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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 Quake III Arena source code; 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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* $Archive: /source/code/botlib/be_aas_move.h $
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*****************************************************************************/
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extern aas_settings_t aassettings;
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int AAS_PredictClientMovement(struct aas_clientmove_s *move,
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int entnum, vec3_t origin,
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int presencetype, int onground,
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vec3_t velocity, vec3_t cmdmove,
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int maxframes, float frametime,
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int stopevent, int stopareanum, int visualize);
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//predict movement until bounding box is hit
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int AAS_ClientMovementHitBBox(struct aas_clientmove_s *move,
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int entnum, vec3_t origin,
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int presencetype, int onground,
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vec3_t velocity, vec3_t cmdmove,
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int maxframes, float frametime,
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vec3_t mins, vec3_t maxs, int visualize);
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//returns true if on the ground at the given origin
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int AAS_OnGround(vec3_t origin, int presencetype, int passent);
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//returns true if swimming at the given origin
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int AAS_Swimming(vec3_t origin);
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//returns the jump reachability run start point
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void AAS_JumpReachRunStart(struct aas_reachability_s *reach, vec3_t runstart);
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//returns true if against a ladder at the given origin
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int AAS_AgainstLadder(vec3_t origin);
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//rocket jump Z velocity when rocket-jumping at origin
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float AAS_RocketJumpZVelocity(vec3_t origin);
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//bfg jump Z velocity when bfg-jumping at origin
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float AAS_BFGJumpZVelocity(vec3_t origin);
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//calculates the horizontal velocity needed for a jump and returns true this velocity could be calculated
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int AAS_HorizontalVelocityForJump(float zvel, vec3_t start, vec3_t end, float *velocity);
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void AAS_SetMovedir(vec3_t angles, vec3_t movedir);
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int AAS_DropToFloor(vec3_t origin, vec3_t mins, vec3_t maxs);
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void AAS_InitSettings(void);