
/*****************************************************************************
 * name:		be_aas_move.h
 *
 * desc:		AAS
 *
 * $Archive: /source/code/botlib/be_aas_move.h $
 * $Author: Mrelusive $ 
 * $Revision: 2 $
 * $Modtime: 10/05/99 3:32p $
 * $Date: 10/05/99 3:42p $
 *
 *****************************************************************************/

#ifdef AASINTERN
extern aas_settings_t aassettings;
#endif //AASINTERN

//movement prediction
int AAS_PredictClientMovement(struct aas_clientmove_s *move,
							int entnum, vec3_t origin,
							int presencetype, int onground,
							vec3_t velocity, vec3_t cmdmove,
							int cmdframes,
							int maxframes, float frametime,
							int stopevent, int stopareanum, int visualize);
//predict movement until bounding box is hit
int AAS_ClientMovementHitBBox(struct aas_clientmove_s *move,
								int entnum, vec3_t origin,
								int presencetype, int onground,
								vec3_t velocity, vec3_t cmdmove,
								int cmdframes,
								int maxframes, float frametime,
								vec3_t mins, vec3_t maxs, int visualize);
//returns true if on the ground at the given origin
int AAS_OnGround(vec3_t origin, int presencetype, int passent);
//returns true if swimming at the given origin
int AAS_Swimming(vec3_t origin);
//returns the jump reachability run start point
void AAS_JumpReachRunStart(struct aas_reachability_s *reach, vec3_t runstart);
//returns true if against a ladder at the given origin
int AAS_AgainstLadder(vec3_t origin);
//rocket jump Z velocity when rocket-jumping at origin
float AAS_RocketJumpZVelocity(vec3_t origin);
//bfg jump Z velocity when bfg-jumping at origin
float AAS_BFGJumpZVelocity(vec3_t origin);
//calculates the horizontal velocity needed for a jump and returns true this velocity could be calculated
int AAS_HorizontalVelocityForJump(float zvel, vec3_t start, vec3_t end, float *velocity);
//
void AAS_SetMovedir(vec3_t angles, vec3_t movedir);
//
int AAS_DropToFloor(vec3_t origin, vec3_t mins, vec3_t maxs);
//
void AAS_InitSettings(void);
