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The Return to Castle Wolfenstein Multiplayer sources as originally released under the GPL license on August 12, 2010.
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src/botlib/be_aas_entity.h
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src/botlib/be_aas_entity.h
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/*
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===========================================================================
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Return to Castle Wolfenstein multiplayer GPL Source Code
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Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
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This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
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RTCW MP Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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RTCW MP Source Code is distributed in the hope that it will be useful,
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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 RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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/*****************************************************************************
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* name: be_aas_entity.h
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*
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* desc: AAS
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*
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*
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*****************************************************************************/
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#ifdef AASINTERN
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//invalidates all entity infos
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void AAS_InvalidateEntities( void );
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//resets the entity AAS and BSP links (sets areas and leaves pointers to NULL)
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void AAS_ResetEntityLinks( void );
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//updates an entity
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int AAS_UpdateEntity( int ent, bot_entitystate_t *state );
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//gives the entity data used for collision detection
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void AAS_EntityBSPData( int entnum, bsp_entdata_t *entdata );
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#endif //AASINTERN
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//returns the size of the entity bounding box in mins and maxs
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void AAS_EntitySize( int entnum, vec3_t mins, vec3_t maxs );
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//returns the BSP model number of the entity
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int AAS_EntityModelNum( int entnum );
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//returns the origin of an entity with the given model number
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int AAS_OriginOfEntityWithModelNum( int modelnum, vec3_t origin );
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//returns the best reachable area the entity is situated in
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int AAS_BestReachableEntityArea( int entnum );
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//returns the info of the given entity
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void AAS_EntityInfo( int entnum, aas_entityinfo_t *info );
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//returns the next entity
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int AAS_NextEntity( int entnum );
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//returns the origin of the entity
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void AAS_EntityOrigin( int entnum, vec3_t origin );
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//returns the entity type
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int AAS_EntityType( int entnum );
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//returns the model index of the entity
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int AAS_EntityModelindex( int entnum );
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// Ridah
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int AAS_IsEntityInArea( int entnumIgnore, int entnumIgnore2, int areanum );
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