52 eBoidRuleType_Protect = 9,
54 eBoidRuleType_Hide = 10,
56 eBoidRuleType_FollowPath = 11,
58 eBoidRuleType_FollowWall = 12,
63 #define BOIDRULE_CURRENT (1 << 0)
64 #define BOIDRULE_IN_AIR (1 << 2)
65 #define BOIDRULE_ON_LAND (1 << 3)
71 #define BRULE_GOAL_AVOID_PREDICT (1 << 0)
72 #define BRULE_GOAL_AVOID_ARRIVE (1 << 1)
73 #define BRULE_GOAL_AVOID_SIGNAL (1 << 2)
83 #define BRULE_ACOLL_WITH_BOIDS (1 << 0)
84 #define BRULE_ACOLL_WITH_DEFLECTORS (1 << 1)
90 #define BRULE_LEADER_IN_LINE (1 << 0)
154 #define BOIDSTATE_CURRENT 1
218 #define BOID_ALLOW_FLIGHT (1 << 0)
219 #define BOID_ALLOW_LAND (1 << 1)
220 #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