//rww - callbacks the navigation system needs to make to the game code. #include "../../game/q_shared.h" #include "../../game/g_public.h" #include "../server.h" qboolean GNavCallback_NAV_ClearPathToPoint( sharedEntity_t *self, vec3_t pmins, vec3_t pmaxs, vec3_t point, int clipmask, int okToHitEntNum ) { return (qboolean)VM_Call(gvm, GAME_NAV_CLEARPATHTOPOINT, self->s.number, pmins, pmaxs, point, clipmask, okToHitEntNum); } qboolean GNavCallback_NPC_ClearLOS( sharedEntity_t *ent, const vec3_t end ) { return (qboolean)VM_Call(gvm, GAME_NAV_CLEARLOS, ent->s.number, end); } int GNavCallback_NAVNEW_ClearPathBetweenPoints(vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int ignore, int clipmask) { return VM_Call(gvm, GAME_NAV_CLEARPATHBETWEENPOINTS, start, end, mins, maxs, ignore, clipmask); } qboolean GNavCallback_NAV_CheckNodeFailedForEnt( sharedEntity_t *ent, int nodeNum ) { return (qboolean)VM_Call(gvm, GAME_NAV_CHECKNODEFAILEDFORENT, ent->s.number, nodeNum); } qboolean GNavCallback_G_EntIsUnlockedDoor( int entityNum ) { return (qboolean)VM_Call(gvm, GAME_NAV_ENTISUNLOCKEDDOOR, entityNum); } qboolean GNavCallback_G_EntIsDoor( int entityNum ) { return (qboolean)VM_Call(gvm, GAME_NAV_ENTISDOOR, entityNum); } qboolean GNavCallback_G_EntIsBreakable( int entityNum ) { return (qboolean)VM_Call(gvm, GAME_NAV_ENTISBREAKABLE, entityNum); } qboolean GNavCallback_G_EntIsRemovableUsable( int entNum ) { return (qboolean)VM_Call(gvm, GAME_NAV_ENTISREMOVABLEUSABLE, entNum); } void GNavCallback_CP_FindCombatPointWaypoints( void ) { VM_Call(gvm, GAME_NAV_FINDCOMBATPOINTWAYPOINTS); }