var get_nearest_path_point(ENTITY* ent, char* pathname)
{
ENTITY* e = ent_create(NULL, ent->x, NULL);
path_set(e, pathname);
var length = path_length(e);
var optDist = 0;
var entDist = 10000;
var dist = 0;
var vLastPos[3];
var vDir[3];
while(dist <= length)
{
path_spline(e,e.x,dist);
dist += 5*time_step;
if (vec_dist(e->x, ent->x) < entDist) {
entDist = vec_dist(e->x, ent->x);
optDist = dist;
}
}
ptr_remove(e);
return optDist;
}