Initial commit.
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49
codemp/server/NPCNav/gameCallbacks.cpp
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49
codemp/server/NPCNav/gameCallbacks.cpp
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//rww - callbacks the navigation system needs to make to the game code.
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#include "../../game/q_shared.h"
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#include "../../game/g_public.h"
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#include "../server.h"
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qboolean GNavCallback_NAV_ClearPathToPoint( sharedEntity_t *self, vec3_t pmins, vec3_t pmaxs, vec3_t point, int clipmask, int okToHitEntNum )
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{
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return (qboolean)VM_Call(gvm, GAME_NAV_CLEARPATHTOPOINT, self->s.number, pmins, pmaxs, point, clipmask, okToHitEntNum);
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}
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qboolean GNavCallback_NPC_ClearLOS( sharedEntity_t *ent, const vec3_t end )
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{
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return (qboolean)VM_Call(gvm, GAME_NAV_CLEARLOS, ent->s.number, end);
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}
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int GNavCallback_NAVNEW_ClearPathBetweenPoints(vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int ignore, int clipmask)
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{
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return VM_Call(gvm, GAME_NAV_CLEARPATHBETWEENPOINTS, start, end, mins, maxs, ignore, clipmask);
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}
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qboolean GNavCallback_NAV_CheckNodeFailedForEnt( sharedEntity_t *ent, int nodeNum )
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{
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return (qboolean)VM_Call(gvm, GAME_NAV_CHECKNODEFAILEDFORENT, ent->s.number, nodeNum);
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}
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qboolean GNavCallback_G_EntIsUnlockedDoor( int entityNum )
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{
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return (qboolean)VM_Call(gvm, GAME_NAV_ENTISUNLOCKEDDOOR, entityNum);
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}
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qboolean GNavCallback_G_EntIsDoor( int entityNum )
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{
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return (qboolean)VM_Call(gvm, GAME_NAV_ENTISDOOR, entityNum);
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}
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qboolean GNavCallback_G_EntIsBreakable( int entityNum )
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{
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return (qboolean)VM_Call(gvm, GAME_NAV_ENTISBREAKABLE, entityNum);
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}
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qboolean GNavCallback_G_EntIsRemovableUsable( int entNum )
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{
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return (qboolean)VM_Call(gvm, GAME_NAV_ENTISREMOVABLEUSABLE, entNum);
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}
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void GNavCallback_CP_FindCombatPointWaypoints( void )
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{
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VM_Call(gvm, GAME_NAV_FINDCOMBATPOINTWAYPOINTS);
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}
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