rpgxef/code/game/ai_dmnet.h
Walter Julius Hennecke a39565b783 Integrated RPG-X2 rpgxEF edition into the rpgxEF repo
... not quite content with where the project files lie but it is ok for
now.
... compiling works fine so far (only tested mingw32 right now)
2012-08-04 12:54:37 +02:00

45 lines
1.4 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
/*****************************************************************************
* name: ai_dmnet.h
*
* desc: Quake3 bot AI
*
* $Archive: /StarTrek/Code-DM/game/ai_dmnet.h $
* $Author: Jmonroe $
* $Revision: 1 $
* $Modtime: 1/21/00 10:12p $
* $Date: 1/25/00 6:26p $
*
*****************************************************************************/
#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);
void BotResetNodeSwitches(void);
void BotDumpNodeSwitches(bot_state_t *bs);