#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用 zoom フラグ int aiming; //0-not 1-aiming 2-firing zoomingflag float distance; //zoom中のFOV値 float olddistance; //旧zooming FOV値 qboolean autozoom; //autozoom qboolean lockon; //lockon flag false-not true-locking // bot用 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