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.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.
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.