#define AI_ACTIONS_PATH "Libs/ActionGraphs"
IAISystem.h
#define AI_JUMP_CHECK_COLLISION (1<<0)
IAgent.h
#define AI_JUMP_MOVING_TARGET (1<<3)
IAgent.h
#define AI_JUMP_ON_GROUND (1<<1)
IAgent.h
#define AI_JUMP_RELATIVE (1<<2)
IAgent.h
#define AI_USE_HIDESPOTS (1<<14)
IAgent.h
#define AIANCHOR_ADVANTAGE_POINT 329
IAgent.h
#define AIANCHOR_COMBAT_HIDESPOT 320
IAgent.h
#define AIANCHOR_COMBAT_HIDESPOT_SECONDARY 330
IAgent.h
#define AIANCHOR_COMBAT_TERRITORY 342
IAgent.h
#define AIANCHOR_FIRST 200
IAgent.h
Anchors
#define AIANCHOR_MNM_SHAPE 343
IAgent.h
#define AIANCHOR_NOGRENADE_SPOT 405
IAgent.h
#define AIANCHOR_REINFORCEMENT_SPOT 400
IAgent.h
#define AIEVENT_ADJUSTPATH 26
IAgent.h
#define AIEVENT_AGENTDIED 5
IAgent.h
#define AIEVENT_CLEAR 15
IAgent.h
#define AIEVENT_CLEARACTIVEGOALS 22
IAgent.h
#define AIEVENT_DISABLE 9
IAgent.h
#define AIEVENT_DRIVER_IN 23 // To enable/disable AIVehicles.
IAgent.h
To enable/disable AIVehicles.
#define AIEVENT_DRIVER_OUT 24 // To enable/disable AIVehicles.
IAgent.h
To enable/disable AIVehicles.
#define AIEVENT_DROPBEACON 17
IAgent.h
#define AIEVENT_ENABLE 8
IAgent.h
#define AIEVENT_FORCEDNAVIGATION 25
IAgent.h
#define AIEVENT_LOWHEALTH 27
IAgent.h
#define AIEVENT_ONBULLETRAIN 28
IAgent.h
#define AIEVENT_ONPATHDECISION 3
IAgent.h
#define AIEVENT_ONSOUNDEVENT 4
IAgent.h
Event types.
#define AIEVENT_ONVISUALSTIMULUS 2
IAgent.h
#define AIEVENT_PATHFINDOFF 12
IAgent.h
#define AIEVENT_PATHFINDON 11
IAgent.h
#define AIEVENT_PLAYER_STAMP_MELEE 110
IAgent.h
#define AIEVENT_PLAYER_STUNT_ARMORED 109
IAgent.h
#define AIEVENT_PLAYER_STUNT_CLOAK 107
IAgent.h
#define AIEVENT_PLAYER_STUNT_JUMP 102
IAgent.h
#define AIEVENT_PLAYER_STUNT_PUNCH 103
IAgent.h
#define AIEVENT_PLAYER_STUNT_SPRINT 101
IAgent.h
#define AIEVENT_PLAYER_STUNT_THROW 104
IAgent.h
#define AIEVENT_PLAYER_STUNT_THROW_NPC 105
IAgent.h
#define AIEVENT_PLAYER_STUNT_UNCLOAK 108
IAgent.h
#define AIEVENT_PLAYER_THROW 106
IAgent.h
#define AIEVENT_SLEEP 6
IAgent.h
#define AIEVENT_USE 19
IAgent.h
#define AIEVENT_WAKEUP 7
IAgent.h
#define AIGOALPIPE_DONT_RESET_AG 16 // Don't reset the AG Input (by default AG Action input is reset to idle).
IAgent.h
Don't reset the AG Input (by default AG Action input is reset to idle).
#define AIGOALPIPE_HIGHPRIORITY 4 // It will be not removed when a goal pipe is selected.
IAgent.h
It will be not removed when a goal pipe is selected.
#define AIGOALPIPE_KEEP_LAST_SUBPIPE 32 // Keeps the last inserted subpipe.
IAgent.h
Keeps the last inserted subpipe.
#define AIGOALPIPE_KEEP_ON_TOP 64 // Keeps the inserted subpipe on the top for its duration, FIFO.
IAgent.h
Keeps the inserted subpipe on the top for its duration, FIFO.
#define AIGOALPIPE_LOOP 0
IAgent.h
#define AIGOALPIPE_NOTDUPLICATE 2
IAgent.h
#define AIGOALPIPE_RUN_ONCE 1 // Todo: Not working yet - see PipeUser.cpp
IAgent.h
Not working yet - see PipeUser.cpp
#define AIGOALPIPE_SAMEPRIORITY 8 // Sets the priority to be the same as active goal pipe.
IAgent.h
Sets the priority to be the same as active goal pipe.
#define AIOBJECT_2D_FLY 80
IAgent.h
#define AIOBJECT_ACTOR 5
IAgent.h
#define AIOBJECT_AIRPLANE 70
IAgent.h
#define AIOBJECT_ALIENTICK 46
IAgent.h
#define AIOBJECT_ATTRIBUTE 11
IAgent.h
#define AIOBJECT_AWARE 10
IAgent.h
#define AIOBJECT_BOAT 60
IAgent.h
#define AIOBJECT_CAR 50
IAgent.h
#define AIOBJECT_DUMMY 0
IAgent.h
#define AIOBJECT_GLOBALALERTNESS 94
IAgent.h
#define AIOBJECT_GRENADE 150
IAgent.h
#define AIOBJECT_GUNFIRE 42
IAgent.h
#define AIOBJECT_HELICOPTER 40
IAgent.h
#define AIOBJECT_HELICOPTERCRYSIS2 41
IAgent.h
#define AIOBJECT_HIDEPOINT 13
IAgent.h
#define AIOBJECT_INFECTED 45
IAgent.h
#define AIOBJECT_LEADER 95
IAgent.h
#define AIOBJECT_MOUNTEDWEAPON 90
IAgent.h
#define AIOBJECT_NAV_SEED 15
IAgent.h
#define AIOBJECT_NONE 200
IAgent.h
Defines for AIObject types.
#define AIOBJECT_ORDER 96
IAgent.h
#define AIOBJECT_PLAYER 100
IAgent.h
#define AIOBJECT_RPG 151
IAgent.h
#define AIOBJECT_SNDSUPRESSOR 14
IAgent.h
#define AIOBJECT_TARGET 9
IAgent.h
#define AIOBJECT_VEHICLE 6
IAgent.h
#define AIOBJECT_WAYPOINT 12
IAgent.h
#define AIREADIBILITY_INTERESTING 5
IAgent.h
#define AIREADIBILITY_LOST 20
IAgent.h
#define AIREADIBILITY_NOPRIORITY 1
IAgent.h
#define AIREADIBILITY_NORMAL 30
IAgent.h
#define AIREADIBILITY_SEEN 10
IAgent.h
#define AISIGNAL_ALLOW_DUPLICATES 10
IAgent.h
#define AISIGNAL_DEFAULT 1
IAgent.h
#define AISIGNAL_INCLUDE_DISABLED 0
IAgent.h
Signal ids
#define AISIGNAL_INITIALIZATION -100
IAgent.h
#define AISIGNAL_NOTIFY_ONLY 9
IAgent.h
#define AISIGNAL_PROCESS_NEXT_UPDATE 3
IAgent.h
#define AISIGNAL_RECEIVED_PREV_UPDATE 30 // Internal AI system use only, like AISIGNAL_DEFAULT but used for logging/recording.
IAgent.h
Internal AI system use only, like AISIGNAL_DEFAULT but used for logging/recording. A signal sent in the previous update and processed in the current (AISIGNAL_PROCESS_NEXT_UPDATE).
System Events types.
#define AISYSEVENT_DISABLEMODIFIER 1
IAgent.h
#define AISYSTEM_LIGHT_PROFILER
IAISystem.h
#define BAI_AREA_FILE_VERSION_READ 19
IAISystem.h
Define the oldest AI Area file version that can still be read
#define BAI_AREA_FILE_VERSION_WRITE 24
IAISystem.h
Define the AI Area file version that will be written
#define HIDESPOT_COVERAGE_ANGLE_COS 0.5f // cos(60 degrees)
IAgent.h
cos(60 degrees)
#define SHOOTING_SPOT_POINT (1<<15)
AIFormationDescriptor.h
#define SMART_OBJECTS_XML "Libs/SmartObjects.xml"
IAISystem.h
#define SPECIAL_FORMATION_POINT (1<<16)
AIFormationDescriptor.h
#define UNIT_ALL 0xffffffff
AIFormationDescriptor.h
#define UNIT_CLASS_CIVILIAN (1<<6)
AIFormationDescriptor.h
#define UNIT_CLASS_COMPANION (1<<7)
AIFormationDescriptor.h
#define UNIT_CLASS_ENGINEER (1<<4)
AIFormationDescriptor.h
#define UNIT_CLASS_INFANTRY (1<<2)
AIFormationDescriptor.h
#define UNIT_CLASS_LEADER (1<<1)
AIFormationDescriptor.h
#define UNIT_CLASS_MEDIC (1<<5)
AIFormationDescriptor.h
#define UNIT_CLASS_SCOUT (1<<3)
AIFormationDescriptor.h
#define UNIT_CLASS_UNDEFINED 1
AIFormationDescriptor.h
Unit classes for group behavior.