NAV_MESH
Description
Enumerations used by CNavArea:GetAttributes and CNavArea:HasAttributes.
Values
NAV_MESH_INVALID | 0 | The nav area is invalid. |
NAV_MESH_CROUCH | 1 | Must crouch to use this node/area |
NAV_MESH_JUMP | 2 | Must jump to traverse this area (only used during generation) |
NAV_MESH_PRECISE | 4 | Do not adjust for obstacles, just move along area |
NAV_MESH_NO_JUMP | 8 | Inhibit discontinuity jumping |
NAV_MESH_STOP | 16 | Must stop when entering this area |
NAV_MESH_RUN | 32 | Must run to traverse this area |
NAV_MESH_WALK | 64 | Must walk to traverse this area |
NAV_MESH_AVOID | 128 | Avoid this area unless alternatives are too dangerous |
NAV_MESH_TRANSIENT | 256 | Area may become blocked, and should be periodically checked |
NAV_MESH_DONT_HIDE | 512 | Area should not be considered for hiding spot generation |
NAV_MESH_STAND | 1024 | Bots hiding in this area should stand |
NAV_MESH_NO_HOSTAGES | 2048 | Hostages shouldn't use this area |
NAV_MESH_STAIRS | 4096 | This area represents stairs, do not attempt to climb or jump them - just walk up |
NAV_MESH_NO_MERGE | 8192 | Don't merge this area with adjacent areas |
NAV_MESH_OBSTACLE_TOP | 16384 | This nav area is the climb point on the tip of an obstacle |
NAV_MESH_CLIFF | 32768 | This nav area is adjacent to a drop of at least CliffHeight (300 hammer units). Unused by base game. |
NAV_MESH_FUNC_COST | 536870912 | Area has designer specified cost controlled by func_nav_cost entities |
NAV_MESH_BLOCKED_PROPDOOR | 268435456 | Whether the area has a prop_door_rotating that is blocking it (because the door is closed) |
NAV_MESH_BLOCKED_LUA | TODO | Whether the area is blocked via CNavArea:MarkAsBlocked. |
NAV_MESH_HAS_ELEVATOR | 1073741824 | Area is in an elevator's path |
NAV_MESH_NAV_BLOCKER | -2147483648 | Whether the area is blocked by a func_nav_blocker entity and is impassible. |