Itsa me, quake3io!
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code/botlib/be_aas_reach.h
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code/botlib/be_aas_reach.h
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*****************************************************************************
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* name: be_aas_reach.h
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*
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* desc: AAS
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*
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* $Archive: /source/code/botlib/be_aas_reach.h $
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*
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*****************************************************************************/
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#ifdef AASINTERN
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//initialize calculating the reachabilities
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void AAS_InitReachability(void);
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//continue calculating the reachabilities
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int AAS_ContinueInitReachability(float time);
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//
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int AAS_BestReachableLinkArea(aas_link_t *areas);
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#endif //AASINTERN
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//returns true if the are has reachabilities to other areas
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int AAS_AreaReachability(int areanum);
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//returns the best reachable area and goal origin for a bounding box at the given origin
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int AAS_BestReachableArea(vec3_t origin, vec3_t mins, vec3_t maxs, vec3_t goalorigin);
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//returns the best jumppad area from which the bbox at origin is reachable
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int AAS_BestReachableFromJumpPadArea(vec3_t origin, vec3_t mins, vec3_t maxs);
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//returns the next reachability using the given model
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int AAS_NextModelReachability(int num, int modelnum);
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//returns the total area of the ground faces of the given area
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float AAS_AreaGroundFaceArea(int areanum);
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//returns true if the area is crouch only
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int AAS_AreaCrouch(int areanum);
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//returns true if a player can swim in this area
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int AAS_AreaSwim(int areanum);
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//returns true if the area is filled with a liquid
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int AAS_AreaLiquid(int areanum);
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//returns true if the area contains lava
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int AAS_AreaLava(int areanum);
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//returns true if the area contains slime
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int AAS_AreaSlime(int areanum);
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//returns true if the area has one or more ground faces
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int AAS_AreaGrounded(int areanum);
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//returns true if the area has one or more ladder faces
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int AAS_AreaLadder(int areanum);
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//returns true if the area is a jump pad
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int AAS_AreaJumpPad(int areanum);
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//returns true if the area is donotenter
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int AAS_AreaDoNotEnter(int areanum);
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*****************************************************************************
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* name: be_aas_reach.h
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*
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* desc: AAS
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*
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* $Archive: /source/code/botlib/be_aas_reach.h $
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*
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*****************************************************************************/
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#ifdef AASINTERN
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//initialize calculating the reachabilities
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void AAS_InitReachability(void);
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//continue calculating the reachabilities
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int AAS_ContinueInitReachability(float time);
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//
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int AAS_BestReachableLinkArea(aas_link_t *areas);
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#endif //AASINTERN
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//returns true if the are has reachabilities to other areas
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int AAS_AreaReachability(int areanum);
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//returns the best reachable area and goal origin for a bounding box at the given origin
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int AAS_BestReachableArea(vec3_t origin, vec3_t mins, vec3_t maxs, vec3_t goalorigin);
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//returns the best jumppad area from which the bbox at origin is reachable
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int AAS_BestReachableFromJumpPadArea(vec3_t origin, vec3_t mins, vec3_t maxs);
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//returns the next reachability using the given model
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int AAS_NextModelReachability(int num, int modelnum);
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//returns the total area of the ground faces of the given area
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float AAS_AreaGroundFaceArea(int areanum);
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//returns true if the area is crouch only
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int AAS_AreaCrouch(int areanum);
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//returns true if a player can swim in this area
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int AAS_AreaSwim(int areanum);
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//returns true if the area is filled with a liquid
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int AAS_AreaLiquid(int areanum);
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//returns true if the area contains lava
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int AAS_AreaLava(int areanum);
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//returns true if the area contains slime
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int AAS_AreaSlime(int areanum);
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//returns true if the area has one or more ground faces
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int AAS_AreaGrounded(int areanum);
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//returns true if the area has one or more ladder faces
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int AAS_AreaLadder(int areanum);
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//returns true if the area is a jump pad
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int AAS_AreaJumpPad(int areanum);
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//returns true if the area is donotenter
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int AAS_AreaDoNotEnter(int areanum);
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