37 Keyframe(
const char* anim,
float x,
float y,
float z,
float facing,
float duration);
41 list <Keyframe> listKeyframes;
60 m_fRebornTimeLeft = fRebornTimeLeft;
87 AITask_Evade(
const char* target,
float distance1,
float distance2);
102 AITask_Follow(
const char* target,
float distance1,
float distance2);
132 AITask(AITaskType type,
void* pt);
float m_fDist1
distance within which to stop and start attacking
Definition: AITasks.h:83
different physics engine has different winding order.
Definition: EventBinding.h:32
float m_fDist2
distance outside which to start following
Definition: AITasks.h:99
float fDuration
time (in seconds) within which this frame must end, and proceed to the next one in the list ...
Definition: AITasks.h:35
Vector3 vPos
position of the biped when this frame ends
Definition: AITasks.h:31
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
string sAnimation
object will always walk to the position (vPos), during which time (sAnimation) is played...
Definition: AITasks.h:29
float fFacing
facing of the biped when this frame ends
Definition: AITasks.h:33
a union of all kinds of task defined
Definition: AITasks.h:109
float m_fDist1
distance within which to stop following
Definition: AITasks.h:97
bool m_bIsFinished
set to true if finished
Definition: AITasks.h:120
float m_fDist2
distance within which to retreat to dist1
Definition: AITasks.h:85
float m_fRebornTimeLeft
in seconds
Definition: AITasks.h:56
data structures used to describe the task that a AI module is planning to do or is currently doing th...
Definition: AITasks.h:18
float fStartTime
how long a frame has been playing
Definition: AITasks.h:43
float fPathFindingTime
For how long the biped has been finding to reach its position specified in a key frame.
Definition: AITasks.h:45
It can be used to represent biped object(like human, re spawning monsters) in the scene without inher...
Definition: BipedObject.h:60