ref: bea7b7bf8ccbc2bc41906517079e76fcfb31cb5a
dir: /code/botlib/be_aas_move.h/
/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena 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 2 of the License, or (at your option) any later version. Quake III Arena 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 Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ /***************************************************************************** * name: be_aas_move.h * * desc: AAS * * $Archive: /source/code/botlib/be_aas_move.h $ * *****************************************************************************/ #ifdef AASINTERN extern aas_settings_t aassettings; #endif //AASINTERN //movement prediction int AAS_PredictClientMovement(struct aas_clientmove_s *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize); //predict movement until bounding box is hit int AAS_ClientMovementHitBBox(struct aas_clientmove_s *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, vec3_t mins, vec3_t maxs, int visualize); //returns true if on the ground at the given origin int AAS_OnGround(vec3_t origin, int presencetype, int passent); //returns true if swimming at the given origin int AAS_Swimming(vec3_t origin); //returns the jump reachability run start point void AAS_JumpReachRunStart(struct aas_reachability_s *reach, vec3_t runstart); //returns true if against a ladder at the given origin int AAS_AgainstLadder(vec3_t origin); //rocket jump Z velocity when rocket-jumping at origin float AAS_RocketJumpZVelocity(vec3_t origin); //bfg jump Z velocity when bfg-jumping at origin float AAS_BFGJumpZVelocity(vec3_t origin); //calculates the horizontal velocity needed for a jump and returns true this velocity could be calculated int AAS_HorizontalVelocityForJump(float zvel, vec3_t start, vec3_t end, float *velocity); // void AAS_SetMovedir(vec3_t angles, vec3_t movedir); // int AAS_DropToFloor(vec3_t origin, vec3_t mins, vec3_t maxs); // void AAS_InitSettings(void);