const Item * AI_GetItemForShootType(shoot_types_t shootType, const Edict *ent)
bool AI_HideNeeded(const Actor *actor)
Checks whether the given alien should try to hide because there are enemies close enough to shoot the...
void G_AddToWayPointList(Edict *ent)
int AI_GetHidingTeam(const Edict *ent)
Returns the value for the vis check whenever an ai actor tries to hide. For aliens this is the invers...
bool AIL_TeamThink(Player &player)
The team think function for the ai controlled players.
~AiAreaSearch(void)
Clear AiAreaSearch internal data.
LQueue(void)
Initialize a LQueue object.
bool AI_FighterCheckShoot(const Actor *actor, const Edict *check, const fireDef_t *fd, float dist)
Check whether the fighter should perform the shoot.
AiAreaSearch class, used to get an area of the map around a certain position for the AI to check poss...
void plotCircle(const pos3_t origin, int radius)
int size(void) const
Gets the number of elements in the queue.
bool AI_TryToReloadWeapon(Actor *actor, containerIndex_t containerID)
if a weapon can be reloaded we attempt to do so if TUs permit, otherwise drop it
QGL_EXTERN GLsizei const GLvoid * data
bool AI_FindMissionLocation(Actor *actor, const pos3_t to, int tus, int radius=0)
Try to go close to a mission edict.
inventory definition for our menus
bool getNext(pos3_t pos)
Get next position in the search area.
AiAreaSearch()
Initializes an AiAreaSearch object to default values.
void enqueue(const pos3_t data)
Add an entry to the queue.
void AI_CheckRespawn(int team)
If the cvar g_endlessaliens is set we will endlessly respawn aliens.
void plotArea(const pos3_t origin, int radius, bool flat=false)
Calculate the search area.
~LQueue(void)
Clear LQueue internal data.
void plotPos(const pos3_t origin, int xOfs, int yOfs)
void AI_TurnIntoDirection(Actor *actor, const pos3_t pos)
This function will turn the AI actor into the direction that is needed to walk to the given location...
bool AI_CheckPosition(const Actor *const ent, const pos3_t pos)
Checks if the given position is safe to stand on.
bool AI_CheckUsingDoor(const Edict *ent, const Edict *door)
Checks whether the AI controlled actor wants to use a door.
bool AI_CheckLineOfFire(const Actor *shooter, const Edict *target, const fireDef_t *fd, int shots)
int32_t shoot_types_t
Available shoot types - also see the ST_ constants.
int AIL_InitActor(Actor *actor)
Initializes the lua AI for an actor.
item instance data, with linked list capability
bool AI_HasLineOfFire(const Actor *actor, const Edict *target)
Check if actor has a line of fire to the target given.
Player * AI_CreatePlayer(int team)
Spawn civilians and aliens.
float AI_CalcShotDamage(Actor *actor, const Actor *target, const fireDef_t *fd, shoot_types_t shotType)
Calculate estimated damage per single shoot.
void clear(void)
Remove all data from the queue.
void AIL_Cleanup(void)
Closes the LUA AI.
Local definitions for game module.
void AI_ActorRun(Player &player, Actor *actor)
bool AI_FindHidingLocation(int team, Actor *actor, const pos3_t from, int tuLeft)
Tries to search a hiding spot.
this is a fire definition for our weapons/ammo
bool isEmpty(void) const
Checks if the queue is empty.
bool dequeue(pos3_t data)
Retrieve an entry form the queue.
bool AI_IsHostile(const Actor *actor, const Edict *target)
Check if actor perceives target as hostile.
void AI_Run(void)
Every server frame one single actor is handled - always in the same order.
void AIL_ActorThink(Player &player, Actor *actor)
The think function for the ai controlled players.
bool AI_FindHerdLocation(Actor *actor, const pos3_t from, const vec3_t target, int tu, bool inverse)
Tries to search a spot where actor will be more closer to the target and behind the target from enemy...
const invDef_t * AI_SearchGrenade(const Actor *actor, Item **ip)
Search the edict's inventory for a grenade or other one-use weapon.