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33b5fcbe82
* Improved hearing logic * Improved marine combat decision making (they don't all cluster around the CC for no reason anymore) * Bots can now hear regen sounds
81 lines
No EOL
3.6 KiB
C
81 lines
No EOL
3.6 KiB
C
#pragma once
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#ifndef AVH_AI_WEAPON_HELPER_H
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#define AVH_AI_WEAPON_HELPER_H
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#include "AvHAIPlayer.h"
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int GetPlayerCurrentWeaponClipAmmo(const AvHPlayer* Player);
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int GetPlayerCurrentWeaponMaxClipAmmo(const AvHPlayer* Player);
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int GetPlayerCurrentWeaponReserveAmmo(const AvHPlayer* Player);
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AvHAIWeapon GetPlayerCurrentWeapon(const AvHPlayer* Player);
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AvHBasePlayerWeapon* GetPlayerCurrentWeaponReference(const AvHPlayer* Player);
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AvHAIWeapon UTIL_GetPlayerPrimaryWeapon(const AvHPlayer* Player);
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AvHAIWeapon UTIL_GetPlayerSecondaryWeapon(const AvHPlayer* Player);
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int UTIL_GetPlayerPrimaryWeaponClipAmmo(const AvHPlayer* Player);
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int UTIL_GetPlayerPrimaryWeaponMaxClipSize(const AvHPlayer* Player);
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int UTIL_GetPlayerPrimaryAmmoReserve(AvHPlayer* Player);
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int UTIL_GetPlayerPrimaryMaxAmmoReserve(AvHPlayer* Player);
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int UTIL_GetPlayerSecondaryWeaponClipAmmo(const AvHPlayer* Player);
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int UTIL_GetPlayerSecondaryWeaponMaxClipSize(const AvHPlayer* Player);
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int UTIL_GetPlayerSecondaryAmmoReserve(AvHPlayer* Player);
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int UTIL_GetPlayerSecondaryMaxAmmoReserve(AvHPlayer* Player);
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AvHAIWeapon GetBotMarineSecondaryWeapon(const AvHAIPlayer* pBot);
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int BotGetSecondaryWeaponClipAmmo(const AvHAIPlayer* pBot);
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int BotGetSecondaryWeaponMaxClipSize(const AvHAIPlayer* pBot);
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int BotGetSecondaryWeaponAmmoReserve(AvHAIPlayer* pBot);
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int BotGetSecondaryWeaponMaxAmmoReserve(AvHAIPlayer* pBot);
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float GetEnergyCostForWeapon(const AvHAIWeapon Weapon);
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float GetProjectileVelocityForWeapon(const AvHAIWeapon Weapon);
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float GetMaxIdealWeaponRange(const AvHAIWeapon Weapon);
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float GetMinIdealWeaponRange(const AvHAIWeapon Weapon);
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bool WeaponCanBeReloaded(const AvHAIWeapon CheckWeapon);
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bool IsMeleeWeapon(const AvHAIWeapon Weapon);
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Vector UTIL_GetGrenadeThrowTarget(edict_t* Player, const Vector TargetLocation, const float ExplosionRadius, bool bPrecise);
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AvHAIWeapon BotMarineChooseBestWeaponForStructure(AvHAIPlayer* pBot, edict_t* target);
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AvHAIWeapon MarineGetBestWeaponForPlayerTarget(AvHAIPlayer* pBot, AvHPlayer* Target);
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AvHAIWeapon BotAlienChooseBestWeaponForStructure(AvHAIPlayer* pBot, edict_t* target);
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bool BotAnyWeaponNeedsReloading(AvHAIPlayer* pBot);
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// Helper function to pick the best weapon for any given situation and target type.
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AvHAIWeapon BotMarineChooseBestWeapon(AvHAIPlayer* pBot, edict_t* target);
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AvHAIWeapon BotAlienChooseBestWeapon(AvHAIPlayer* pBot, edict_t* target);
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AvHAIWeapon FadeGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target);
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AvHAIWeapon OnosGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target);
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AvHAIWeapon SkulkGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target);
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AvHAIWeapon GorgeGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target);
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AvHAIWeapon LerkGetBestWeaponForCombatTarget(AvHAIPlayer* pBot, edict_t* Target);
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void BotReloadCurrentWeapon(AvHAIPlayer* pBot);
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float GetReloadTimeForWeapon(AvHAIWeapon Weapon);
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bool CanInterruptWeaponReload(AvHAIWeapon Weapon);
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void InterruptReload(AvHAIPlayer* pBot);
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bool IsHitscanWeapon(AvHAIWeapon Weapon);
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float GetTimeUntilPlayerNextRefire(const AvHPlayer* Player);
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BotAttackResult PerformAttackLOSCheck(AvHAIPlayer* pBot, const AvHAIWeapon Weapon, const edict_t* Target);
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BotAttackResult PerformAttackLOSCheck(AvHAIPlayer* pBot, const AvHAIWeapon Weapon, const Vector TargetLocation, const edict_t* Target);
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BotAttackResult PerformAttackLOSCheck(const Vector Location, const AvHAIWeapon Weapon, const edict_t* Target);
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float UTIL_GetProjectileVelocityForWeapon(const AvHAIWeapon Weapon);
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bool IsAreaAffectedBySpores(const Vector Location);
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char* UTIL_WeaponTypeToClassname(const AvHAIWeapon WeaponType);
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#endif |