Simulator::Cell::cCellCellResource::cAIData struct

Public types

enum class Type: int { None = -1, Player = 0, Straight = 0x1002, SlowSeek = 0x1003, Orbit = 0x1004, Chomp = 0x1005, Eater = 0x1006, Parasite = 0x1007, Caterpillar = 0x1008, Sleeper = 0x1009, Waterballoon = 0x100A, Mosquito = 0x100B, Dragon = 0x100C, Poolball = 0x100D, Leak = 0x100E, Parts = 0x1001 }
enum class MovementStyle: int { Default = 0, Flagella = 1, Cillia = 2, Jet = 4, TurnInPlace = 8, FlagellaCillia = 3, FlagellaJet = 5, CilliaJet = 6, FlagellaCilliaJet = 7 }
enum class FoodType: int { Null = -1, None = 0, Liquid = 3, Rock = 1, Solid = 2, Air = 4 }

Public variables

Type type
float awarenessRadius
float awarenessRadiusFood
float awarenessRadiusPredator
MovementStyle movementStyle
bool flocking
float speed
float chaseSpeed
float wanderSpeed
float fleeSpeed
float fearsNearbyDamageRadius
float fearsNearbyDeathRadius
float fearsNearbyDamageTime
float fearsNearbyDeathTime
float protectRadius
float protectTime
float turnFactor
bool axialMovement
float spawnTime
float spawnRestTime
cCellDataReference<cCellLootTableResource>* spawnOutput
float arcLength
float arcLengthSecondary
int numArcs
cCellCellResource* keyTransformation
cCellCellResource* keyProjectile
FoodType food
int growCount
int digestionCount
float digestionTime
cCellDataReference<cCellLootTableResource>* digestionOutput
float fleeTime
float fleeRestTime
float chaseTime
float chaseRestTime
bool chasesDamage
bool fearsMouths
bool fearsWeapons
bool fearsElectric
bool fearsPoison
bool fearsDamage
bool ignoresFood
float awakeTime
float sleepTime
int growAmount
float hatchDuration
float poisonRecharge
float electricRecharge
float electricRechargeVsSmall
float electricDischarge