Dumb-ways-to-memorize
2D game
Data Fields
ai_function_t Struct Reference

#include <ai_interpret.h>

Data Fields

ai_type_t mType
 
ai_actions_t mAction
 
int mFlags
 
int mVariables [7]
 
char * mObject
 
char * mObjectCheck
 
ai_function_t * mLink
 

Detailed Description

The structure for ai, pointer to this is declared in each entity. FighterThink is the only think that uses this structure.

Author
Anthony Rios
Date
3/30/2016

Definition at line 96 of file ai_interpret.h.

Field Documentation

ai_actions_t ai_function_t::mAction

The action type of this function, to get the action think function for entity

Definition at line 99 of file ai_interpret.h.

int ai_function_t::mFlags

The flags defined in ai_flags_t

Definition at line 100 of file ai_interpret.h.

ai_function_t* ai_function_t::mLink

The link to the next ai_function to set

Definition at line 105 of file ai_interpret.h.

char* ai_function_t::mObject

Optional - The object/entity to spawn during an action

Definition at line 103 of file ai_interpret.h.

char* ai_function_t::mObjectCheck

Optional - The object/entity that you need to find, in order for condition to be valid

Definition at line 104 of file ai_interpret.h.

ai_type_t ai_function_t::mType

The type of ai (preset, variable, recursive)

Definition at line 98 of file ai_interpret.h.

int ai_function_t::mVariables[7]

The 7 currently parsed or default values in this function 1 - speed; 2 - frames; 3 - time; 4 - damage; [5,6] - direction; 7 - check;

Definition at line 101 of file ai_interpret.h.


The documentation for this struct was generated from the following file: