mirror of
https://github.com/blendogames/thirtyflightsofloving.git
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99 lines
2.2 KiB
C
99 lines
2.2 KiB
C
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#ifndef BOTSTRUCT
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#define BOTSTRUCT
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//Zigock client info
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#define ALEAT_MAX 10
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typedef struct zgcl_s
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{
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int zclass; //class no.
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int botindex; //botlist's index NO.
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// true client<6E>p zoom <20>t<EFBFBD><74><EFBFBD>O
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int aiming; //0-not 1-aiming 2-firing zoomingflag
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float distance; //zoom<6F><6D><EFBFBD><EFBFBD>FOV<4F>l
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float olddistance; //<2F><>zooming FOV<4F>l
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qboolean autozoom; //autozoom
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qboolean lockon; //lockon flag false-not true-locking
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// bot<6F>p
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int zcstate; //status
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int zccmbstt; //combat status
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//duck
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float n_duckedtime; //non ducked time
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//targets
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edict_t *first_target; //enemy uses LockOntarget(for client)
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float targetlock; //target locking time
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short firstinterval; //enemy search count
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edict_t *second_target; //kindof items
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short secondinterval; //item pickup call count
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//waiting
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vec3_t movtarget_pt; //moving target waiting point
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edict_t *waitin_obj; //for waiting sequence complete
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//basical moving
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float moveyaw; //true moving yaw
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//combat
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int total_bomb; //total put bomb
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float gren_time; //grenade time
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//contents
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// int front_contents;
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int ground_contents;
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float ground_slope;
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//count (inc only)
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int tmpcount;
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//moving hist
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float nextcheck; //checking time
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vec3_t pold_origin; //old origin
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vec3_t pold_angles; //old angles
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//target object shot
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qboolean objshot;
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edict_t *sighten; //sighting enemy to me info from entity sight
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edict_t *locked; //locking enemy to me info from lockon missile
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//waterstate
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int waterstate;
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//route
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qboolean route_trace;
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int routeindex; //routing index
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float rt_locktime;
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float rt_releasetime;
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qboolean havetarget; //target on/off
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int targetindex;
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//battle
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edict_t *last_target; //old enemy
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vec3_t last_pos; //old origin
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int battlemode; //mode
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int battlecount; //temporary count
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int battlesubcnt; //subcount
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int battleduckcnt; //duck
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float fbattlecount; //float temoporary count
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vec3_t vtemp; //temporary vec
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int foundedenemy; //foundedenemy
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char secwep_selected;//secondweapon selected
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vec3_t aimedpos; //shottenpoint
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qboolean trapped; //trapflag
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//team
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short tmplstate; //teamplay state
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short ctfstate; //ctf state
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edict_t *followmate; //follow
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float matelock; //team mate locking time
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} zgcl_t;
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#endif
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