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hub / github.com/ValveSoftware/source-sdk-2013 / PostProcessCliffAreas

Method PostProcessCliffAreas

src/game/server/nav_generate.cpp:4913–4948  ·  view source on GitHub ↗

-------------------------------------------------------------------------------------------------------------- * Temp way to mark cliff areas after generation without regen'ing. Any area that is adjacent to a cliff * gets marked as a cliff. This will leave some big areas marked as cliff just because one edge is adjacent to * a cliff so it's not great. The code that does this at generation time

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Callers 1

nav_generate.cppFile · 0.80

Calls 5

CheckCliffFunction · 0.85
GetCornerMethod · 0.80
CountMethod · 0.45
GetAttributesMethod · 0.45
SetAttributesMethod · 0.45

Tested by

no test coverage detected