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authorTim Angus <tim@ngus.net>2005-12-10 03:19:05 +0000
committerTim Angus <tim@ngus.net>2005-12-10 03:19:05 +0000
commit22f322884cf7715c01500ef0b4579b87b1cb1973 (patch)
tree99c255a82574e8337a8a26bc877d65f13e87b9cd /src/botlib/botlib.h
parente136e3aea478f1406ff304b8ed9e563a4b170f37 (diff)
* Copied ioq3 src to trunk
Diffstat (limited to 'src/botlib/botlib.h')
-rw-r--r--src/botlib/botlib.h516
1 files changed, 516 insertions, 0 deletions
diff --git a/src/botlib/botlib.h b/src/botlib/botlib.h
new file mode 100644
index 00000000..a3f75161
--- /dev/null
+++ b/src/botlib/botlib.h
@@ -0,0 +1,516 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+/*****************************************************************************
+ * name: botlib.h
+ *
+ * desc: bot AI library
+ *
+ * $Archive: /source/code/game/botai.h $
+ *
+ *****************************************************************************/
+
+#define BOTLIB_API_VERSION 2
+
+struct aas_clientmove_s;
+struct aas_entityinfo_s;
+struct aas_areainfo_s;
+struct aas_altroutegoal_s;
+struct aas_predictroute_s;
+struct bot_consolemessage_s;
+struct bot_match_s;
+struct bot_goal_s;
+struct bot_moveresult_s;
+struct bot_initmove_s;
+struct weaponinfo_s;
+
+#define BOTFILESBASEFOLDER "botfiles"
+//debug line colors
+#define LINECOLOR_NONE -1
+#define LINECOLOR_RED 1//0xf2f2f0f0L
+#define LINECOLOR_GREEN 2//0xd0d1d2d3L
+#define LINECOLOR_BLUE 3//0xf3f3f1f1L
+#define LINECOLOR_YELLOW 4//0xdcdddedfL
+#define LINECOLOR_ORANGE 5//0xe0e1e2e3L
+
+//Print types
+#define PRT_MESSAGE 1
+#define PRT_WARNING 2
+#define PRT_ERROR 3
+#define PRT_FATAL 4
+#define PRT_EXIT 5
+
+//console message types
+#define CMS_NORMAL 0
+#define CMS_CHAT 1
+
+//botlib error codes
+#define BLERR_NOERROR 0 //no error
+#define BLERR_LIBRARYNOTSETUP 1 //library not setup
+#define BLERR_INVALIDENTITYNUMBER 2 //invalid entity number
+#define BLERR_NOAASFILE 3 //no AAS file available
+#define BLERR_CANNOTOPENAASFILE 4 //cannot open AAS file
+#define BLERR_WRONGAASFILEID 5 //incorrect AAS file id
+#define BLERR_WRONGAASFILEVERSION 6 //incorrect AAS file version
+#define BLERR_CANNOTREADAASLUMP 7 //cannot read AAS file lump
+#define BLERR_CANNOTLOADICHAT 8 //cannot load initial chats
+#define BLERR_CANNOTLOADITEMWEIGHTS 9 //cannot load item weights
+#define BLERR_CANNOTLOADITEMCONFIG 10 //cannot load item config
+#define BLERR_CANNOTLOADWEAPONWEIGHTS 11 //cannot load weapon weights
+#define BLERR_CANNOTLOADWEAPONCONFIG 12 //cannot load weapon config
+
+//action flags
+#define ACTION_ATTACK 0x0000001
+#define ACTION_USE 0x0000002
+#define ACTION_RESPAWN 0x0000008
+#define ACTION_JUMP 0x0000010
+#define ACTION_MOVEUP 0x0000020
+#define ACTION_CROUCH 0x0000080
+#define ACTION_MOVEDOWN 0x0000100
+#define ACTION_MOVEFORWARD 0x0000200
+#define ACTION_MOVEBACK 0x0000800
+#define ACTION_MOVELEFT 0x0001000
+#define ACTION_MOVERIGHT 0x0002000
+#define ACTION_DELAYEDJUMP 0x0008000
+#define ACTION_TALK 0x0010000
+#define ACTION_GESTURE 0x0020000
+#define ACTION_WALK 0x0080000
+#define ACTION_AFFIRMATIVE 0x0100000
+#define ACTION_NEGATIVE 0x0200000
+#define ACTION_GETFLAG 0x0800000
+#define ACTION_GUARDBASE 0x1000000
+#define ACTION_PATROL 0x2000000
+#define ACTION_FOLLOWME 0x8000000
+
+//the bot input, will be converted to an usercmd_t
+typedef struct bot_input_s
+{
+ float thinktime; //time since last output (in seconds)
+ vec3_t dir; //movement direction
+ float speed; //speed in the range [0, 400]
+ vec3_t viewangles; //the view angles
+ int actionflags; //one of the ACTION_? flags
+ int weapon; //weapon to use
+} bot_input_t;
+
+#ifndef BSPTRACE
+
+#define BSPTRACE
+
+//bsp_trace_t hit surface
+typedef struct bsp_surface_s
+{
+ char name[16];
+ int flags;
+ int value;
+} bsp_surface_t;
+
+//remove the bsp_trace_s structure definition l8r on
+//a trace is returned when a box is swept through the world
+typedef struct bsp_trace_s
+{
+ qboolean allsolid; // if true, plane is not valid
+ qboolean startsolid; // if true, the initial point was in a solid area
+ float fraction; // time completed, 1.0 = didn't hit anything
+ vec3_t endpos; // final position
+ cplane_t plane; // surface normal at impact
+ float exp_dist; // expanded plane distance
+ int sidenum; // number of the brush side hit
+ bsp_surface_t surface; // the hit point surface
+ int contents; // contents on other side of surface hit
+ int ent; // number of entity hit
+} bsp_trace_t;
+
+#endif // BSPTRACE
+
+//entity state
+typedef struct bot_entitystate_s
+{
+ int type; // entity type
+ int flags; // entity flags
+ vec3_t origin; // origin of the entity
+ vec3_t angles; // angles of the model
+ vec3_t old_origin; // for lerping
+ vec3_t mins; // bounding box minimums
+ vec3_t maxs; // bounding box maximums
+ int groundent; // ground entity
+ int solid; // solid type
+ int modelindex; // model used
+ int modelindex2; // weapons, CTF flags, etc
+ int frame; // model frame number
+ int event; // impulse events -- muzzle flashes, footsteps, etc
+ int eventParm; // even parameter
+ int powerups; // bit flags
+ int weapon; // determines weapon and flash model, etc
+ int legsAnim; // mask off ANIM_TOGGLEBIT
+ int torsoAnim; // mask off ANIM_TOGGLEBIT
+} bot_entitystate_t;
+
+//bot AI library exported functions
+typedef struct botlib_import_s
+{
+ //print messages from the bot library
+ void (QDECL *Print)(int type, char *fmt, ...);
+ //trace a bbox through the world
+ void (*Trace)(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask);
+ //trace a bbox against a specific entity
+ void (*EntityTrace)(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int entnum, int contentmask);
+ //retrieve the contents at the given point
+ int (*PointContents)(vec3_t point);
+ //check if the point is in potential visible sight
+ int (*inPVS)(vec3_t p1, vec3_t p2);
+ //retrieve the BSP entity data lump
+ char *(*BSPEntityData)(void);
+ //
+ void (*BSPModelMinsMaxsOrigin)(int modelnum, vec3_t angles, vec3_t mins, vec3_t maxs, vec3_t origin);
+ //send a bot client command
+ void (*BotClientCommand)(int client, char *command);
+ //memory allocation
+ void *(*GetMemory)(int size); // allocate from Zone
+ void (*FreeMemory)(void *ptr); // free memory from Zone
+ int (*AvailableMemory)(void); // available Zone memory
+ void *(*HunkAlloc)(int size); // allocate from hunk
+ //file system access
+ int (*FS_FOpenFile)( const char *qpath, fileHandle_t *file, fsMode_t mode );
+ int (*FS_Read)( void *buffer, int len, fileHandle_t f );
+ int (*FS_Write)( const void *buffer, int len, fileHandle_t f );
+ void (*FS_FCloseFile)( fileHandle_t f );
+ int (*FS_Seek)( fileHandle_t f, long offset, int origin );
+ //debug visualisation stuff
+ int (*DebugLineCreate)(void);
+ void (*DebugLineDelete)(int line);
+ void (*DebugLineShow)(int line, vec3_t start, vec3_t end, int color);
+ //
+ int (*DebugPolygonCreate)(int color, int numPoints, vec3_t *points);
+ void (*DebugPolygonDelete)(int id);
+} botlib_import_t;
+
+typedef struct aas_export_s
+{
+ //-----------------------------------
+ // be_aas_entity.h
+ //-----------------------------------
+ void (*AAS_EntityInfo)(int entnum, struct aas_entityinfo_s *info);
+ //-----------------------------------
+ // be_aas_main.h
+ //-----------------------------------
+ int (*AAS_Initialized)(void);
+ void (*AAS_PresenceTypeBoundingBox)(int presencetype, vec3_t mins, vec3_t maxs);
+ float (*AAS_Time)(void);
+ //--------------------------------------------
+ // be_aas_sample.c
+ //--------------------------------------------
+ int (*AAS_PointAreaNum)(vec3_t point);
+ int (*AAS_PointReachabilityAreaIndex)( vec3_t point );
+ int (*AAS_TraceAreas)(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas);
+ int (*AAS_BBoxAreas)(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas);
+ int (*AAS_AreaInfo)( int areanum, struct aas_areainfo_s *info );
+ //--------------------------------------------
+ // be_aas_bspq3.c
+ //--------------------------------------------
+ int (*AAS_PointContents)(vec3_t point);
+ int (*AAS_NextBSPEntity)(int ent);
+ int (*AAS_ValueForBSPEpairKey)(int ent, char *key, char *value, int size);
+ int (*AAS_VectorForBSPEpairKey)(int ent, char *key, vec3_t v);
+ int (*AAS_FloatForBSPEpairKey)(int ent, char *key, float *value);
+ int (*AAS_IntForBSPEpairKey)(int ent, char *key, int *value);
+ //--------------------------------------------
+ // be_aas_reach.c
+ //--------------------------------------------
+ int (*AAS_AreaReachability)(int areanum);
+ //--------------------------------------------
+ // be_aas_route.c
+ //--------------------------------------------
+ int (*AAS_AreaTravelTimeToGoalArea)(int areanum, vec3_t origin, int goalareanum, int travelflags);
+ int (*AAS_EnableRoutingArea)(int areanum, int enable);
+ int (*AAS_PredictRoute)(struct aas_predictroute_s *route, int areanum, vec3_t origin,
+ int goalareanum, int travelflags, int maxareas, int maxtime,
+ int stopevent, int stopcontents, int stoptfl, int stopareanum);
+ //--------------------------------------------
+ // be_aas_altroute.c
+ //--------------------------------------------
+ int (*AAS_AlternativeRouteGoals)(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
+ struct aas_altroutegoal_s *altroutegoals, int maxaltroutegoals,
+ int type);
+ //--------------------------------------------
+ // be_aas_move.c
+ //--------------------------------------------
+ int (*AAS_Swimming)(vec3_t origin);
+ int (*AAS_PredictClientMovement)(struct aas_clientmove_s *move,
+ int entnum, vec3_t origin,
+ int presencetype, int onground,
+ vec3_t velocity, vec3_t cmdmove,
+ int cmdframes,
+ int maxframes, float frametime,
+ int stopevent, int stopareanum, int visualize);
+} aas_export_t;
+
+typedef struct ea_export_s
+{
+ //ClientCommand elementary actions
+ void (*EA_Command)(int client, char *command );
+ void (*EA_Say)(int client, char *str);
+ void (*EA_SayTeam)(int client, char *str);
+ //
+ void (*EA_Action)(int client, int action);
+ void (*EA_Gesture)(int client);
+ void (*EA_Talk)(int client);
+ void (*EA_Attack)(int client);
+ void (*EA_Use)(int client);
+ void (*EA_Respawn)(int client);
+ void (*EA_MoveUp)(int client);
+ void (*EA_MoveDown)(int client);
+ void (*EA_MoveForward)(int client);
+ void (*EA_MoveBack)(int client);
+ void (*EA_MoveLeft)(int client);
+ void (*EA_MoveRight)(int client);
+ void (*EA_Crouch)(int client);
+
+ void (*EA_SelectWeapon)(int client, int weapon);
+ void (*EA_Jump)(int client);
+ void (*EA_DelayedJump)(int client);
+ void (*EA_Move)(int client, vec3_t dir, float speed);
+ void (*EA_View)(int client, vec3_t viewangles);
+ //send regular input to the server
+ void (*EA_EndRegular)(int client, float thinktime);
+ void (*EA_GetInput)(int client, float thinktime, bot_input_t *input);
+ void (*EA_ResetInput)(int client);
+} ea_export_t;
+
+typedef struct ai_export_s
+{
+ //-----------------------------------
+ // be_ai_char.h
+ //-----------------------------------
+ int (*BotLoadCharacter)(char *charfile, float skill);
+ void (*BotFreeCharacter)(int character);
+ float (*Characteristic_Float)(int character, int index);
+ float (*Characteristic_BFloat)(int character, int index, float min, float max);
+ int (*Characteristic_Integer)(int character, int index);
+ int (*Characteristic_BInteger)(int character, int index, int min, int max);
+ void (*Characteristic_String)(int character, int index, char *buf, int size);
+ //-----------------------------------
+ // be_ai_chat.h
+ //-----------------------------------
+ int (*BotAllocChatState)(void);
+ void (*BotFreeChatState)(int handle);
+ void (*BotQueueConsoleMessage)(int chatstate, int type, char *message);
+ void (*BotRemoveConsoleMessage)(int chatstate, int handle);
+ int (*BotNextConsoleMessage)(int chatstate, struct bot_consolemessage_s *cm);
+ int (*BotNumConsoleMessages)(int chatstate);
+ void (*BotInitialChat)(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7);
+ int (*BotNumInitialChats)(int chatstate, char *type);
+ int (*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 (*BotChatLength)(int chatstate);
+ void (*BotEnterChat)(int chatstate, int client, int sendto);
+ void (*BotGetChatMessage)(int chatstate, char *buf, int size);
+ int (*StringContains)(char *str1, char *str2, int casesensitive);
+ int (*BotFindMatch)(char *str, struct bot_match_s *match, unsigned long int context);
+ void (*BotMatchVariable)(struct bot_match_s *match, int variable, char *buf, int size);
+ void (*UnifyWhiteSpaces)(char *string);
+ void (*BotReplaceSynonyms)(char *string, unsigned long int context);
+ int (*BotLoadChatFile)(int chatstate, char *chatfile, char *chatname);
+ void (*BotSetChatGender)(int chatstate, int gender);
+ void (*BotSetChatName)(int chatstate, char *name, int client);
+ //-----------------------------------
+ // be_ai_goal.h
+ //-----------------------------------
+ void (*BotResetGoalState)(int goalstate);
+ void (*BotResetAvoidGoals)(int goalstate);
+ void (*BotRemoveFromAvoidGoals)(int goalstate, int number);
+ void (*BotPushGoal)(int goalstate, struct bot_goal_s *goal);
+ void (*BotPopGoal)(int goalstate);
+ void (*BotEmptyGoalStack)(int goalstate);
+ void (*BotDumpAvoidGoals)(int goalstate);
+ void (*BotDumpGoalStack)(int goalstate);
+ void (*BotGoalName)(int number, char *name, int size);
+ int (*BotGetTopGoal)(int goalstate, struct bot_goal_s *goal);
+ int (*BotGetSecondGoal)(int goalstate, struct bot_goal_s *goal);
+ int (*BotChooseLTGItem)(int goalstate, vec3_t origin, int *inventory, int travelflags);
+ int (*BotChooseNBGItem)(int goalstate, vec3_t origin, int *inventory, int travelflags,
+ struct bot_goal_s *ltg, float maxtime);
+ int (*BotTouchingGoal)(vec3_t origin, struct bot_goal_s *goal);
+ int (*BotItemGoalInVisButNotVisible)(int viewer, vec3_t eye, vec3_t viewangles, struct bot_goal_s *goal);
+ int (*BotGetLevelItemGoal)(int index, char *classname, struct bot_goal_s *goal);
+ int (*BotGetNextCampSpotGoal)(int num, struct bot_goal_s *goal);
+ int (*BotGetMapLocationGoal)(char *name, struct bot_goal_s *goal);
+ float (*BotAvoidGoalTime)(int goalstate, int number);
+ void (*BotSetAvoidGoalTime)(int goalstate, int number, float avoidtime);
+ void (*BotInitLevelItems)(void);
+ void (*BotUpdateEntityItems)(void);
+ int (*BotLoadItemWeights)(int goalstate, char *filename);
+ void (*BotFreeItemWeights)(int goalstate);
+ void (*BotInterbreedGoalFuzzyLogic)(int parent1, int parent2, int child);
+ void (*BotSaveGoalFuzzyLogic)(int goalstate, char *filename);
+ void (*BotMutateGoalFuzzyLogic)(int goalstate, float range);
+ int (*BotAllocGoalState)(int client);
+ void (*BotFreeGoalState)(int handle);
+ //-----------------------------------
+ // be_ai_move.h
+ //-----------------------------------
+ void (*BotResetMoveState)(int movestate);
+ void (*BotMoveToGoal)(struct bot_moveresult_s *result, int movestate, struct bot_goal_s *goal, int travelflags);
+ int (*BotMoveInDirection)(int movestate, vec3_t dir, float speed, int type);
+ void (*BotResetAvoidReach)(int movestate);
+ void (*BotResetLastAvoidReach)(int movestate);
+ int (*BotReachabilityArea)(vec3_t origin, int testground);
+ int (*BotMovementViewTarget)(int movestate, struct bot_goal_s *goal, int travelflags, float lookahead, vec3_t target);
+ int (*BotPredictVisiblePosition)(vec3_t origin, int areanum, struct bot_goal_s *goal, int travelflags, vec3_t target);
+ int (*BotAllocMoveState)(void);
+ void (*BotFreeMoveState)(int handle);
+ void (*BotInitMoveState)(int handle, struct bot_initmove_s *initmove);
+ void (*BotAddAvoidSpot)(int movestate, vec3_t origin, float radius, int type);
+ //-----------------------------------
+ // be_ai_weap.h
+ //-----------------------------------
+ int (*BotChooseBestFightWeapon)(int weaponstate, int *inventory);
+ void (*BotGetWeaponInfo)(int weaponstate, int weapon, struct weaponinfo_s *weaponinfo);
+ int (*BotLoadWeaponWeights)(int weaponstate, char *filename);
+ int (*BotAllocWeaponState)(void);
+ void (*BotFreeWeaponState)(int weaponstate);
+ void (*BotResetWeaponState)(int weaponstate);
+ //-----------------------------------
+ // be_ai_gen.h
+ //-----------------------------------
+ int (*GeneticParentsAndChildSelection)(int numranks, float *ranks, int *parent1, int *parent2, int *child);
+} ai_export_t;
+
+//bot AI library imported functions
+typedef struct botlib_export_s
+{
+ //Area Awareness System functions
+ aas_export_t aas;
+ //Elementary Action functions
+ ea_export_t ea;
+ //AI functions
+ ai_export_t ai;
+ //setup the bot library, returns BLERR_
+ int (*BotLibSetup)(void);
+ //shutdown the bot library, returns BLERR_
+ int (*BotLibShutdown)(void);
+ //sets a library variable returns BLERR_
+ int (*BotLibVarSet)(char *var_name, char *value);
+ //gets a library variable returns BLERR_
+ int (*BotLibVarGet)(char *var_name, char *value, int size);
+
+ //sets a C-like define returns BLERR_
+ int (*PC_AddGlobalDefine)(char *string);
+ int (*PC_LoadSourceHandle)(const char *filename);
+ int (*PC_FreeSourceHandle)(int handle);
+ int (*PC_ReadTokenHandle)(int handle, pc_token_t *pc_token);
+ int (*PC_SourceFileAndLine)(int handle, char *filename, int *line);
+
+ //start a frame in the bot library
+ int (*BotLibStartFrame)(float time);
+ //load a new map in the bot library
+ int (*BotLibLoadMap)(const char *mapname);
+ //entity updates
+ int (*BotLibUpdateEntity)(int ent, bot_entitystate_t *state);
+ //just for testing
+ int (*Test)(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);
+} botlib_export_t;
+
+//linking of bot library
+botlib_export_t *GetBotLibAPI( int apiVersion, botlib_import_t *import );
+
+/* Library variables:
+
+name: default: module(s): description:
+
+"basedir" "" l_utils.c base directory
+"gamedir" "" l_utils.c game directory
+"cddir" "" l_utils.c CD directory
+
+"log" "0" l_log.c enable/disable creating a log file
+"maxclients" "4" be_interface.c maximum number of clients
+"maxentities" "1024" be_interface.c maximum number of entities
+"bot_developer" "0" be_interface.c bot developer mode
+
+"phys_friction" "6" be_aas_move.c ground friction
+"phys_stopspeed" "100" be_aas_move.c stop speed
+"phys_gravity" "800" be_aas_move.c gravity value
+"phys_waterfriction" "1" be_aas_move.c water friction
+"phys_watergravity" "400" be_aas_move.c gravity in water
+"phys_maxvelocity" "320" be_aas_move.c maximum velocity
+"phys_maxwalkvelocity" "320" be_aas_move.c maximum walk velocity
+"phys_maxcrouchvelocity" "100" be_aas_move.c maximum crouch velocity
+"phys_maxswimvelocity" "150" be_aas_move.c maximum swim velocity
+"phys_walkaccelerate" "10" be_aas_move.c walk acceleration
+"phys_airaccelerate" "1" be_aas_move.c air acceleration
+"phys_swimaccelerate" "4" be_aas_move.c swim acceleration
+"phys_maxstep" "18" be_aas_move.c maximum step height
+"phys_maxsteepness" "0.7" be_aas_move.c maximum floor steepness
+"phys_maxbarrier" "32" be_aas_move.c maximum barrier height
+"phys_maxwaterjump" "19" be_aas_move.c maximum waterjump height
+"phys_jumpvel" "270" be_aas_move.c jump z velocity
+"phys_falldelta5" "40" be_aas_move.c
+"phys_falldelta10" "60" be_aas_move.c
+"rs_waterjump" "400" be_aas_move.c
+"rs_teleport" "50" be_aas_move.c
+"rs_barrierjump" "100" be_aas_move.c
+"rs_startcrouch" "300" be_aas_move.c
+"rs_startgrapple" "500" be_aas_move.c
+"rs_startwalkoffledge" "70" be_aas_move.c
+"rs_startjump" "300" be_aas_move.c
+"rs_rocketjump" "500" be_aas_move.c
+"rs_bfgjump" "500" be_aas_move.c
+"rs_jumppad" "250" be_aas_move.c
+"rs_aircontrolledjumppad" "300" be_aas_move.c
+"rs_funcbob" "300" be_aas_move.c
+"rs_startelevator" "50" be_aas_move.c
+"rs_falldamage5" "300" be_aas_move.c
+"rs_falldamage10" "500" be_aas_move.c
+"rs_maxjumpfallheight" "450" be_aas_move.c
+
+"max_aaslinks" "4096" be_aas_sample.c maximum links in the AAS
+"max_routingcache" "4096" be_aas_route.c maximum routing cache size in KB
+"forceclustering" "0" be_aas_main.c force recalculation of clusters
+"forcereachability" "0" be_aas_main.c force recalculation of reachabilities
+"forcewrite" "0" be_aas_main.c force writing of aas file
+"aasoptimize" "0" be_aas_main.c enable aas optimization
+"sv_mapChecksum" "0" be_aas_main.c BSP file checksum
+"bot_visualizejumppads" "0" be_aas_reach.c visualize jump pads
+
+"bot_reloadcharacters" "0" - reload bot character files
+"ai_gametype" "0" be_ai_goal.c game type
+"droppedweight" "1000" be_ai_goal.c additional dropped item weight
+"weapindex_rocketlauncher" "5" be_ai_move.c rl weapon index for rocket jumping
+"weapindex_bfg10k" "9" be_ai_move.c bfg weapon index for bfg jumping
+"weapindex_grapple" "10" be_ai_move.c grapple weapon index for grappling
+"entitytypemissile" "3" be_ai_move.c ET_MISSILE
+"offhandgrapple" "0" be_ai_move.c enable off hand grapple hook
+"cmd_grappleon" "grappleon" be_ai_move.c command to activate off hand grapple
+"cmd_grappleoff" "grappleoff" be_ai_move.c command to deactivate off hand grapple
+"itemconfig" "items.c" be_ai_goal.c item configuration file
+"weaponconfig" "weapons.c" be_ai_weap.c weapon configuration file
+"synfile" "syn.c" be_ai_chat.c file with synonyms
+"rndfile" "rnd.c" be_ai_chat.c file with random strings
+"matchfile" "match.c" be_ai_chat.c file with match strings
+"nochat" "0" be_ai_chat.c disable chats
+"max_messages" "1024" be_ai_chat.c console message heap size
+"max_weaponinfo" "32" be_ai_weap.c maximum number of weapon info
+"max_projectileinfo" "32" be_ai_weap.c maximum number of projectile info
+"max_iteminfo" "256" be_ai_goal.c maximum number of item info
+"max_levelitems" "256" be_ai_goal.c maximum number of level items
+
+*/
+