Dumb-ways-to-memorize
2D game
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#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 |
The structure for ai, pointer to this is declared in each entity. FighterThink is the only think that uses this structure.
Definition at line 96 of file ai_interpret.h.
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.