/*
-----------------------------------------
ai的bot 加载这个角色的处理等等者也
------------------------------------------
*/
加载脚本部分了
/*
---------------------------------------
ai的目标的处理等等
----------------------------------------
*/
BOTLIB_AI_RESET_GOAL_STATE, 重启目标状态
BOTLIB_AI_RESET_AVOID_GOALS, 重启避免目标了
BOTLIB_AI_PUSH_GOAL, 压入目标
BOTLIB_AI_POP_GOAL, 弹出目标
BOTLIB_AI_EMPTY_GOAL_STACK,
BOTLIB_AI_DUMP_AVOID_GOALS,
BOTLIB_AI_DUMP_GOAL_STACK,
BOTLIB_AI_GOAL_NAME, 目标的名字了者也
BOTLIB_AI_GET_TOP_GOAL, 得到了首要的目标了者也
BOTLIB_AI_GET_SECOND_GOAL,
BOTLIB_AI_CHOOSE_LTG_ITEM,
BOTLIB_AI_CHOOSE_NBG_ITEM,
BOTLIB_AI_TOUCHING_GOAL,
BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE,
BOTLIB_AI_GET_LEVEL_ITEM_GOAL,
BOTLIB_AI_AVOID_GOAL_TIME,
BOTLIB_AI_INIT_LEVEL_ITEMS,
BOTLIB_AI_UPDATE_ENTITY_ITEMS, 更新关卡的item图标了
BOTLIB_AI_LOAD_ITEM_WEIGHTS, 加载图标的权重了
BOTLIB_AI_FREE_ITEM_WEIGHTS,
BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC,
BOTLIB_AI_ALLOC_GOAL_STATE,
BOTLIB_AI_FREE_GOAL_STATE,
/*
-----------------------------------
ai的移动的状态的处理等等
---------------------------------
*/
BOTLIB_AI_RESET_MOVE_STATE,重启ai的移动状态了者也
BOTLIB_AI_MOVE_TO_GOAL,
BOTLIB_AI_MOVE_IN_DIRECTION,
BOTLIB_AI_RESET_AVOID_REACH,
BOTLIB_AI_RESET_LAST_AVOID_REACH,
BOTLIB_AI_REACHABILITY_AREA,
BOTLIB_AI_MOVEMENT_VIEW_TARGET,
BOTLIB_AI_ALLOC_MOVE_STATE,
BOTLIB_AI_FREE_MOVE_STATE,
BOTLIB_AI_INIT_MOVE_STATE,
/*
----------------
weapon ai 武器的ai处理
----------------
*/
BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON,
BOTLIB_AI_GET_WEAPON_INFO,
BOTLIB_AI_LOAD_WEAPON_WEIGHTS,
BOTLIB_AI_ALLOC_WEAPON_STATE,
BOTLIB_AI_FREE_WEAPON_STATE,
BOTLIB_AI_RESET_WEAPON_STATE,
/*
-----------------------------
ai的chat的这个处理等等
------------------------------
*/
BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION,
BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC,
BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC,
BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL,
BOTLIB_AI_GET_MAP_LOCATION_GOAL,
BOTLIB_AI_NUM_INITIAL_CHATS,
BOTLIB_AI_GET_CHAT_MESSAGE,
BOTLIB_AI_REMOVE_FROM_AVOID_GOALS,
BOTLIB_AI_PREDICT_VISIBLE_POSITION,
/*
---------------------------------------
bot机器人用来进行path寻径的函数处理者也
----------------------------------------
*/
BOTLIB_AI_SET_AVOID_GOAL_TIME,
BOTLIB_AI_ADD_AVOID_SPOT,
BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL,
BOTLIB_AAS_PREDICT_ROUTE,
BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX,
bot脚本的加载与这个编译脚本的处理等等
BOTLIB_PC_LOAD_SOURCE,
BOTLIB_PC_FREE_SOURCE,
BOTLIB_PC_READ_TOKEN,
BOTLIB_PC_SOURCE_FILE_AND_LINE
void trap_EA_Say(int client, char *str);
void trap_EA_SayTeam(int client, char *str);
void trap_EA_Command(int client, char *command);
void trap_EA_Action(int client, int action);
void trap_EA_Gesture(int client);
void trap_EA_Talk(int client);
void trap_EA_Attack(int client);
void trap_EA_Use(int client);
void trap_EA_Respawn(int client);
void trap_EA_Crouch(int client);
void trap_EA_MoveUp(int client);
void trap_EA_MoveDown(int client);
void trap_EA_MoveForward(int client);
void trap_EA_MoveBack(int client);
void trap_EA_MoveLeft(int client);
void trap_EA_MoveRight(int client);
void trap_EA_SelectWeapon(int client, int weapon);
void trap_EA_Jump(int client);
void trap_EA_DelayedJump(int client);
void trap_EA_Move(int client, vec3_t dir, float speed);
void trap_EA_View(int client, vec3_t viewangles);
void trap_EA_EndRegular(int client, float thinktime);
void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input);
void trap_EA_ResetInput(int client);
int trap_BotLoadCharacter(char *charfile, float skill);
void trap_BotFreeCharacter(int character);
float trap_Characteristic_Float(int character, int index);
float trap_Characteristic_BFloat(int character, int index, float min, float max);
int trap_Characteristic_Integer(int character, int index);
int trap_Characteristic_BInteger(int character, int index, int min, int max);
void trap_Characteristic_String(int character, int index, char *buf, int size);
int trap_BotAllocChatState(void);
void trap_BotFreeChatState(int handle);
void trap_BotQueueConsoleMessage(int chatstate, int type, char *message);
void trap_BotRemoveConsoleMessage(int chatstate, int handle);
int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm);
int trap_BotNumConsoleMessages(int chatstate);
void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
int trap_BotNumInitialChats(int chatstate, char *type);
int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
int trap_BotChatLength(int chatstate);
void trap_BotEnterChat(int chatstate, int client, int sendto);
void trap_BotGetChatMessage(int chatstate, char *buf, int size);
int trap_StringContains(char *str1, char *str2, int casesensitive);
int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context);
void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size);
void trap_UnifyWhiteSpaces(char *string);
void trap_BotReplaceSynonyms(char *string, unsigned long int context);
int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname);
void trap_BotSetChatGender(int chatstate, int gender);
void trap_BotSetChatName(int chatstate, char *name, int client);
void trap_BotResetGoalState(int goalstate);
void trap_BotRemoveFromAvoidGoals(int goalstate, int number);
void trap_BotResetAvoidGoals(int goalstate);
void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal);
void trap_BotPopGoal(int goalstate);
void trap_BotEmptyGoalStack(int goalstate);
void trap_BotDumpAvoidGoals(int goalstate);
void trap_BotDumpGoalStack(int goalstate);
void trap_BotGoalName(int number, char *name, int size);
int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal);
int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal);
int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags);
int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime);
int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal);
int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal);
int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal);
int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal);
int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal);
float trap_BotAvoidGoalTime(int goalstate, int number);
void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime);
void trap_BotInitLevelItems(void);
void trap_BotUpdateEntityItems(void);
int trap_BotLoadItemWeights(int goalstate, char *filename);
void trap_BotFreeItemWeights(int goalstate);
void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename);
void trap_BotMutateGoalFuzzyLogic(int goalstate, float range);
int trap_BotAllocGoalState(int state);
void trap_BotFreeGoalState(int handle);
void trap_BotResetMoveState(int movestate);
void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags);
int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
void trap_BotResetAvoidReach(int movestate);
void trap_BotResetLastAvoidReach(int movestate);
int trap_BotReachabilityArea(vec3_t origin, int testground);
int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int
travelflags, float lookahead, vec3_t target);
int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target);
int trap_BotAllocMoveState(void);
void trap_BotFreeMoveState(int handle);
void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove);
void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type);
int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory);
void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo);
int trap_BotLoadWeaponWeights(int weaponstate, char *filename);
int trap_BotAllocWeaponState(void);
void trap_BotFreeWeaponState(int weaponstate);
void trap_BotResetWeaponState(int weaponstate);
int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child);
void trap_SnapVector( float *v );