/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP 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 SP 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 SP Source Code. If not, see . In addition, the RTCW SP 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 SP 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_cast_global.h // Function: Global AI Cast defines // Programmer: Ridah // Tab Size: 4 (real tabs) //=========================================================================== // TTimo no typedef, "warning: useless keyword or type name in empty declaration" struct cast_state_s; #define AICAST_AIM_SPREAD 2048.0 // a really bad shooter will offset a maximum of this per shot, from the end point of the 8192 trace length #define DANGER_MISSILE ( 1 << 0 ) #define DANGER_CLIENTAIM ( 1 << 1 ) #define DANGER_FLAMES ( 1 << 2 ) extern qboolean saveGamePending; qboolean AICast_SameTeam( struct cast_state_s *cs, int enemynum ); struct cast_state_s *AICast_GetCastState( int entitynum ); void AICast_ScriptLoad( void ); void AICast_ScriptEvent( struct cast_state_s *cs, char *eventStr, char *params ); void AICast_ForceScriptEvent( struct cast_state_s *cs, char *eventStr, char *params ); qboolean AICast_AIDamageOK( struct cast_state_s *cs, struct cast_state_s *ocs ); gentity_t *AICast_FindEntityForName( char *name ); gentity_t *AICast_TravEntityForName( gentity_t *startent, char *name ); void AICast_ScriptParse( struct cast_state_s *cs ); void AICast_StartFrame( int time ); void AICast_StartServerFrame( int time ); void AICast_RecordWeaponFire( gentity_t *ent ); void AICast_AIDoor_Touch( gentity_t *ent, gentity_t *aidoor_trigger, gentity_t *door ); float AICast_GetAccuracy( int entnum ); void AICast_Activate( int activatorNum, int entNum ); void AICast_CheckDangerousEntity( gentity_t *ent, int dangerFlags, float dangerDist, float tacticalLevel, float aggressionLevel, qboolean hurtFriendly ); qboolean AICast_NoFlameDamage( int entNum ); void AICast_SetFlameDamage( int entNum, qboolean status ); qboolean AICast_HasFiredWeapon( int entNum, int weapon ); void G_SetAASBlockingEntity( gentity_t *ent, qboolean blocking ); qboolean AICast_InFieldOfVision( vec3_t viewangles, float fov, vec3_t angles ); qboolean AICast_VisibleFromPos( vec3_t srcpos, int srcnum, vec3_t destpos, int destnum, qboolean updateVisPos ); qboolean AICast_AllowFlameDamage( int entNum ); void AICast_AdjustIdealYawForMover( int entnum, float yaw ); void AICast_AgePlayTime( int entnum ); int AICast_NoReload( int entnum ); void AICast_RecordScriptSound( int client ); void AICast_UpdateVisibility( gentity_t *srcent, gentity_t *destent, qboolean shareVis, qboolean directview ); void AICast_ProcessBullet( gentity_t *attacker, vec3_t start, vec3_t end ); void AICast_AudibleEvent( int srcnum, vec3_t pos, float range ); //----(SA) added int AICast_PlayTime( int entnum ); int AICast_NumAttempts( int entnum ); //----(SA) end void AICast_RegisterPain( int entnum );