mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-14 01:01:05 +02:00
AI helper code can now be called from native.
This commit is contained in:
@@ -529,6 +529,137 @@ protected:
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//
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// ai/ai_events.cpp
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//
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void Native_Activate(idEntity* activator);
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void Native_Touch(idEntity* other, trace_t* trace);
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idEntity* Native_FindEnemy(int useFOV);
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idEntity* Native_FindEnemyAI(int useFOV);
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idEntity* Native_FindEnemyInCombatNodes(void);
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idEntity* Native_ClosestReachableEnemyOfEntity(idEntity* team_mate);
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idEntity* Native_HeardSound(int ignore_team);
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void Native_SetEnemy(idEntity* ent);
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void Native_ClearEnemy(void);
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void Native_MuzzleFlash(const char* jointname);
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idEntity* Native_CreateMissile(const char* jointname);
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idEntity* Native_AttackMissile(const char* jointname);
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idEntity* Native_FireMissileAtTarget(const char* jointname, const char* targetname);
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idEntity* Native_LaunchMissile(const idVec3& org, const idAngles& ang);
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int Native_AttackMelee(const char* meleeDefName);
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void Native_DirectDamage(idEntity* damageTarget, const char* damageDefName);
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void Native_RadiusDamageFromJoint(const char* jointname, const char* damageDefName);
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idEntity* Native_RandomPath(void);
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void Native_BeginAttack(const char* name);
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void Native_EndAttack(void);
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int Native_MeleeAttackToJoint(const char* jointname, const char* meleeDefName);
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float Native_CanBecomeSolid(void);
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void Native_BecomeSolid(void);
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void Native_BecomeNonSolid(void);
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int Native_BecomeRagdoll(void);
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void Native_StopRagdoll(void);
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void Native_SetHealth(float newHealth);
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float Native_GetHealth(void);
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void Native_AllowDamage(void);
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void Native_IgnoreDamage(void);
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float Native_GetCurrentYaw(void);
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void Native_TurnTo(float angle);
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void Native_TurnToPos(const idVec3& pos);
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void Native_TurnToEntity(idEntity* ent);
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int Native_MoveStatus(void);
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void Native_StopMove(void);
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void Native_MoveToCover(void);
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void Native_MoveToEnemy(void);
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void Native_MoveToEnemyHeight(void);
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void Native_MoveOutOfRange(idEntity* entity, float range);
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void Native_MoveToAttackPosition(idEntity* entity, const char* attack_anim);
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void Native_MoveToEntity(idEntity* ent);
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void Native_MoveToPosition(const idVec3& pos);
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void Native_SlideTo(const idVec3& pos, float time);
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void Native_Wander(void);
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int Native_FacingIdeal(void);
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void Native_FaceEnemy(void);
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void Native_FaceEntity(idEntity* ent);
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idEntity* Native_GetCombatNode(void);
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int Native_EnemyInCombatCone(idEntity* ent, int use_current_enemy_location);
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idVec3 Native_GetJumpVelocity(const idVec3& pos, float speed, float max_height);
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int Native_EntityInAttackCone(idEntity* ent);
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int Native_CanSeeEntity(idEntity* ent);
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void Native_SetTalkTarget(idEntity* target);
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idEntity* Native_GetTalkTarget(void);
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void Native_SetTalkState(int state);
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float Native_EnemyRange(void);
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float Native_EnemyRange2D(void);
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idEntity* Native_GetEnemy(void);
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idVec3 Native_GetEnemyPos(void);
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idVec3 Native_GetEnemyEyePos(void);
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idVec3 Native_PredictEnemyPos(float time);
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int Native_CanHitEnemy(void);
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int Native_CanHitEnemyFromAnim(const char* animname);
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int Native_CanHitEnemyFromJoint(const char* jointname);
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int Native_EnemyPositionValid(void);
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void Native_ChargeAttack(const char* damageDef);
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float Native_TestChargeAttack(void);
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int Native_TestAnimMoveTowardEnemy(const char* animname);
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int Native_TestAnimMove(const char* animname);
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int Native_TestMoveToPosition(const idVec3& position);
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int Native_TestMeleeAttack(void);
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int Native_TestAnimAttack(const char* animname);
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void Native_PreBurn(void);
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void Native_Burn(void);
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void Native_ClearBurn(void);
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void Native_SetSmokeVisibility(int num, int on);
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int Native_NumSmokeEmitters(void);
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void Native_StopThinking(void);
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float Native_GetTurnDelta(void);
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int Native_GetMoveType(void);
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void Native_SetMoveType(int moveType);
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void Native_SaveMove(void);
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void Native_RestoreMove(void);
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void Native_AllowMovement(float flag);
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void Native_JumpFrame(void);
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void Native_EnableClip(void);
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void Native_DisableClip(void);
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void Native_EnableGravity(void);
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void Native_DisableGravity(void);
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void Native_EnableAFPush(void);
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void Native_DisableAFPush(void);
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void Native_SetFlySpeed(float speed);
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void Native_SetFlyOffset(int offset);
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void Native_ClearFlyOffset(void);
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idEntity* Native_GetClosestHiddenTarget(const char* type);
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idEntity* Native_GetRandomTarget(const char* type);
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float Native_TravelDistanceToPoint(const idVec3& pos);
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float Native_TravelDistanceToEntity(idEntity* ent);
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float Native_TravelDistanceBetweenPoints(const idVec3& source, const idVec3& dest);
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float Native_TravelDistanceBetweenEntities(idEntity* source, idEntity* dest);
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void Native_LookAtEntity(idEntity* ent, float duration);
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void Native_LookAtEnemy(float duration);
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void Native_SetJointMod(int allow);
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void Native_ThrowMoveable(void);
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void Native_ThrowAF(void);
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void Native_SetAngles(idAngles const& ang);
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idVec3 Native_GetAngles(void);
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void Native_RealKill(void);
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void Native_Kill(void);
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void Native_WakeOnFlashlight(int enable);
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void Native_LocateEnemy(void);
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void Native_KickObstacles(idEntity* kickEnt, float force);
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idEntity* Native_GetObstacle(void);
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idVec3 Native_PushPointIntoAAS(const idVec3& pos);
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float Native_GetTurnRate(void);
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void Native_SetTurnRate(float rate);
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void Native_AnimTurn(float angles);
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void Native_AllowHiddenMovement(int enable);
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void Native_TriggerParticles(const char* jointName);
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idEntity* Native_FindActorsInBounds(const idVec3& mins, const idVec3& maxs);
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int Native_CanReachPosition(const idVec3& pos);
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int Native_CanReachEntity(idEntity* ent);
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int Native_CanReachEnemy(void);
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idVec3 Native_GetReachableEntityPosition(idEntity* ent);
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void Native_WaitAction(const char* waitForState);
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bool Native_WaitActionDone(void) const;
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bool Native_WaitMoveDone(void) const;
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bool Native_Shrivel(float shrivel_time, bool firstFrame);
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void Event_Activate( idEntity *activator );
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void Event_Touch( idEntity *other, trace_t *trace );
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void Event_FindEnemy( int useFOV );
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+2758
-1548
File diff suppressed because it is too large
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