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https://github.com/Q3Rally-Team/q3rally.git
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67 lines
2.5 KiB
C
67 lines
2.5 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com)
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This file is part of q3rally source code.
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q3rally source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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q3rally source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with q3rally; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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/*****************************************************************************
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* name: ai_dmnet.h
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*
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* desc: Quake3 bot AI
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*
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* $Archive: /source/code/botai/ai_chat.c $
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*
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*****************************************************************************/
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#define MAX_NODESWITCHES 50
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void AIEnter_Intermission(bot_state_t *bs, char *s);
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void AIEnter_Observer(bot_state_t *bs, char *s);
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void AIEnter_Respawn(bot_state_t *bs, char *s);
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void AIEnter_Stand(bot_state_t *bs, char *s);
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void AIEnter_Seek_ActivateEntity(bot_state_t *bs, char *s);
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void AIEnter_Seek_NBG(bot_state_t *bs, char *s);
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void AIEnter_Seek_LTG(bot_state_t *bs, char *s);
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void AIEnter_Seek_Camp(bot_state_t *bs, char *s);
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void AIEnter_Battle_Fight(bot_state_t *bs, char *s);
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void AIEnter_Battle_Chase(bot_state_t *bs, char *s);
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void AIEnter_Battle_Retreat(bot_state_t *bs, char *s);
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void AIEnter_Battle_NBG(bot_state_t *bs, char *s);
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int AINode_Intermission(bot_state_t *bs);
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int AINode_Observer(bot_state_t *bs);
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int AINode_Respawn(bot_state_t *bs);
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int AINode_Stand(bot_state_t *bs);
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int AINode_Seek_ActivateEntity(bot_state_t *bs);
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int AINode_Seek_NBG(bot_state_t *bs);
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int AINode_Seek_LTG(bot_state_t *bs);
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int AINode_Battle_Fight(bot_state_t *bs);
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int AINode_Battle_Chase(bot_state_t *bs);
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int AINode_Battle_Retreat(bot_state_t *bs);
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int AINode_Battle_NBG(bot_state_t *bs);
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// STONELANCE
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void AIEnter_MoveToNextCheckpoint(bot_state_t *bs, char *s);
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int AINode_MoveToNextCheckpoint(bot_state_t *bs);
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// END
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void BotResetNodeSwitches(void);
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void BotDumpNodeSwitches(bot_state_t *bs);
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