Marisa Kirisame wrote:That's one big difference with UE1. At least it had a concept of "out of bounds" (and it was very aggressive in enforcing it).
I wonder just how hard it'd be to figure out a way to detect when things are really outside of any sector.
The easiest way would be to get the actor's current sector* and check if the actor's current position/center is inside the sector's polygon. That will only check the actor's center, but should be enough.
I'm using the algorithm from this StackOverflow answer in my mod.
Of course, such a method isn't perfect, and probably has some edge cases, but way better than nothing.
* This exploits the fact that an actor is always inside a sector.