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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#pragma once
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#if !defined(SCRIPTEVENT_H)
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#define SCRIPTEVENT_H
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#define SCRIPT_EVENT_DEAD 1000 // character is now dead
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#define SCRIPT_EVENT_NOINTERRUPT 1001 // does not allow interrupt
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#define SCRIPT_EVENT_CANINTERRUPT 1002 // will allow interrupt
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#define SCRIPT_EVENT_FIREEVENT 1003 // event now fires
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#define SCRIPT_EVENT_SOUND 1004 // Play named wave file (on CHAN_BODY)
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#define SCRIPT_EVENT_SENTENCE 1005 // Play named sentence
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#define SCRIPT_EVENT_INAIR 1006 // Leave the character in air at the end of the sequence (don't find the floor)
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#define SCRIPT_EVENT_ENDANIMATION 1007 // Set the animation by name after the sequence completes
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#define SCRIPT_EVENT_SOUND_VOICE 1008 // Play named wave file (on CHAN_VOICE)
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#define SCRIPT_EVENT_SENTENCE_RND1 1009 // Play sentence group 25% of the time
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#define SCRIPT_EVENT_NOT_DEAD 1010 // Bring back to life (for life/death sequences)
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#endif // SCRIPTEVENT_H
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