// part of vc1 AI script
// created by Ando
//
#include <inc\sc_global.h>
#include <inc\sc_def.h>



#define P_SIDE			SC_P_SIDE_VC		// SC_P_SIDE_US; SC_P_SIDE_VC; 3 - custom civilian
#define P_GROUP			2					//AI group
#define P_MEMBERID		1					//AI id
//#define P_INIFILENAME	"ini\\players\\vcfighter4.ini"
#define P_NAME_NR		2506	//villager-2510


//____________________________WEAPONS____________________________
#define P_KNIFE			0
#define P_PISTOL		10
//#define P_WEAPON1		2	//random if not defined
#define P_WEAPON2		0
#define P_SLOT1			0


//____________________________AI EXIST IN MODE_______________________________
#define P_EXIST_MODE	7	//		7-COOP,	10-COOP_VC (custom);


//____________________________PATROL______________________________
#define PATROL						0	// 0 - disabled, 1 - normal patrol, 2- follow to player *
	#define PATROL_MOVEMODE			0	//0-walk, 1-aim, 2- run
	#define PATROL_MOVEMODE_2		0	//0-stand,1-crouch,2-LIE	

	#define PATROL_LOOPED			TRUE
	#define PATROL_ORDER			0			//0-forward, 1-backward, 2-forward-backward, 3-random 
	#define PATROL_POINTS			0			//if 0 then detecting automatically max objects with that(PATROL_OBJECTS) name
	#define	PATROL_OBJECTS			"patrol_1#%d"	//waypoint objects (patrol bath waipoint names what must start with end #0( example "patrol_1#0"))

		//_____FOLLOW TO PLAYER___(in peace mode) 
		//only if PATROL = 2
		#define PATROL_FOLLOW_TO			10	//player id (must be same side and same group as current player)
		#define PATROL_STOP_DIST			2	//stop when dist is smaller than
		#define PATROL_FOLLOW_DIST			5	//follow when dist is bigger than
		#define PATROL_TOFAR_DIST			8	//run when too far
		#define VIEW_ROT_FROM_PM			65.0f	// angle in degrees( if 65 then AI will aim 65 degree right from pointman bath)


//_____________________________BEHAVIOUR NEAR OTHER PLAYER_________
#define LOOK_NEAREST_DIST				1.0f	// AI will react when somebody is nearer than that ( AI will stop and look other player)
#define LOOK_NEAREST_TIME				3.0f	// time what AI will look other player near him
#define LOOK_NEAREST_IGNORE				10.0f	// ignore time after looking some player
//_________________________________________________________________
//_________________________________________________________________
//_________________________________________________________________
//__________________________________________________________CREATE CXX


#include <inc\ando\AI\Ando_AI_v2.cxx>
