/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef GloBot #define GloBot typedef struct { struct edict_s *enemy; // This holds what client the bot is currently in a fight with int chase; // This holds what client the bot is following when he cant see anyone. Its used to get him to run around... bad hack i know int ClientNo; // This holds the bots client number float connecttime; // The server time when he connected qboolean menudone; // Used for Team Fortress to see if we have passed the class menu or not qboolean isbot; // This keeps track if a client is a bot or a human qboolean Active; // And this if client has joined the game or not } bot_t; typedef struct { struct edict_s *world; // This holds the world entity byte MaxClients; // And this is the maximum allowed number of client's qboolean botactive[64]; // And this keeps track of what bots that has already joined } globot_t; extern globot_t globot; // This struct is used to store global stuff that aint client specific //bot_misc.c float Random (void); float RandomRange (float min, float max) ; //bot_setup.c void NextFreeClient (void); #endif // GloBot