36 eBoidRuleType_Protect = 9,
38 eBoidRuleType_Hide = 10,
40 eBoidRuleType_FollowPath = 11,
42 eBoidRuleType_FollowWall = 12,
47 #define BOIDRULE_CURRENT (1 << 0)
48 #define BOIDRULE_IN_AIR (1 << 2)
49 #define BOIDRULE_ON_LAND (1 << 3)
55 #define BRULE_GOAL_AVOID_PREDICT (1 << 0)
56 #define BRULE_GOAL_AVOID_ARRIVE (1 << 1)
57 #define BRULE_GOAL_AVOID_SIGNAL (1 << 2)
67 #define BRULE_ACOLL_WITH_BOIDS (1 << 0)
68 #define BRULE_ACOLL_WITH_DEFLECTORS (1 << 1)
74 #define BRULE_LEADER_IN_LINE (1 << 0)
139 #define BOIDSTATE_CURRENT 1
203 #define BOID_ALLOW_FLIGHT (1 << 0)
204 #define BOID_ALLOW_LAND (1 << 1)
205 #define BOID_ALLOW_CLIMB (1 << 2)
struct BoidRuleGoalAvoid BoidRuleGoalAvoid
struct BoidRuleFight BoidRuleFight
struct BoidRuleAvoidCollision BoidRuleAvoidCollision
struct BoidRuleAverageSpeed BoidRuleAverageSpeed
@ eBoidRulesetType_Average
@ eBoidRulesetType_Random
struct BoidSettings BoidSettings
struct BoidRuleFollowLeader BoidRuleFollowLeader
struct BoidState BoidState
@ eBoidRuleType_FollowLeader
@ eBoidRuleType_AvoidCollision
@ eBoidRuleType_AverageSpeed
These structs are the foundation for all linked lists in the library system.
float land_personal_space