thirtyflightsofloving/3zb2/botstr.h

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