46 double _dPlayerDistance;
48 void _select_creature(M_BOOL on = M_TRUE);
49 void _spawn_crystal( laPoint3 pos );
51 M_BOOL _within_left_range();
52 M_BOOL _within_right_range();
57 class laSound* _pProximitySound;
63 virtual void perceive_Distance(
double distance) {};
65 virtual void perceive_InTerritory(
unsigned state) {};
66 virtual void perceive_InRange(
unsigned state) {};
68 virtual void perceive_Touched(
unsigned state);
69 virtual void perceive_UnderAttack(
unsigned state);
72 virtual void perceive(
unsigned state, M_BOOL global,
unsigned id, aiPerceptData data);
Single state of the AI-controlled creature.
Creature state adds appropriate percept handles to aiAgent.