From 6bf20c78f5b69d40bcc4931df93d29198435ab67 Mon Sep 17 00:00:00 2001 From: zakk Date: Fri, 26 Aug 2005 17:39:27 +0000 Subject: newlines fixed git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea --- code/game/be_ai_weap.h | 208 ++++++++++++++++++++++++------------------------- 1 file changed, 104 insertions(+), 104 deletions(-) (limited to 'code/game/be_ai_weap.h') 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); -- cgit v1.2.3