Files
Cesarus85--mjolnir-vr/source/ai/actor_perception.h
T
Jonas VolmanandClaude Opus 5 a694cf1b2f Own actor_perception_unreachable in actor_perception.h
Header prerequisite; zero credit. Declares the public
actor_perception_unreachable(long, long, boolean) API in its owning header and
replaces action_fight.c's consumer-local prototype with the header include.
actor_perception.c does not include this header, so the active perception
lane is unaffected.

Blast radius: direct includers action_flee.c, actor_firing_position.c,
ai_communication.c plus action_fight.c keep 10/16/40/6 exact. Full build
passes; stable diff against the lane base shows only the six already-committed
gains and 0 regressions; parks 465 active, 0 stale.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 14:19:58 -07:00

46 lines
1.0 KiB
C

/*
ACTOR_PERCEPTION.H
header included in hcex build.
*/
#ifndef __ACTOR_PERCEPTION_H
#define __ACTOR_PERCEPTION_H
#pragma once
/* ---------- prototypes/ACTOR_PERCEPTION.C */
struct actor_position_data;
union real_point3d;
long actor_get_perception_knowledge(
long actor_index,
long prop_index);
short actor_visibility_at_point(
long actor_index,
struct actor_position_data const *position,
union real_point3d const *target_position,
char lighting,
short line_of_sight,
boolean use_maximum_distance,
boolean target_is_player,
short perception_knowledge);
void actor_situation_update_target_status(
long actor_index);
void actor_situation_combat_status_update(
long actor_index);
boolean actor_situation_try_new_target(
long actor_index,
long prop_index);
boolean actor_perception_friend_prop_is_attacking(
long actor_index,
long friend_prop_index,
real_vector3d *attack_vector);
void actor_perception_unreachable(
long actor_index,
long prop_index,
boolean unreachable);
#endif // __ACTOR_PERCEPTION_H