/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP 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 3 of the License, or (at your option) any later version. RTCW MP 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 RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /***************************************************************************** * name: be_aas_entity.h * * desc: AAS * * *****************************************************************************/ #ifdef AASINTERN //invalidates all entity infos void AAS_InvalidateEntities( void ); //resets the entity AAS and BSP links (sets areas and leaves pointers to NULL) void AAS_ResetEntityLinks( void ); //updates an entity int AAS_UpdateEntity( int ent, bot_entitystate_t *state ); //gives the entity data used for collision detection void AAS_EntityBSPData( int entnum, bsp_entdata_t *entdata ); #endif //AASINTERN //returns the size of the entity bounding box in mins and maxs void AAS_EntitySize( int entnum, vec3_t mins, vec3_t maxs ); //returns the BSP model number of the entity int AAS_EntityModelNum( int entnum ); //returns the origin of an entity with the given model number int AAS_OriginOfEntityWithModelNum( int modelnum, vec3_t origin ); //returns the best reachable area the entity is situated in int AAS_BestReachableEntityArea( int entnum ); //returns the info of the given entity void AAS_EntityInfo( int entnum, aas_entityinfo_t *info ); //returns the next entity int AAS_NextEntity( int entnum ); //returns the origin of the entity void AAS_EntityOrigin( int entnum, vec3_t origin ); //returns the entity type int AAS_EntityType( int entnum ); //returns the model index of the entity int AAS_EntityModelindex( int entnum ); // Ridah int AAS_IsEntityInArea( int entnumIgnore, int entnumIgnore2, int areanum );