You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
109 lines
3.7 KiB
109 lines
3.7 KiB
/*** |
|
* |
|
* 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. |
|
* |
|
* Use, distribution, and modification of this source code and/or resulting |
|
* object code is restricted to non-commercial enhancements to products from |
|
* Valve LLC. All other use, distribution, or modification is prohibited |
|
* without written permission from Valve LLC. |
|
* |
|
****/ |
|
|
|
#ifndef ACTIVITY_H |
|
#define ACTIVITY_H |
|
|
|
|
|
typedef enum { |
|
ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity |
|
ACT_IDLE = 1, |
|
ACT_GUARD, |
|
ACT_WALK, |
|
ACT_RUN, |
|
ACT_FLY, // Fly (and flap if appropriate) |
|
ACT_SWIM, |
|
ACT_HOP, // vertical jump |
|
ACT_LEAP, // long forward jump |
|
ACT_FALL, |
|
ACT_LAND, |
|
ACT_STRAFE_LEFT, |
|
ACT_STRAFE_RIGHT, |
|
ACT_ROLL_LEFT, // tuck and roll, left |
|
ACT_ROLL_RIGHT, // tuck and roll, right |
|
ACT_TURN_LEFT, // turn quickly left (stationary) |
|
ACT_TURN_RIGHT, // turn quickly right (stationary) |
|
ACT_CROUCH, // the act of crouching down from a standing position |
|
ACT_CROUCHIDLE, // holding body in crouched position (loops) |
|
ACT_STAND, // the act of standing from a crouched position |
|
ACT_USE, |
|
ACT_SIGNAL1, |
|
ACT_SIGNAL2, |
|
ACT_SIGNAL3, |
|
ACT_TWITCH, |
|
ACT_COWER, |
|
ACT_SMALL_FLINCH, |
|
ACT_BIG_FLINCH, |
|
ACT_RANGE_ATTACK1, |
|
ACT_RANGE_ATTACK2, |
|
ACT_MELEE_ATTACK1, |
|
ACT_MELEE_ATTACK2, |
|
ACT_RELOAD, |
|
ACT_ARM, // pull out gun, for instance |
|
ACT_DISARM, // reholster gun |
|
ACT_EAT, // monster chowing on a large food item (loop) |
|
ACT_DIESIMPLE, |
|
ACT_DIEBACKWARD, |
|
ACT_DIEFORWARD, |
|
ACT_DIEVIOLENT, |
|
ACT_BARNACLE_HIT, // barnacle tongue hits a monster |
|
ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop ) |
|
ACT_BARNACLE_CHOMP, // barnacle latches on to the monster |
|
ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop ) |
|
ACT_SLEEP, |
|
ACT_INSPECT_FLOOR, // for active idles, look at something on or near the floor |
|
ACT_INSPECT_WALL, // for active idles, look at something directly ahead of you ( doesn't HAVE to be a wall or on a wall ) |
|
ACT_IDLE_ANGRY, // alternate idle animation in which the monster is clearly agitated. (loop) |
|
ACT_WALK_HURT, // limp (loop) |
|
ACT_RUN_HURT, // limp (loop) |
|
ACT_HOVER, // Idle while in flight |
|
ACT_GLIDE, // Fly (don't flap) |
|
ACT_FLY_LEFT, // Turn left in flight |
|
ACT_FLY_RIGHT, // Turn right in flight |
|
ACT_DETECT_SCENT, // this means the monster smells a scent carried by the air |
|
ACT_SNIFF, // this is the act of actually sniffing an item in front of the monster |
|
ACT_BITE, // some large monsters can eat small things in one bite. This plays one time, EAT loops. |
|
ACT_THREAT_DISPLAY, // without attacking, monster demonstrates that it is angry. (Yell, stick out chest, etc ) |
|
ACT_FEAR_DISPLAY, // monster just saw something that it is afraid of |
|
ACT_EXCITED, // for some reason, monster is excited. Sees something he really likes to eat, or whatever. |
|
ACT_SPECIAL_ATTACK1, // very monster specific special attacks. |
|
ACT_SPECIAL_ATTACK2, |
|
ACT_COMBAT_IDLE, // agitated idle. |
|
ACT_WALK_SCARED, |
|
ACT_RUN_SCARED, |
|
ACT_VICTORY_DANCE, // killed a player, do a victory dance. |
|
ACT_DIE_HEADSHOT, // die, hit in head. |
|
ACT_DIE_CHESTSHOT, // die, hit in chest |
|
ACT_DIE_GUTSHOT, // die, hit in gut |
|
ACT_DIE_BACKSHOT, // die, hit in back |
|
ACT_FLINCH_HEAD, |
|
ACT_FLINCH_CHEST, |
|
ACT_FLINCH_STOMACH, |
|
ACT_FLINCH_LEFTARM, |
|
ACT_FLINCH_RIGHTARM, |
|
ACT_FLINCH_LEFTLEG, |
|
ACT_FLINCH_RIGHTLEG, |
|
} Activity; |
|
|
|
|
|
typedef struct { |
|
int type; |
|
char *name; |
|
} activity_map_t; |
|
|
|
extern activity_map_t activity_map[]; |
|
|
|
|
|
#endif //ACTIVITY_H
|
|
|