DayZ 1.24
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AIWorld.c
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5 WALK, // Ability to walk (ground, grass, road)
6 DISABLED, // Disabled polygon
7 DOOR, // Ability to move through doors
8 INSIDE, // Ability to move inside buildings
9
10 SWIM, // Ability to swim (water)
11 SWIM_SEA, // Ability to swim (sea water)
13 LADDER, // Ability to climb on ladders
14 JUMP_OVER, // Ability to do jumps overs
15 JUMP_DOWN, // Ability to jump down
16 CLIMB, // Ability to climb up
17 CRAWL, // Ability to crawl
18 CROUCH, // Ability to crouch
23
24 JUMP, // JUMP_OVER | JUMP_DOWN
25 SPECIAL // JUMP | CLIMB | CRAWL | CROUCH
26}
27
28enum PGAreaType
29{
30 NONE,
31
33
39
45
48
49 LADDER,
50 CRAWL,
51 CROUCH,
53 JUMP
54}
55
59class PGFilter : Managed
60{
61 // Uses PGPolyFlags bitmasks
66
68}
69
PGPolyFlags
Definition AIWorld.c:2
INSIDE
Definition AIWorld.c:5
enum PGPolyFlags TERRAIN
SWIM_SEA
Definition AIWorld.c:8
SPECIAL
Definition AIWorld.c:23
proto native int GetExlusiveFlags()
enum PGPolyFlags DOOR_OPENED
DISABLED
Definition AIWorld.c:3
enum PGPolyFlags ROADWAY
proto native void SetCost(PGAreaType areaType, float cost)
enum PGPolyFlags WATER_DEEP
DOOR
Definition AIWorld.c:4
enum PGPolyFlags WATER
enum PGPolyFlags WATER_SEA
enum PGPolyFlags CROUCH
Definition AIWorld.c:15
enum PGPolyFlags OBJECTS_NOFFCON
proto native int GetExcludeFlags()
UNREACHABLE
Definition AIWorld.c:17
enum PGPolyFlags OBJECTS
enum PGPolyFlags WATER_SEA_DEEP
WALK
Definition AIWorld.c:2
JUMP_DOWN
Definition AIWorld.c:12
enum PGPolyFlags LADDER
Definition AIWorld.c:10
CLIMB
Definition AIWorld.c:13
enum PGPolyFlags TREE
ALL
Definition AIWorld.c:19
enum PGPolyFlags GetIncludeFlags()
SWIM
Definition AIWorld.c:7
enum PGPolyFlags NONE
Definition AIWorld.c:0
JUMP
Definition AIWorld.c:21
enum PGPolyFlags FENCE_WALL
enum PGPolyFlags DOOR_CLOSED
enum PGPolyFlags BUILDING
enum PGPolyFlags ROADWAY_BUILDING
enum PGPolyFlags CRAWL
Definition AIWorld.c:14
JUMP_OVER
Definition AIWorld.c:11
proto native AIGroup CreateGroup(string templateName)
void AIWorld()
proto native bool RaycastNavMesh(vector from, vector to, PGFilter pgFilter, out vector hitPos, out vector hitNormal)
void ~AIWorld()
proto native bool SampleNavmeshPosition(vector position, float maxDistance, PGFilter pgFilter, out vector sampledPosition)
proto native void DeleteGroup(notnull AIGroup group)
proto native bool FindPath(vector from, vector to, PGFilter pgFilter, out TVectorArray waypoints)
proto native AIGroup CreateDefaultGroup()
TODO doc.
Definition EnScript.c:118
proto native void SetFlags(ShapeFlags flags)