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106 lines
3.6 KiB
106 lines
3.6 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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* 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(ACTIVITY_H) |
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#define ACTIVITY_H |
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typedef enum { |
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ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity |
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ACT_IDLE = 1, |
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ACT_GUARD, |
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ACT_WALK, |
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ACT_RUN, |
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ACT_FLY, // Fly (and flap if appropriate) |
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ACT_SWIM, |
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ACT_HOP, // vertical jump |
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ACT_LEAP, // long forward jump |
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ACT_FALL, |
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ACT_LAND, |
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ACT_STRAFE_LEFT, |
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ACT_STRAFE_RIGHT, |
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ACT_ROLL_LEFT, // tuck and roll, left |
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ACT_ROLL_RIGHT, // tuck and roll, right |
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ACT_TURN_LEFT, // turn quickly left (stationary) |
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ACT_TURN_RIGHT, // turn quickly right (stationary) |
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ACT_CROUCH, // the act of crouching down from a standing position |
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ACT_CROUCHIDLE, // holding body in crouched position (loops) |
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ACT_STAND, // the act of standing from a crouched position |
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ACT_USE, |
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ACT_SIGNAL1, |
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ACT_SIGNAL2, |
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ACT_SIGNAL3, |
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ACT_TWITCH, |
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ACT_COWER, |
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ACT_SMALL_FLINCH, |
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ACT_BIG_FLINCH, |
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ACT_RANGE_ATTACK1, |
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ACT_RANGE_ATTACK2, |
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ACT_MELEE_ATTACK1, |
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ACT_MELEE_ATTACK2, |
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ACT_RELOAD, |
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ACT_ARM, // pull out gun, for instance |
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ACT_DISARM, // reholster gun |
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ACT_EAT, // monster chowing on a large food item (loop) |
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ACT_DIESIMPLE, |
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ACT_DIEBACKWARD, |
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ACT_DIEFORWARD, |
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ACT_DIEVIOLENT, |
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ACT_BARNACLE_HIT, // barnacle tongue hits a monster |
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ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop ) |
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ACT_BARNACLE_CHOMP, // barnacle latches on to the monster |
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ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop ) |
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ACT_SLEEP, |
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ACT_INSPECT_FLOOR, // for active idles, look at something on or near the floor |
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ACT_INSPECT_WALL, // for active idles, look at something directly ahead of you ( doesn't HAVE to be a wall or on a wall ) |
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ACT_IDLE_ANGRY, // alternate idle animation in which the monster is clearly agitated. (loop) |
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ACT_WALK_HURT, // limp (loop) |
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ACT_RUN_HURT, // limp (loop) |
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ACT_HOVER, // Idle while in flight |
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ACT_GLIDE, // Fly (don't flap) |
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ACT_FLY_LEFT, // Turn left in flight |
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ACT_FLY_RIGHT, // Turn right in flight |
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ACT_DETECT_SCENT, // this means the monster smells a scent carried by the air |
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ACT_SNIFF, // this is the act of actually sniffing an item in front of the monster |
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ACT_BITE, // some large monsters can eat small things in one bite. This plays one time, EAT loops. |
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ACT_THREAT_DISPLAY, // without attacking, monster demonstrates that it is angry. (Yell, stick out chest, etc ) |
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ACT_FEAR_DISPLAY, // monster just saw something that it is afraid of |
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ACT_EXCITED, // for some reason, monster is excited. Sees something he really likes to eat, or whatever. |
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ACT_SPECIAL_ATTACK1, // very monster specific special attacks. |
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ACT_SPECIAL_ATTACK2, |
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ACT_COMBAT_IDLE, // agitated idle. |
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ACT_WALK_SCARED, |
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ACT_RUN_SCARED, |
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ACT_VICTORY_DANCE, // killed a player, do a victory dance. |
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ACT_DIE_HEADSHOT, // die, hit in head. |
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ACT_DIE_CHESTSHOT, // die, hit in chest |
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ACT_DIE_GUTSHOT, // die, hit in gut |
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ACT_DIE_BACKSHOT, // die, hit in back |
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ACT_FLINCH_HEAD, |
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ACT_FLINCH_CHEST, |
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ACT_FLINCH_STOMACH, |
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ACT_FLINCH_LEFTARM, |
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ACT_FLINCH_RIGHTARM, |
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ACT_FLINCH_LEFTLEG, |
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ACT_FLINCH_RIGHTLEG |
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} Activity; |
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typedef struct |
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{ |
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int type; |
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const char *name; |
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} activity_map_t; |
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extern activity_map_t activity_map[]; |
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#endif //ACTIVITY_H
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