Counter Strike : Global Offensive Source Code
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  1. //========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //
  7. //=============================================================================//
  8. #ifndef SCRIPTEVENT_H
  9. #define SCRIPTEVENT_H
  10. #define SCRIPT_EVENT_DEAD 1000 // character is now dead
  11. #define SCRIPT_EVENT_NOINTERRUPT 1001 // does not allow interrupt
  12. #define SCRIPT_EVENT_CANINTERRUPT 1002 // will allow interrupt
  13. #define SCRIPT_EVENT_FIREEVENT 1003 // Fires OnScriptEventXX output in the script entity, where XX is the event number from the options data.
  14. #define SCRIPT_EVENT_SOUND 1004 // Play named wave file (on CHAN_BODY)
  15. #define SCRIPT_EVENT_SENTENCE 1005 // Play named sentence
  16. #define SCRIPT_EVENT_INAIR 1006 // Leave the character in air at the end of the sequence (don't find the floor)
  17. #define SCRIPT_EVENT_ENDANIMATION 1007 // Set the animation by name after the sequence completes
  18. #define SCRIPT_EVENT_SOUND_VOICE 1008 // Play named wave file (on CHAN_VOICE)
  19. #define SCRIPT_EVENT_SENTENCE_RND1 1009 // Play sentence group 25% of the time
  20. #define SCRIPT_EVENT_NOT_DEAD 1010 // Bring back to life (for life/death sequences)
  21. #define SCRIPT_EVENT_EMPHASIS 1011 // Emphasis point for gestures
  22. #define SCRIPT_EVENT_BODYGROUPON 1020 // Turn a bodygroup on
  23. #define SCRIPT_EVENT_BODYGROUPOFF 1021 // Turn a bodygroup off
  24. #define SCRIPT_EVENT_BODYGROUPTEMP 1022 // Turn a bodygroup on until this sequence ends
  25. #define SCRIPT_EVENT_FIRE_INPUT 1100 // Fires named input on the event handler
  26. #endif //SCRIPTEVENT_H