reaction/code/game/ai_dmnet.h
2013-01-04 13:27:22 +00:00

62 lines
2.1 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.6 2002/06/16 20:06:13 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.5 2002/01/11 19:48:29 jbravo
// Formatted the source in non DOS format.
//
// Revision 1.4 2001/12/31 16:28:41 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// Copyright (C) 1999-2000 Id Software, Inc.
//
/*****************************************************************************
* name: ai_dmnet.h
*
* desc: Quake3 bot AI
*
* $Archive: /source/code/botai/ai_chat.c $
* $Author$
* $Revision$
* $Modtime: 11/10/99 3:30p $
* $Date$
*
*****************************************************************************/
#define MAX_NODESWITCHES 50
void AIEnter_Intermission(bot_state_t * bs, char *s);
void AIEnter_Observer(bot_state_t * bs, char *s);
void AIEnter_Respawn(bot_state_t * bs, char *s);
void AIEnter_Stand(bot_state_t * bs, char *s);
void AIEnter_Seek_ActivateEntity(bot_state_t * bs, char *s);
void AIEnter_Seek_NBG(bot_state_t * bs, char *s);
void AIEnter_Seek_LTG(bot_state_t * bs, char *s);
void AIEnter_Seek_Camp(bot_state_t * bs, char *s);
void AIEnter_Battle_Fight(bot_state_t * bs, char *s);
void AIEnter_Battle_Chase(bot_state_t * bs, char *s);
void AIEnter_Battle_Retreat(bot_state_t * bs, char *s);
void AIEnter_Battle_NBG(bot_state_t * bs, char *s);
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);
void BotResetNodeSwitches(void);
void BotDumpNodeSwitches(bot_state_t * bs);