Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //=============================================================================//
  7. #ifndef NPCEVENT_H
  8. #define NPCEVENT_H
  9. #ifdef _WIN32
  10. #pragma once
  11. #endif
  12. class CBaseAnimating;
  13. struct animevent_t
  14. {
  15. int event;
  16. const char *options;
  17. float cycle;
  18. float eventtime;
  19. int type;
  20. CBaseAnimating *pSource;
  21. };
  22. #define EVENT_SPECIFIC 0
  23. #define EVENT_SCRIPTED 1000 // see scriptevent.h
  24. #define EVENT_SHARED 2000
  25. #define EVENT_WEAPON 3000
  26. #define EVENT_CLIENT 5000
  27. #define NPC_EVENT_BODYDROP_LIGHT 2001
  28. #define NPC_EVENT_BODYDROP_HEAVY 2002
  29. #define NPC_EVENT_SWISHSOUND 2010
  30. #define NPC_EVENT_180TURN 2020
  31. #define NPC_EVENT_ITEM_PICKUP 2040
  32. #define NPC_EVENT_WEAPON_DROP 2041
  33. #define NPC_EVENT_WEAPON_SET_SEQUENCE_NAME 2042
  34. #define NPC_EVENT_WEAPON_SET_SEQUENCE_NUMBER 2043
  35. #define NPC_EVENT_WEAPON_SET_ACTIVITY 2044
  36. #define NPC_EVENT_LEFTFOOT 2050
  37. #define NPC_EVENT_RIGHTFOOT 2051
  38. #define NPC_EVENT_OPEN_DOOR 2060
  39. // !! DON'T CHANGE TO ORDER OF THESE. THEY ARE HARD CODED IN THE WEAPON QC FILES (YUCK!) !!
  40. #define EVENT_WEAPON_MELEE_HIT 3001
  41. #define EVENT_WEAPON_SMG1 3002
  42. #define EVENT_WEAPON_MELEE_SWISH 3003
  43. #define EVENT_WEAPON_SHOTGUN_FIRE 3004
  44. #define EVENT_WEAPON_THROW 3005
  45. #define EVENT_WEAPON_AR1 3006
  46. #define EVENT_WEAPON_AR2 3007
  47. #define EVENT_WEAPON_HMG1 3008
  48. #define EVENT_WEAPON_SMG2 3009
  49. #define EVENT_WEAPON_MISSILE_FIRE 3010
  50. #define EVENT_WEAPON_SNIPER_RIFLE_FIRE 3011
  51. #define EVENT_WEAPON_AR2_GRENADE 3012
  52. #define EVENT_WEAPON_THROW2 3013
  53. #define EVENT_WEAPON_PISTOL_FIRE 3014
  54. #define EVENT_WEAPON_RELOAD 3015
  55. #define EVENT_WEAPON_THROW3 3016
  56. #define EVENT_WEAPON_RELOAD_SOUND 3017 // Use this + EVENT_WEAPON_RELOAD_FILL_CLIP to prevent shooting during the reload animation
  57. #define EVENT_WEAPON_RELOAD_FILL_CLIP 3018
  58. #define EVENT_WEAPON_SMG1_BURST1 3101 // first round in a 3-round burst
  59. #define EVENT_WEAPON_SMG1_BURSTN 3102 // 2, 3 rounds
  60. #define EVENT_WEAPON_AR2_ALTFIRE 3103
  61. #define EVENT_WEAPON_SEQUENCE_FINISHED 3900
  62. // NOTE: MUST BE THE LAST WEAPON EVENT -- ONLY WEAPON EVENTS BETWEEN EVENT_WEAPON AND THIS
  63. #define EVENT_WEAPON_LAST 3999
  64. #endif // NPCEVENT_H