Revision Difference
navmesh.GetNearestNavArea#510626
<function name="GetNearestNavArea" parent="navmesh" type="libraryfunc">⤶
<description>⤶
Returns the closest <page>CNavArea</page> to given position at the same height, or beneath it.⤶
⤶
This function will ignore blocked <page>CNavArea</page>s. See <page>navmesh.GetNavArea</page> for a function that does see blocked areas.⤶
</description>⤶
<realm>Server</realm>⤶
<args>⤶
<arg name="pos" type="Vector">The position to look from</arg>⤶
<arg name="anyZ" type="boolean" default="false">This argument is ignored and has no effect</arg>⤶
<arg name="maxDist" type="number" default="10000">This is the maximum distance from the given position that the function will look for a <page>CNavArea</page></arg>⤶
<arg name="checkLOS" type="boolean" default="false">If this is set to true then the function will internally do a <page>util.TraceLine</page> from the starting position to each potential <page>CNavArea</page> with a MASK_NPCSOLID_BRUSHONLY <page>MASK|Test</page>. If the trace fails then the <page>CNavArea</page> is ignored.

If this is set to false then the function will find the closest <page>CNavArea</page> through anything, including the world.</arg>⤶
<arg name="checkGround" type="boolean" default="true">If checkGround is true then this function will internally call <page>navmesh.GetNavArea</page> to check if there is a <page>CNavArea</page> directly below the position, and return it if so, before checking anywhere else.</arg>⤶
<arg name="team" type="number" default="TEAM_ANY=-2">This will internally call <page>CNavArea:IsBlocked</page> to check if the target <page>CNavArea</page> is not to be navigated by the given team. Currently this appears to do nothing.</arg>⤶
</args>⤶
<rets>⤶
<ret name="" type="CNavArea">The closest <page>CNavArea</page> found with the given parameters.</ret>⤶
</rets>⤶
</function>⤶
⤶