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Diffstat (limited to 'source/blender/makesdna/DNA_boid_types.h')
-rw-r--r--source/blender/makesdna/DNA_boid_types.h26
1 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/makesdna/DNA_boid_types.h b/source/blender/makesdna/DNA_boid_types.h
index ce5fc4b0c3c..f1930ffd643 100644
--- a/source/blender/makesdna/DNA_boid_types.h
+++ b/source/blender/makesdna/DNA_boid_types.h
@@ -36,18 +36,18 @@
typedef enum BoidRuleType {
eBoidRuleType_None = 0,
- eBoidRuleType_Goal = 1, /* go to goal assigned object or loudest assigned signal source */
- eBoidRuleType_Avoid = 2, /* get away from assigned object or loudest assigned signal source */
- eBoidRuleType_AvoidCollision = 3, /* manoeuver to avoid collisions with other boids and deflector object in near future */
- eBoidRuleType_Separate = 4, /* keep from going through other boids */
- eBoidRuleType_Flock = 5, /* move to center of neighbors and match their velocity */
- eBoidRuleType_FollowLeader = 6, /* follow a boid or assigned object */
- eBoidRuleType_AverageSpeed = 7, /* maintain speed, flight level or wander*/
- eBoidRuleType_Fight = 8, /* go to closest enemy and attack when in range */
- //eBoidRuleType_Protect = 9, /* go to enemy closest to target and attack when in range */
- //eBoidRuleType_Hide = 10, /* find a deflector move to it's other side from closest enemy */
- //eBoidRuleType_FollowPath = 11, /* move along a assigned curve or closest curve in a group */
- //eBoidRuleType_FollowWall = 12, /* move next to a deflector object's in direction of it's tangent */
+ eBoidRuleType_Goal = 1, /* go to goal assigned object or loudest assigned signal source */
+ eBoidRuleType_Avoid = 2, /* get away from assigned object or loudest assigned signal source */
+ eBoidRuleType_AvoidCollision = 3, /* manoeuver to avoid collisions with other boids and deflector object in near future */
+ eBoidRuleType_Separate = 4, /* keep from going through other boids */
+ eBoidRuleType_Flock = 5, /* move to center of neighbors and match their velocity */
+ eBoidRuleType_FollowLeader = 6, /* follow a boid or assigned object */
+ eBoidRuleType_AverageSpeed = 7, /* maintain speed, flight level or wander*/
+ eBoidRuleType_Fight = 8, /* go to closest enemy and attack when in range */
+ //eBoidRuleType_Protect = 9, /* go to enemy closest to target and attack when in range */
+ //eBoidRuleType_Hide = 10, /* find a deflector move to it's other side from closest enemy */
+ //eBoidRuleType_FollowPath = 11, /* move along a assigned curve or closest curve in a group */
+ //eBoidRuleType_FollowWall = 12, /* move next to a deflector object's in direction of it's tangent */
NUM_BOID_RULE_TYPES
} BoidRuleType;
@@ -67,7 +67,7 @@ typedef struct BoidRuleGoalAvoid {
BoidRule rule;
struct Object *ob;
int options;
- float fear_factor;
+ float fear_factor;
/* signals */
int signal_id, channels;