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https://github.com/TorqueGameEngines/Torque3D.git
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elevated mAicontroller to shapebase
aiwheeleedveiclecontrollerdata resolvespeed now only touches throttle objects assigned aicontrollers now reflect that by thier objecttype basic flocking
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15 changed files with 352 additions and 185 deletions
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@ -55,7 +55,6 @@ class OpenVRTrackedObject;
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#include "navigation/navMesh.h"
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#include "navigation/coverPoint.h"
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#endif // TORQUE_NAVIGATION_ENABLED
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#include "AI/AIController.h"
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//----------------------------------------------------------------------------
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@ -354,7 +353,6 @@ struct PlayerData: public ShapeBaseData {
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// Jump off surfaces at their normal rather than straight up
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bool jumpTowardsNormal;
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StringTableEntry mControlMap;
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AIControllerData* mAIControllData;
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// For use if/when mPhysicsPlayer is created
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StringTableEntry physicsPlayerType;
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@ -496,7 +494,6 @@ protected:
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SimObjectPtr<ShapeBase> mControlObject; ///< Controlling object
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AIController* mAIController;
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/// @name Animation threads & data
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/// @{
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@ -762,10 +759,6 @@ public:
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Point3F getMomentum() const override;
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void setMomentum(const Point3F &momentum) override;
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bool displaceObject(const Point3F& displaceVector) override;
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virtual bool getAIMove(Move*);
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bool setAIController(SimObjectId controller);
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AIController* getAIController() { return mAIController; };
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bool checkDismountPosition(const MatrixF& oldPos, const MatrixF& newPos); ///< Is it safe to dismount here?
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//
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