Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef DEFAULTAI_H
#define DEFAULTAI_H
//=========================================================
// Failed
//=========================================================
extern Schedule_t slFail[];
//=========================================================
// Idle Schedules
//=========================================================
extern Schedule_t slIdleStand[];
extern Schedule_t slIdleTrigger[];
extern Schedule_t slIdleWalk[];
//=========================================================
// Wake Schedules
//=========================================================
extern Schedule_t slWakeAngry[];
//=========================================================
// AlertTurn Schedules
//=========================================================
extern Schedule_t slAlertFace[];
//=========================================================
// AlertIdle Schedules
//=========================================================
extern Schedule_t slAlertStand[];
//=========================================================
// CombatIdle Schedule
//=========================================================
extern Schedule_t slCombatStand[];
//=========================================================
// CombatFace Schedule
//=========================================================
extern Schedule_t slCombatFace[];
//=========================================================
// reload schedule
//=========================================================
extern Schedule_t slReload[];
//=========================================================
// Attack Schedules
//=========================================================
extern Schedule_t slRangeAttack1[];
extern Schedule_t slRangeAttack2[];
extern Schedule_t slTakeCoverFromBestSound[];
// primary melee attack
extern Schedule_t slMeleeAttack[];
// Chase enemy schedule
extern Schedule_t slChaseEnemy[];
//=========================================================
// small flinch, used when a relatively minor bit of damage
// is inflicted.
//=========================================================
extern Schedule_t slSmallFlinch[];
//=========================================================
// Die!
//=========================================================
extern Schedule_t slDie[];
//=========================================================
// Universal Error Schedule
//=========================================================
extern Schedule_t slError[];
//=========================================================
// Scripted sequences
//=========================================================
extern Schedule_t slWalkToScript[];
extern Schedule_t slRunToScript[];
extern Schedule_t slWaitScript[];
#endif // DEFAULTAI_H