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https://github.com/TorqueGameEngines/Torque3D.git
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aiInfo getPosition now optionally takes a doCastray bool (off by default)
AIFlyingVehicleControllerData add flightfloor and cieling resolvepitch from (portions of) the old aiflyingvehicle resource no reversing for flyingvehicles, so bottom out resolvespeed at 0
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6200a6f1fb
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5 changed files with 96 additions and 21 deletions
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@ -134,11 +134,11 @@ void AINavigation::repath()
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else
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{
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// If we're following, get their position.
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mPathData.path->mTo = getCtrl()->getGoal()->getPosition();
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mPathData.path->mTo = getCtrl()->getGoal()->getPosition(true);
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}
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// Update from position and replan.
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mPathData.path->mFrom = getCtrl()->getAIInfo()->getPosition();
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mPathData.path->mFrom = getCtrl()->getAIInfo()->getPosition(true);
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mPathData.path->plan();
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// Move to first node (skip start pos).
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@ -215,8 +215,8 @@ bool AINavigation::setPathDestination(const Point3F& pos, bool replace)
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NavPath* path = new NavPath();
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path->mMesh = mNavMesh;
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path->mFrom = getCtrl()->getAIInfo()->getPosition();
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path->mTo = getCtrl()->getGoal()->getPosition();
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path->mFrom = getCtrl()->getAIInfo()->getPosition(true);
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path->mTo = getCtrl()->getGoal()->getPosition(true);
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path->mFromSet = path->mToSet = true;
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path->mAlwaysRender = true;
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path->mLinkTypes = getCtrl()->mControllerData->mLinkTypes;
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@ -257,7 +257,7 @@ void AINavigation::followObject()
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if (getCtrl()->getGoal()->getDist() < getCtrl()->mControllerData->mMoveTolerance)
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return;
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if (setPathDestination(getCtrl()->getGoal()->getPosition()))
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if (setPathDestination(getCtrl()->getGoal()->getPosition(true)))
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{
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getCtrl()->clearCover();
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}
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