aboutsummaryrefslogtreecommitdiffstats
path: root/code/game/be_ai_weap.h
diff options
context:
space:
mode:
authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
commit6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch)
treee3eda937a05d7db42de725b7013bd0344b987f34 /code/game/be_ai_weap.h
parent872d4d7f55af706737ffb361bb76ad13e7496770 (diff)
downloadioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz
ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/be_ai_weap.h')
-rwxr-xr-xcode/game/be_ai_weap.h208
1 files changed, 104 insertions, 104 deletions
diff --git a/code/game/be_ai_weap.h b/code/game/be_ai_weap.h
index 6dbb5a2..b78ad68 100755
--- a/code/game/be_ai_weap.h
+++ b/code/game/be_ai_weap.h
@@ -1,104 +1,104 @@
-/*
-===========================================================================
-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_ai_weap.h
- *
- * desc: weapon AI
- *
- * $Archive: /source/code/botlib/be_ai_weap.h $
- *
- *****************************************************************************/
-
-//projectile flags
-#define PFL_WINDOWDAMAGE 1 //projectile damages through window
-#define PFL_RETURN 2 //set when projectile returns to owner
-//weapon flags
-#define WFL_FIRERELEASED 1 //set when projectile is fired with key-up event
-//damage types
-#define DAMAGETYPE_IMPACT 1 //damage on impact
-#define DAMAGETYPE_RADIAL 2 //radial damage
-#define DAMAGETYPE_VISIBLE 4 //damage to all entities visible to the projectile
-
-typedef struct projectileinfo_s
-{
- char name[MAX_STRINGFIELD];
- char model[MAX_STRINGFIELD];
- int flags;
- float gravity;
- int damage;
- float radius;
- int visdamage;
- int damagetype;
- int healthinc;
- float push;
- float detonation;
- float bounce;
- float bouncefric;
- float bouncestop;
-} projectileinfo_t;
-
-typedef struct weaponinfo_s
-{
- int valid; //true if the weapon info is valid
- int number; //number of the weapon
- char name[MAX_STRINGFIELD];
- char model[MAX_STRINGFIELD];
- int level;
- int weaponindex;
- int flags;
- char projectile[MAX_STRINGFIELD];
- int numprojectiles;
- float hspread;
- float vspread;
- float speed;
- float acceleration;
- vec3_t recoil;
- vec3_t offset;
- vec3_t angleoffset;
- float extrazvelocity;
- int ammoamount;
- int ammoindex;
- float activate;
- float reload;
- float spinup;
- float spindown;
- projectileinfo_t proj; //pointer to the used projectile
-} weaponinfo_t;
-
-//setup the weapon AI
-int BotSetupWeaponAI(void);
-//shut down the weapon AI
-void BotShutdownWeaponAI(void);
-//returns the best weapon to fight with
-int BotChooseBestFightWeapon(int weaponstate, int *inventory);
-//returns the information of the current weapon
-void BotGetWeaponInfo(int weaponstate, int weapon, weaponinfo_t *weaponinfo);
-//loads the weapon weights
-int BotLoadWeaponWeights(int weaponstate, char *filename);
-//returns a handle to a newly allocated weapon state
-int BotAllocWeaponState(void);
-//frees the weapon state
-void BotFreeWeaponState(int weaponstate);
-//resets the whole weapon state
-void BotResetWeaponState(int weaponstate);
+/*
+===========================================================================
+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_ai_weap.h
+ *
+ * desc: weapon AI
+ *
+ * $Archive: /source/code/botlib/be_ai_weap.h $
+ *
+ *****************************************************************************/
+
+//projectile flags
+#define PFL_WINDOWDAMAGE 1 //projectile damages through window
+#define PFL_RETURN 2 //set when projectile returns to owner
+//weapon flags
+#define WFL_FIRERELEASED 1 //set when projectile is fired with key-up event
+//damage types
+#define DAMAGETYPE_IMPACT 1 //damage on impact
+#define DAMAGETYPE_RADIAL 2 //radial damage
+#define DAMAGETYPE_VISIBLE 4 //damage to all entities visible to the projectile
+
+typedef struct projectileinfo_s
+{
+ char name[MAX_STRINGFIELD];
+ char model[MAX_STRINGFIELD];
+ int flags;
+ float gravity;
+ int damage;
+ float radius;
+ int visdamage;
+ int damagetype;
+ int healthinc;
+ float push;
+ float detonation;
+ float bounce;
+ float bouncefric;
+ float bouncestop;
+} projectileinfo_t;
+
+typedef struct weaponinfo_s
+{
+ int valid; //true if the weapon info is valid
+ int number; //number of the weapon
+ char name[MAX_STRINGFIELD];
+ char model[MAX_STRINGFIELD];
+ int level;
+ int weaponindex;
+ int flags;
+ char projectile[MAX_STRINGFIELD];
+ int numprojectiles;
+ float hspread;
+ float vspread;
+ float speed;
+ float acceleration;
+ vec3_t recoil;
+ vec3_t offset;
+ vec3_t angleoffset;
+ float extrazvelocity;
+ int ammoamount;
+ int ammoindex;
+ float activate;
+ float reload;
+ float spinup;
+ float spindown;
+ projectileinfo_t proj; //pointer to the used projectile
+} weaponinfo_t;
+
+//setup the weapon AI
+int BotSetupWeaponAI(void);
+//shut down the weapon AI
+void BotShutdownWeaponAI(void);
+//returns the best weapon to fight with
+int BotChooseBestFightWeapon(int weaponstate, int *inventory);
+//returns the information of the current weapon
+void BotGetWeaponInfo(int weaponstate, int weapon, weaponinfo_t *weaponinfo);
+//loads the weapon weights
+int BotLoadWeaponWeights(int weaponstate, char *filename);
+//returns a handle to a newly allocated weapon state
+int BotAllocWeaponState(void);
+//frees the weapon state
+void BotFreeWeaponState(int weaponstate);
+//resets the whole weapon state
+void BotResetWeaponState(int weaponstate);