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CryCommon/AgentParams.h
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94
CryCommon/AgentParams.h
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#ifndef _AGENTPARAMS_H_
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#define _AGENTPARAMS_H_
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typedef struct AgentParameters
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{
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//-------------
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// ranges
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//----------------
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// sensors:
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// sight
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float m_fSightRange; // how far can the agent see
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float m_fHorizontalFov;
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float m_fGravityMultiplier;
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float m_fAccuracy;
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float m_fOriginalAccuracy;
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float m_fResponsiveness;
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float m_fMaxHealth;
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// sound
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float m_fSoundRange; // how far can agent hear
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// behaviour
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float m_fAttackRange;
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float m_fCommRange;
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//-----------
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// indices
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//-------------
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float m_fAggression;
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float m_fOriginalAggression;
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float m_fCohesion;
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float m_fPersistence;
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//-----------
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// hostility data
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//------------
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float m_fSpeciesHostility;
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float m_fGroupHostility;
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float m_fMeleeDistance;
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//-------------
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// grouping data
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//--------------
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int m_nSpecies;
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int m_nGroup;
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bool m_bIgnoreTargets;
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bool m_bPerceivePlayer;
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bool m_bAwareOfPlayerTargeting;
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bool m_bSpecial;
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bool m_bSmartMelee;
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AgentParameters()
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{
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m_bSmartMelee = true;
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m_bSpecial = false;
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m_fSightRange=0;
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m_fHorizontalFov=0;
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m_fGravityMultiplier=1.f;
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m_fAccuracy=0;
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m_fResponsiveness=0;
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m_fMaxHealth=0;
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m_fSoundRange=0;
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m_fAttackRange=0;
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m_fCommRange=0;
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m_fAggression=0;
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m_fCohesion=0;
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m_fPersistence=0;
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m_fSpeciesHostility=0;
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m_fGroupHostility=0;
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m_nSpecies=0;
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m_nGroup=0;
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m_fMeleeDistance = 2.f;
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m_bIgnoreTargets=false;
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m_bPerceivePlayer=true;
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m_bAwareOfPlayerTargeting=false;
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}
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} AgentParameters;
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#endif _AGENTPARAMS_H_
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