ref: bea7b7bf8ccbc2bc41906517079e76fcfb31cb5a
dir: /code/botlib/be_aas_reach.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_reach.h * * desc: AAS * * $Archive: /source/code/botlib/be_aas_reach.h $ * *****************************************************************************/ #ifdef AASINTERN //initialize calculating the reachabilities void AAS_InitReachability(void); //continue calculating the reachabilities int AAS_ContinueInitReachability(float time); // int AAS_BestReachableLinkArea(aas_link_t *areas); #endif //AASINTERN //returns true if the are has reachabilities to other areas int AAS_AreaReachability(int areanum); //returns the best reachable area and goal origin for a bounding box at the given origin int AAS_BestReachableArea(vec3_t origin, vec3_t mins, vec3_t maxs, vec3_t goalorigin); //returns the best jumppad area from which the bbox at origin is reachable int AAS_BestReachableFromJumpPadArea(vec3_t origin, vec3_t mins, vec3_t maxs); //returns the next reachability using the given model int AAS_NextModelReachability(int num, int modelnum); //returns the total area of the ground faces of the given area float AAS_AreaGroundFaceArea(int areanum); //returns true if the area is crouch only int AAS_AreaCrouch(int areanum); //returns true if a player can swim in this area int AAS_AreaSwim(int areanum); //returns true if the area is filled with a liquid int AAS_AreaLiquid(int areanum); //returns true if the area contains lava int AAS_AreaLava(int areanum); //returns true if the area contains slime int AAS_AreaSlime(int areanum); //returns true if the area has one or more ground faces int AAS_AreaGrounded(int areanum); //returns true if the area has one or more ladder faces int AAS_AreaLadder(int areanum); //returns true if the area is a jump pad int AAS_AreaJumpPad(int areanum); //returns true if the area is donotenter int AAS_AreaDoNotEnter(int areanum);