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98 lines
3.2 KiB
98 lines
3.2 KiB
/*** |
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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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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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#if !defined(DEFAULTAI_H) |
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#define DEFAULTAI_H |
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//========================================================= |
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// Failed |
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//========================================================= |
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extern Schedule_t slFail[]; |
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//========================================================= |
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// Idle Schedules |
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//========================================================= |
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extern Schedule_t slIdleStand[]; |
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extern Schedule_t slIdleTrigger[]; |
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extern Schedule_t slIdleWalk[]; |
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//========================================================= |
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// Wake Schedules |
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//========================================================= |
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extern Schedule_t slWakeAngry[]; |
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//========================================================= |
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// AlertTurn Schedules |
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//========================================================= |
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extern Schedule_t slAlertFace[]; |
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//========================================================= |
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// AlertIdle Schedules |
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//========================================================= |
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extern Schedule_t slAlertStand[]; |
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//========================================================= |
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// CombatIdle Schedule |
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//========================================================= |
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extern Schedule_t slCombatStand[]; |
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//========================================================= |
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// CombatFace Schedule |
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//========================================================= |
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extern Schedule_t slCombatFace[]; |
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//========================================================= |
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// reload schedule |
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//========================================================= |
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extern Schedule_t slReload[]; |
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//========================================================= |
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// Attack Schedules |
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//========================================================= |
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extern Schedule_t slRangeAttack1[]; |
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extern Schedule_t slRangeAttack2[]; |
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extern Schedule_t slTakeCoverFromBestSound[]; |
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// primary melee attack |
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extern Schedule_t slMeleeAttack[]; |
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// Chase enemy schedule |
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extern Schedule_t slChaseEnemy[]; |
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//========================================================= |
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// small flinch, used when a relatively minor bit of damage |
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// is inflicted. |
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//========================================================= |
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extern Schedule_t slSmallFlinch[]; |
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//========================================================= |
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// Die! |
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//========================================================= |
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extern Schedule_t slDie[]; |
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//========================================================= |
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// Universal Error Schedule |
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//========================================================= |
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extern Schedule_t slError[]; |
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//========================================================= |
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// Scripted sequences |
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//========================================================= |
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extern Schedule_t slWalkToScript[]; |
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extern Schedule_t slRunToScript[]; |
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extern Schedule_t slWaitScript[]; |
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#endif // DEFAULTAI_H
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