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https://github.com/TorqueGameEngines/Torque3D.git
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completed list of roughly ported over scripthooks.
todo: need to figure out why followobject is only hitting the first path node. likely amixup with goal handling
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16 changed files with 386 additions and 40 deletions
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@ -59,6 +59,14 @@ struct AINavigation
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Ledge, ///< Jump when we walk off a ledge.
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};
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enum NavSize {
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Small,
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Regular,
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Large
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} mNavSize;
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void setNavSize(NavSize size) { mNavSize = size; updateNavMesh(); }
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NavSize getNavSize() const { return mNavSize; }
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Point3F mMoveDestination;
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void setMoveDestination(const Point3F& location, bool slowdown);
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Point3F getMoveDestination() { return mMoveDestination; };
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@ -68,6 +76,7 @@ struct AINavigation
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SimObjectPtr<NavMesh> mNavMesh;
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NavMesh* findNavMesh() const;
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void updateNavMesh();
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NavMesh* getNavMesh() const { return mNavMesh; }
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PathData mPathData;
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JumpStates mJump;
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@ -81,7 +90,7 @@ struct AINavigation
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SimObjectPtr<NavPath> getPath() { return mPathData.path; };
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void followNavPath(NavPath* path);
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void followObject(AIInfo* targ);
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void followObject();
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void followObject(SceneObject* obj, F32 radius);
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void clearFollow();
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/// Move to the specified node in the current path.
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