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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+/*****************************************************************************
+ * name: be_aas_main.h
+ *
+ * desc: AAS
+ *
+ * $Archive: /source/code/botlib/be_aas_main.h $
+ *
+ *****************************************************************************/
+
+#ifdef AASINTERN
+
+extern aas_t aasworld;
+
+//AAS error message
+void QDECL AAS_Error(char *fmt, ...);
+//set AAS initialized
+void AAS_SetInitialized(void);
+//setup AAS with the given number of entities and clients
+int AAS_Setup(void);
+//shutdown AAS
+void AAS_Shutdown(void);
+//start a new map
+int AAS_LoadMap(const char *mapname);
+//start a new time frame
+int AAS_StartFrame(float time);
+#endif //AASINTERN
+
+//returns true if AAS is initialized
+int AAS_Initialized(void);
+//returns true if the AAS file is loaded
+int AAS_Loaded(void);
+//returns the model name from the given index
+char *AAS_ModelFromIndex(int index);
+//returns the index from the given model name
+int AAS_IndexFromModel(char *modelname);
+//returns the current time
+float AAS_Time(void);
+//
+void AAS_ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj );