/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP 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 3 of the License, or (at your option) any later version. RTCW MP 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 RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /***************************************************************************** * name: ai_dmnet.h * * desc: Quake3 bot AI * * *****************************************************************************/ #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 );