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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Default schedules.
//
//=============================================================================//
#ifndef AI_DEFAULT_H
#define AI_DEFAULT_H
#ifdef _WIN32
#pragma once
#endif
//=========================================================
// These are the schedule types
//=========================================================
enum { SCHED_NONE = 0, SCHED_IDLE_STAND, SCHED_IDLE_WALK, SCHED_IDLE_WANDER, SCHED_WAKE_ANGRY, SCHED_ALERT_FACE, SCHED_ALERT_FACE_BESTSOUND, SCHED_ALERT_REACT_TO_COMBAT_SOUND, SCHED_ALERT_SCAN, SCHED_ALERT_STAND, SCHED_ALERT_WALK, SCHED_INVESTIGATE_SOUND, SCHED_COMBAT_FACE, SCHED_COMBAT_SWEEP, SCHED_FEAR_FACE, SCHED_COMBAT_STAND, SCHED_COMBAT_WALK, SCHED_CHASE_ENEMY, SCHED_CHASE_ENEMY_FAILED, SCHED_VICTORY_DANCE, SCHED_TARGET_FACE, SCHED_TARGET_CHASE, SCHED_SMALL_FLINCH, SCHED_BIG_FLINCH, SCHED_BACK_AWAY_FROM_ENEMY, SCHED_MOVE_AWAY_FROM_ENEMY, SCHED_BACK_AWAY_FROM_SAVE_POSITION, SCHED_TAKE_COVER_FROM_ENEMY, SCHED_TAKE_COVER_FROM_BEST_SOUND, SCHED_FLEE_FROM_BEST_SOUND, SCHED_TAKE_COVER_FROM_ORIGIN, SCHED_FAIL_TAKE_COVER, SCHED_RUN_FROM_ENEMY, SCHED_RUN_FROM_ENEMY_FALLBACK, SCHED_MOVE_TO_WEAPON_RANGE, SCHED_ESTABLISH_LINE_OF_FIRE, SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK, SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE, SCHED_FAIL_ESTABLISH_LINE_OF_FIRE, SCHED_SHOOT_ENEMY_COVER, SCHED_COWER, // usually a last resort!
SCHED_MELEE_ATTACK1, SCHED_MELEE_ATTACK2, SCHED_RANGE_ATTACK1, SCHED_RANGE_ATTACK2, SCHED_SPECIAL_ATTACK1, SCHED_SPECIAL_ATTACK2, SCHED_STANDOFF, SCHED_ARM_WEAPON, SCHED_DISARM_WEAPON, SCHED_HIDE_AND_RELOAD, SCHED_RELOAD, SCHED_AMBUSH, SCHED_DIE, SCHED_DIE_RAGDOLL, SCHED_WAIT_FOR_SCRIPT, SCHED_AISCRIPT, SCHED_SCRIPTED_WALK, SCHED_SCRIPTED_RUN, SCHED_SCRIPTED_CUSTOM_MOVE, SCHED_SCRIPTED_WAIT, SCHED_SCRIPTED_FACE, SCHED_SCENE_GENERIC, SCHED_NEW_WEAPON, SCHED_NEW_WEAPON_CHEAT, SCHED_SWITCH_TO_PENDING_WEAPON, SCHED_GET_HEALTHKIT, SCHED_WAIT_FOR_SPEAK_FINISH,
SCHED_MOVE_AWAY, SCHED_MOVE_AWAY_FAIL, SCHED_MOVE_AWAY_END, SCHED_FORCED_GO, SCHED_FORCED_GO_RUN, SCHED_NPC_FREEZE, SCHED_PATROL_WALK, SCHED_COMBAT_PATROL, SCHED_PATROL_RUN, SCHED_RUN_RANDOM, SCHED_FALL_TO_GROUND, SCHED_DROPSHIP_DUSTOFF,
SCHED_FLINCH_PHYSICS,
SCHED_FAIL, SCHED_FAIL_NOSTOP,
SCHED_RUN_FROM_ENEMY_MOB,
SCHED_DUCK_DODGE,
SCHED_INTERACTION_MOVE_TO_PARTNER, SCHED_INTERACTION_WAIT_FOR_PARTNER,
SCHED_SLEEP,
// ======================================
// IMPORTANT: This must be the last enum
// ======================================
LAST_SHARED_SCHEDULE
};
#endif // AI_DEFAULT_H
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