Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
31 lines
460 B
C++
31 lines
460 B
C++
#pragma warning (disable:4786)
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#include "ai.hpp"
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#include "ai know.hpp"
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FixedHeap<AIKnowledge> AIKnowledge::m_EmptyKnowledge(100);
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AIKnowledge::AIKnowledge (void)
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{
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id = 0;
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distance = 0;
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bearing = 0;
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curX=0;
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curY = 0;
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speed = 0;
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knowledge = KNOW_BEARING;
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threat = IMMEDIATE_THREAT;
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validCount = 0;
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next = NULL;
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prev = NULL;
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tnext = NULL;
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tprev = NULL;
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calcData.temp = 0;
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}
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AIKnowledge::~AIKnowledge (void)
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{
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}
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