround
} mSteerState;
Straight
};
public:
AIWheeledVehicleControllerData()
{
mSteerState = SteerNull;
resolveYawPtr.bind(this, &AIWheeledVehicleControllerData::resolveYaw);
resolveTriggerStatePtr.bind(this, &AIWheeledVehicleControllerData::resolveTriggerState);
}
F32 getSteeringAngle(AIController* obj);
F32 getSteeringAngle(AIController* obj, Point3F location);
void resolveYaw(AIController* obj, Point3F location, Move* movePtr);
void resolveTriggerState(AIController* obj, Move* movePtr);
DECLARE_CONOBJECT(AIWheeledVehicleControllerData);