mirror of
https://github.com/UberGames/EF2GameSource.git
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497 lines
22 KiB
C
497 lines
22 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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/*****************************************************************************
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* name: botlib.h
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*
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* desc: bot AI library
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*
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* $Archive: /EF2/Code/DLLs/game/botlib.h $
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* $Author: Singlis $
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* $Revision: 5 $
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* $Modtime: 9/24/03 3:09p $
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* $Date: 9/26/03 2:35p $
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*
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*****************************************************************************/
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#ifndef __BOTLIB_H__
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#define __BOTLIB_H__
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#define BOTLIB_API_VERSION 2
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struct aas_clientmove_s;
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struct aas_entityinfo_s;
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struct aas_areainfo_s;
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struct aas_altroutegoal_s;
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struct aas_predictroute_s;
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struct bot_consolemessage_s;
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struct bot_match_s;
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struct bot_goal_s;
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struct bot_moveresult_s;
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struct bot_initmove_s;
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struct weaponinfo_s;
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#define BOTFILESBASEFOLDER "botfiles"
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//debug line colors
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#define LINECOLOR_NONE -1
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#define LINECOLOR_RED 1//0xf2f2f0f0L
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#define LINECOLOR_GREEN 2//0xd0d1d2d3L
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#define LINECOLOR_BLUE 3//0xf3f3f1f1L
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#define LINECOLOR_YELLOW 4//0xdcdddedfL
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#define LINECOLOR_ORANGE 5//0xe0e1e2e3L
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//Print types
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#define PRT_MESSAGE 1
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#define PRT_WARNING 2
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#define PRT_ERROR 3
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#define PRT_FATAL 4
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#define PRT_EXIT 5
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//console message types
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#define CMS_NORMAL 0
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#define CMS_CHAT 1
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//botlib error codes
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#define BLERR_NOERROR 0 //no error
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#define BLERR_LIBRARYNOTSETUP 1 //library not setup
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#define BLERR_INVALIDENTITYNUMBER 2 //invalid entity number
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#define BLERR_NOAASFILE 3 //no AAS file available
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#define BLERR_CANNOTOPENAASFILE 4 //cannot open AAS file
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#define BLERR_WRONGAASFILEID 5 //incorrect AAS file id
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#define BLERR_WRONGAASFILEVERSION 6 //incorrect AAS file version
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#define BLERR_CANNOTREADAASLUMP 7 //cannot read AAS file lump
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#define BLERR_CANNOTLOADICHAT 8 //cannot load initial chats
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#define BLERR_CANNOTLOADITEMWEIGHTS 9 //cannot load item weights
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#define BLERR_CANNOTLOADITEMCONFIG 10 //cannot load item config
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#define BLERR_CANNOTLOADWEAPONWEIGHTS 11 //cannot load weapon weights
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#define BLERR_CANNOTLOADWEAPONCONFIG 12 //cannot load weapon config
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//action flags
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#define ACTION_ATTACK 0x0000001
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#define ACTION_ATTACKRIGHT 0x0000002
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#define ACTION_USE 0x0000004
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#define ACTION_RESPAWN 0x0000008
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#define ACTION_JUMP 0x0000010
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#define ACTION_MOVEUP 0x0000020
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#define ACTION_CROUCH 0x0000080
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#define ACTION_MOVEDOWN 0x0000100
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#define ACTION_MOVEFORWARD 0x0000200
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#define ACTION_MOVEBACK 0x0000800
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#define ACTION_MOVELEFT 0x0001000
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#define ACTION_MOVERIGHT 0x0002000
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#define ACTION_DELAYEDJUMP 0x0008000
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#define ACTION_TALK 0x0010000
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#define ACTION_GESTURE 0x0020000
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#define ACTION_WALK 0x0080000
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#define ACTION_AFFIRMATIVE 0x0100000
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#define ACTION_NEGATIVE 0x0200000
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#define ACTION_GETFLAG 0x0800000
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#define ACTION_GUARDBASE 0x1000000
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#define ACTION_PATROL 0x2000000
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#define ACTION_FOLLOWME 0x8000000
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//the bot input, will be converted to an usercmd_t
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typedef struct bot_input_s {
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float thinktime; //time since last output (in seconds)
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vec3_t dir; //movement direction
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float speed; //speed in the range [0, 400]
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vec3_t viewangles; //the view angles
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int actionflags; //one of the ACTION_? flags
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int weapon, latchweapon; //weapon to use
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int firestate; //right/left hand fire state
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} bot_input_t;
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#ifndef BSPTRACE
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#define BSPTRACE
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//bsp_trace_t hit surface
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typedef struct bsp_surface_s {
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char name[16];
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int flags;
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int value;
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} bsp_surface_t;
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//remove the bsp_trace_s structure definition l8r on
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//a trace is returned when a box is swept through the world
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typedef struct bsp_trace_s {
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qboolean allsolid; // if true, plane is not valid
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qboolean startsolid; // if true, the initial point was in a solid area
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float fraction; // time completed, 1.0 = didn't hit anything
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vec3_t endpos; // final position
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cplane_t plane; // surface normal at impact
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float exp_dist; // expanded plane distance
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int sidenum; // number of the brush side hit
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bsp_surface_t surface; // the hit point surface
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int contents; // contents on other side of surface hit
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int ent; // number of entity hit
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} bsp_trace_t;
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#endif // BSPTRACE
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//entity state
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typedef struct bot_entitystate_s {
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int type; // entity type
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int flags; // entity flags
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vec3_t origin; // origin of the entity
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vec3_t angles; // angles of the model
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vec3_t old_origin; // for lerping
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vec3_t mins; // bounding box minimums
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vec3_t maxs; // bounding box maximums
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int groundent; // ground entity
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int solid; // solid type
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int modelindex; // model used
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int modelindex2; // weapons, CTF flags, etc
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int frame; // model frame number
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int event; // impulse events -- muzzle flashes, footsteps, etc
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int eventParm; // even parameter
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int powerups; // bit flags
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int weapon; // determines weapon and flash model, etc
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int legsAnim; // mask off ANIM_TOGGLEBIT
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int torsoAnim; // mask off ANIM_TOGGLEBIT
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} bot_entitystate_t;
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//bot AI library exported functions
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typedef struct botlib_import_s {
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//print messages from the bot library
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void (QDECL* Print)(int type, char* fmt, ...);
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//trace a bbox through the world
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void(*Trace)(bsp_trace_t* trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask);
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//trace a bbox against a specific entity
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void(*EntityTrace)(bsp_trace_t* trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int entnum, int contentmask);
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//retrieve the contents at the given point
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int(*PointContents)(vec3_t point);
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//check if the point is in potential visible sight
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int(*inPVS)(vec3_t p1, vec3_t p2);
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//retrieve the BSP entity data lump
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char* (*BSPEntityData)(void);
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//
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void(*BSPModelMinsMaxsOrigin)(int modelnum, vec3_t angles, vec3_t mins, vec3_t maxs, vec3_t origin);
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//send a bot client command
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void(*BotClientCommand)(int client, const char* command); // was char *, changed for c++ compilation
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//memory allocation
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void* (*GetMemory)(int size); // allocate from Zone
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void(*FreeMemory)(void* ptr); // free memory from Zone
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int(*AvailableMemory)(void); // available Zone memory
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void* (*HunkAlloc)(int size); // allocate from hunk
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//file system access
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int(*FS_FOpenFile)(const char* qpath, fileHandle_t* file, fsMode_t mode);
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int(*FS_Read)(void* buffer, int len, fileHandle_t f);
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int(*FS_Write)(const void* buffer, int len, fileHandle_t f);
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void(*FS_FCloseFile)(fileHandle_t f);
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int(*FS_Seek)(fileHandle_t f, long offset, int origin);
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//debug visualisation stuff
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int(*DebugLineCreate)(void);
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void(*DebugLineDelete)(int line);
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void(*DebugLineShow)(int line, vec3_t start, vec3_t end, int color);
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//
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int(*DebugPolygonCreate)(int color, int numPoints, vec3_t* points);
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void(*DebugPolygonDelete)(int id);
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} botlib_import_t;
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typedef struct aas_export_s {
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//-----------------------------------
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// be_aas_entity.h
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//-----------------------------------
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void(*AAS_EntityInfo)(int entnum, struct aas_entityinfo_s* info);
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//-----------------------------------
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// be_aas_main.h
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//-----------------------------------
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int(*AAS_Initialized)(void);
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void(*AAS_PresenceTypeBoundingBox)(int presencetype, vec3_t mins, vec3_t maxs);
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float(*AAS_Time)(void);
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//--------------------------------------------
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// be_aas_sample.c
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//--------------------------------------------
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int(*AAS_PointAreaNum)(vec3_t point);
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int(*AAS_PointReachabilityAreaIndex)(vec3_t point);
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int(*AAS_TraceAreas)(vec3_t start, vec3_t end, int* areas, vec3_t* points, int maxareas);
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int(*AAS_BBoxAreas)(vec3_t absmins, vec3_t absmaxs, int* areas, int maxareas);
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int(*AAS_AreaInfo)(int areanum, struct aas_areainfo_s* info);
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//--------------------------------------------
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// be_aas_bspq3.c
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//--------------------------------------------
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int(*AAS_PointContents)(vec3_t point);
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int(*AAS_NextBSPEntity)(int ent);
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int(*AAS_ValueForBSPEpairKey)(int ent, char* key, char* value, int size);
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int(*AAS_VectorForBSPEpairKey)(int ent, char* key, vec3_t v);
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int(*AAS_FloatForBSPEpairKey)(int ent, char* key, float* value);
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int(*AAS_IntForBSPEpairKey)(int ent, char* key, int* value);
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//--------------------------------------------
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// be_aas_reach.c
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//--------------------------------------------
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int(*AAS_AreaReachability)(int areanum);
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//--------------------------------------------
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// be_aas_route.c
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//--------------------------------------------
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int(*AAS_AreaTravelTimeToGoalArea)(int areanum, vec3_t origin, int goalareanum, int travelflags);
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int(*AAS_EnableRoutingArea)(int areanum, int enable);
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int(*AAS_PredictRoute)(struct aas_predictroute_s* route, int areanum, vec3_t origin,
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int goalareanum, int travelflags, int maxareas, int maxtime,
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int stopevent, int stopcontents, int stoptfl, int stopareanum);
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//--------------------------------------------
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// be_aas_altroute.c
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//--------------------------------------------
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int(*AAS_AlternativeRouteGoals)(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
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struct aas_altroutegoal_s* altroutegoals, int maxaltroutegoals,
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int type);
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//--------------------------------------------
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// be_aas_move.c
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//--------------------------------------------
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int(*AAS_Swimming)(vec3_t origin);
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int(*AAS_PredictClientMovement)(struct aas_clientmove_s* move,
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int entnum, vec3_t origin,
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int presencetype, int onground,
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vec3_t velocity, vec3_t cmdmove,
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int cmdframes,
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int maxframes, float frametime,
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int stopevent, int stopareanum, int visualize);
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} aas_export_t;
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typedef struct ea_export_s {
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//ClientCommand elementary actions
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void(*EA_Command)(int client, const char* command);
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void(*EA_Say)(int client, char* str);
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void(*EA_SayTeam)(int client, char* str);
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//
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void(*EA_Action)(int client, int action);
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void(*EA_Gesture)(int client);
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void(*EA_Talk)(int client);
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void(*EA_ToggleFireState)(int client);
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void(*EA_Attack)(int client, int primarydangerous, int altdangerous);
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void(*EA_Use)(int client);
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void(*EA_Respawn)(int client);
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void(*EA_MoveUp)(int client);
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void(*EA_MoveDown)(int client);
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void(*EA_MoveForward)(int client);
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void(*EA_MoveBack)(int client);
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void(*EA_MoveLeft)(int client);
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void(*EA_MoveRight)(int client);
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void(*EA_Crouch)(int client);
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void(*EA_SelectWeapon)(int client, int weapon);
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void(*EA_Jump)(int client);
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void(*EA_DelayedJump)(int client);
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void(*EA_Move)(int client, vec3_t dir, float speed);
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void(*EA_View)(int client, vec3_t viewangles);
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//send regular input to the server
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void(*EA_EndRegular)(int client, float thinktime);
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void(*EA_GetInput)(int client, float thinktime, bot_input_t* input);
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void(*EA_ResetInput)(int client);
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} ea_export_t;
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typedef struct ai_export_s {
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//-----------------------------------
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// be_ai_char.h
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//-----------------------------------
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int(*BotLoadCharacter)(char* charfile, float skill);
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void(*BotFreeCharacter)(int character);
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float(*Characteristic_Float)(int character, int index);
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float(*Characteristic_BFloat)(int character, int index, float min, float max);
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int(*Characteristic_Integer)(int character, int index);
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int(*Characteristic_BInteger)(int character, int index, int min, int max);
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void(*Characteristic_String)(int character, int index, char* buf, int size);
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//-----------------------------------
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// be_ai_chat.h
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//-----------------------------------
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int(*BotAllocChatState)(void);
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void(*BotFreeChatState)(int handle);
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void(*BotQueueConsoleMessage)(int chatstate, int type, char* message);
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void(*BotRemoveConsoleMessage)(int chatstate, int handle);
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int(*BotNextConsoleMessage)(int chatstate, struct bot_consolemessage_s* cm);
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int(*BotNumConsoleMessages)(int chatstate);
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void(*BotInitialChat)(int chatstate, char* type, int mcontext, char* var0, char* var1, char* var2, char* var3, char* var4, char* var5, char* var6, char* var7);
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int(*BotNumInitialChats)(int chatstate, char* type);
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int(*BotReplyChat)(int chatstate, char* message, int mcontext, int vcontext, char* var0, char* var1, char* var2, char* var3, char* var4, char* var5, char* var6, char* var7);
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int(*BotChatLength)(int chatstate);
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void(*BotEnterChat)(int chatstate, int client, int sendto);
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void(*BotGetChatMessage)(int chatstate, char* buf, int size);
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int(*StringContains)(char* str1, char* str2, int casesensitive);
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int(*BotFindMatch)(char* str, struct bot_match_s* match, unsigned long int context);
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void(*BotMatchVariable)(struct bot_match_s* match, int variable, char* buf, int size);
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void(*UnifyWhiteSpaces)(char* string);
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void(*BotReplaceSynonyms)(char* string, unsigned long int context);
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int(*BotLoadChatFile)(int chatstate, char* chatfile, char* chatname);
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void(*BotSetChatGender)(int chatstate, int gender);
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void(*BotSetChatName)(int chatstate, char* name, int client);
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//-----------------------------------
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// be_ai_goal.h
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//-----------------------------------
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void(*BotResetGoalState)(int goalstate);
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void(*BotResetAvoidGoals)(int goalstate);
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void(*BotRemoveFromAvoidGoals)(int goalstate, int number);
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void(*BotPushGoal)(int goalstate, struct bot_goal_s* goal);
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void(*BotPopGoal)(int goalstate);
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void(*BotEmptyGoalStack)(int goalstate);
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void(*BotDumpAvoidGoals)(int goalstate);
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void(*BotDumpGoalStack)(int goalstate);
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void(*BotGoalName)(int number, char* name, int size);
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int(*BotGetTopGoal)(int goalstate, struct bot_goal_s* goal);
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int(*BotGetSecondGoal)(int goalstate, struct bot_goal_s* goal);
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int(*BotChooseLTGItem)(int goalstate, vec3_t origin, int* inventory, int travelflags);
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int(*BotChooseNBGItem)(int goalstate, vec3_t origin, int* inventory, int travelflags,
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struct bot_goal_s* ltg, float maxtime);
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int(*BotTouchingGoal)(vec3_t origin, struct bot_goal_s* goal);
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int(*BotItemGoalInVisButNotVisible)(int viewer, vec3_t eye, vec3_t viewangles, struct bot_goal_s* goal);
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int(*BotGetLevelItemGoal)(int index, char* classname, struct bot_goal_s* goal);
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int(*BotGetNextCampSpotGoal)(int num, struct bot_goal_s* goal);
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int(*BotGetMapLocationGoal)(char* name, struct bot_goal_s* goal);
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float(*BotAvoidGoalTime)(int goalstate, int number);
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void(*BotSetAvoidGoalTime)(int goalstate, int number, float avoidtime);
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void(*BotInitLevelItems)(void);
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void(*BotUpdateEntityItems)(void);
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int(*BotLoadItemWeights)(int goalstate, char* filename);
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void(*BotFreeItemWeights)(int goalstate);
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void(*BotInterbreedGoalFuzzyLogic)(int parent1, int parent2, int child);
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void(*BotSaveGoalFuzzyLogic)(int goalstate, char* filename);
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void(*BotMutateGoalFuzzyLogic)(int goalstate, float range);
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int(*BotAllocGoalState)(int client);
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void(*BotFreeGoalState)(int handle);
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//-----------------------------------
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// be_ai_move.h
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//-----------------------------------
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void(*BotResetMoveState)(int movestate);
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void(*BotMoveToGoal)(struct bot_moveresult_s* result, int movestate, struct bot_goal_s* goal, int travelflags);
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int(*BotMoveInDirection)(int movestate, vec3_t dir, float speed, int type);
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void(*BotResetAvoidReach)(int movestate);
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void(*BotResetLastAvoidReach)(int movestate);
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int(*BotReachabilityArea)(vec3_t origin, int testground);
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int(*BotMovementViewTarget)(int movestate, struct bot_goal_s* goal, int travelflags, float lookahead, vec3_t target);
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int(*BotPredictVisiblePosition)(vec3_t origin, int areanum, struct bot_goal_s* goal, int travelflags, vec3_t target);
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int(*BotAllocMoveState)(void);
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void(*BotFreeMoveState)(int handle);
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void(*BotInitMoveState)(int handle, struct bot_initmove_s* initmove);
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void(*BotAddAvoidSpot)(int movestate, vec3_t origin, float radius, int type);
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//-----------------------------------
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// be_ai_weap.h
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//-----------------------------------
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int(*BotChooseBestFightWeapon)(int weaponstate, int* inventory);
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void(*BotGetWeaponInfo)(int weaponstate, int weapon, struct weaponinfo_s* weaponinfo);
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int(*BotLoadWeaponWeights)(int weaponstate, char* filename);
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int(*BotAllocWeaponState)(void);
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void(*BotFreeWeaponState)(int weaponstate);
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void(*BotResetWeaponState)(int weaponstate);
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//-----------------------------------
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// be_ai_gen.h
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//-----------------------------------
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int(*GeneticParentsAndChildSelection)(int numranks, float* ranks, int* parent1, int* parent2, int* child);
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} ai_export_t;
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//bot AI library imported functions
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typedef struct botlib_export_s {
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//Area Awareness System functions
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aas_export_t aas;
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//Elementary Action functions
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ea_export_t ea;
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//AI functions
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ai_export_t ai;
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//setup the bot library, returns BLERR_
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int(*BotLibSetup)(void);
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//shutdown the bot library, returns BLERR_
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int(*BotLibShutdown)(void);
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//sets a library variable returns BLERR_
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int(*BotLibVarSet)(char* var_name, char* value);
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//gets a library variable returns BLERR_
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int(*BotLibVarGet)(char* var_name, char* value, int size);
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//sets a C-like define returns BLERR_
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int(*PC_AddGlobalDefine)(char* string);
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int(*PC_LoadSourceHandle)(const char* filename);
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int(*PC_FreeSourceHandle)(int handle);
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// int (*PC_ReadTokenHandle)(int handle, pc_token_t* pc_token);
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int(*PC_SourceFileAndLine)(int handle, char* filename, int* line);
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//start a frame in the bot library
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int(*BotLibStartFrame)(float time);
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//load a new map in the bot library
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int(*BotLibLoadMap)(const char* mapname);
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//entity updates
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int(*BotLibUpdateEntity)(int ent, bot_entitystate_t* state);
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//just for testing
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int(*Test)(int parm0, int parm1, vec3_t parm2, vec3_t parm3);
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} botlib_export_t;
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//linking of bot library
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botlib_export_t* GetBotLibAPI(int apiVersion, botlib_import_t* import);
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/* Library variables:
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name: default: module(s): description:
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"basedir" "" l_utils.c base directory
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"gamedir" "" l_utils.c game directory
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"cddir" "" l_utils.c CD directory
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"log" "0" l_log.c enable/disable creating a log file
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"maxclients" "4" be_interface.c maximum number of clients
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"maxentities" "1024" be_interface.c maximum number of entities
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"bot_developer" "0" be_interface.c bot developer mode
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"phys_friction" "6" be_aas_move.c ground friction
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"phys_stopspeed" "100" be_aas_move.c stop speed
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"phys_gravity" "800" be_aas_move.c gravity value
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"phys_waterfriction" "1" be_aas_move.c water friction
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"phys_watergravity" "400" be_aas_move.c gravity in water
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"phys_maxvelocity" "320" be_aas_move.c maximum velocity
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"phys_maxwalkvelocity" "320" be_aas_move.c maximum walk velocity
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"phys_maxcrouchvelocity" "100" be_aas_move.c maximum crouch velocity
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"phys_maxswimvelocity" "150" be_aas_move.c maximum swim velocity
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"phys_walkaccelerate" "10" be_aas_move.c walk acceleration
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"phys_airaccelerate" "1" be_aas_move.c air acceleration
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"phys_swimaccelerate" "4" be_aas_move.c swim acceleration
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"phys_maxstep" "18" be_aas_move.c maximum step height
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"phys_maxsteepness" "0.7" be_aas_move.c maximum floor steepness
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"phys_maxbarrier" "32" be_aas_move.c maximum barrier height
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"phys_maxwaterjump" "19" be_aas_move.c maximum waterjump height
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"phys_jumpvel" "270" be_aas_move.c jump z velocity
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"phys_falldelta5" "40" be_aas_move.c
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"phys_falldelta10" "60" be_aas_move.c
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"rs_waterjump" "400" be_aas_move.c
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"rs_teleport" "50" be_aas_move.c
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"rs_barrierjump" "100" be_aas_move.c
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"rs_startcrouch" "300" be_aas_move.c
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"rs_startgrapple" "500" be_aas_move.c
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"rs_startwalkoffledge" "70" be_aas_move.c
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"rs_startjump" "300" be_aas_move.c
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"rs_rocketjump" "500" be_aas_move.c
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"rs_bfgjump" "500" be_aas_move.c
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"rs_jumppad" "250" be_aas_move.c
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"rs_aircontrolledjumppad" "300" be_aas_move.c
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"rs_funcbob" "300" be_aas_move.c
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"rs_startelevator" "50" be_aas_move.c
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"rs_falldamage5" "300" be_aas_move.c
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"rs_falldamage10" "500" be_aas_move.c
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"rs_maxjumpfallheight" "450" be_aas_move.c
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"max_aaslinks" "4096" be_aas_sample.c maximum links in the AAS
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"max_routingcache" "4096" be_aas_route.c maximum routing cache size in KB
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"forceclustering" "0" be_aas_main.c force recalculation of clusters
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"forcereachability" "0" be_aas_main.c force recalculation of reachabilities
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"forcewrite" "0" be_aas_main.c force writing of aas file
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"aasoptimize" "0" be_aas_main.c enable aas optimization
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"sv_mapChecksum" "0" be_aas_main.c BSP file checksum
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"bot_visualizejumppads" "0" be_aas_reach.c visualize jump pads
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"bot_reloadcharacters" "0" - reload bot character files
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"ai_gametype" "0" be_ai_goal.c game type
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"droppedweight" "1000" be_ai_goal.c additional dropped item weight
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"weapindex_rocketlauncher" "5" be_ai_move.c rl weapon index for rocket jumping
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"weapindex_bfg10k" "9" be_ai_move.c bfg weapon index for bfg jumping
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"weapindex_grapple" "10" be_ai_move.c grapple weapon index for grappling
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"entitytypemissile" "3" be_ai_move.c ET_MISSILE
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"offhandgrapple" "0" be_ai_move.c enable off hand grapple hook
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"cmd_grappleon" "grappleon" be_ai_move.c command to activate off hand grapple
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"cmd_grappleoff" "grappleoff" be_ai_move.c command to deactivate off hand grapple
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"itemconfig" "items.c" be_ai_goal.c item configuration file
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"weaponconfig" "weapons.c" be_ai_weap.c weapon configuration file
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"synfile" "syn.c" be_ai_chat.c file with synonyms
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"rndfile" "rnd.c" be_ai_chat.c file with random strings
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"matchfile" "match.c" be_ai_chat.c file with match strings
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"nochat" "0" be_ai_chat.c disable chats
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"max_messages" "1024" be_ai_chat.c console message heap size
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"max_weaponinfo" "32" be_ai_weap.c maximum number of weapon info
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"max_projectileinfo" "32" be_ai_weap.c maximum number of projectile info
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"max_iteminfo" "256" be_ai_goal.c maximum number of item info
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"max_levelitems" "256" be_ai_goal.c maximum number of level items
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*/
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#endif
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