/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com) This file is part of q3rally source code. q3rally source code 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. q3rally source code 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 q3rally; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // /***************************************************************************** * name: ai_dmnet.h * * desc: Quake3 bot AI * * $Archive: /source/code/botai/ai_chat.c $ * *****************************************************************************/ #define MAX_NODESWITCHES 50 void AIEnter_Intermission(bot_state_t *bs); void AIEnter_Observer(bot_state_t *bs); void AIEnter_Respawn(bot_state_t *bs); void AIEnter_Stand(bot_state_t *bs); void AIEnter_Seek_ActivateEntity(bot_state_t *bs); void AIEnter_Seek_NBG(bot_state_t *bs); void AIEnter_Seek_LTG(bot_state_t *bs); void AIEnter_Seek_Camp(bot_state_t *bs); void AIEnter_Battle_Fight(bot_state_t *bs); void AIEnter_Battle_Chase(bot_state_t *bs); void AIEnter_Battle_Retreat(bot_state_t *bs); void AIEnter_Battle_NBG(bot_state_t *bs); int AINode_Intermission(bot_state_t *bs); int AINode_Observer(bot_state_t *bs); int AINode_Respawn(bot_state_t *bs); int AINode_Stand(bot_state_t *bs); int AINode_Seek_ActivateEntity(bot_state_t *bs); int AINode_Seek_NBG(bot_state_t *bs); int AINode_Seek_LTG(bot_state_t *bs); int AINode_Battle_Fight(bot_state_t *bs); int AINode_Battle_Chase(bot_state_t *bs); int AINode_Battle_Retreat(bot_state_t *bs); int AINode_Battle_NBG(bot_state_t *bs); // STONELANCE void AIEnter_MoveToNextCheckpoint(bot_state_t *bs); int AINode_MoveToNextCheckpoint(bot_state_t *bs); // END void BotResetNodeSwitches(void); void BotDumpNodeSwitches(bot_state_t *bs);