#ifndef __G_NAV_H__ #define __G_NAV_H__ #define WAYPOINT_NONE -1 #define MAX_WAYPOINT_REACHED_DIST_SQUARED 1024 //32 squared #define MAX_COLL_AVOID_DIST 128 #define NAVGOAL_USE_RADIUS 16384 //Used to force the waypoint_navgoals with a manually set radius to actually do a DistanceSquared check, not just bounds overlap extern bool navCalculatePaths; extern bool NAVDEBUG_showNodes; extern bool NAVDEBUG_showEdges; extern bool NAVDEBUG_showTestPath; extern bool NAVDEBUG_showEnemyPath; extern bool NAVDEBUG_showCombatPoints; extern bool NAVDEBUG_showNavGoals; extern bool NAVDEBUG_showCollision; extern int NAVDEBUG_curGoal; void NAV_Shutdown( void ); void NAV_CalculatePaths( const char *filename, int checksum ); void NAV_CalculateSquadPaths( const char *filename, int checksum ); void NAV_ShowDebugInfo( void ); int NAV_TestBestNode( vec3_t position, int startID, int endID ); qboolean NPC_GetMoveDirection( vec3_t out, float *distance ); void NPC_MoveToGoalExt( vec3_t point ); void NAV_FindPlayerWaypoint( void ); qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t &trace, int clipmask ); void CG_DrawNode( vec3_t origin, int type ); void CG_DrawEdge( vec3_t start, vec3_t end, int type ); void CG_DrawRadius( vec3_t origin, unsigned int radius, int type ); void CG_DrawCombatPoint( vec3_t origin, int type ); #endif //#ifndef __G_NAV_H__