COND_NONE,// A way for a function to return no condition to get
COND_IN_PVS,
COND_IDLE_INTERRUPT,// The schedule in question is a low priority idle, and therefore a candidate for translation into something else
COND_LOW_PRIMARY_AMMO,
COND_NO_PRIMARY_AMMO,
COND_NO_SECONDARY_AMMO,
COND_NO_WEAPON,
COND_SEE_HATE,
COND_SEE_FEAR,
COND_SEE_DISLIKE,
COND_SEE_ENEMY,
COND_LOST_ENEMY,
COND_ENEMY_WENT_NULL,// What most people think COND_LOST_ENEMY is: This condition is set in the edge case where you had an enemy last think, but don't have one this think.
COND_ENEMY_OCCLUDED,// Can't see m_hEnemy
COND_TARGET_OCCLUDED,// Can't see m_hTargetEnt
COND_HAVE_ENEMY_LOS,
COND_HAVE_TARGET_LOS,
COND_LIGHT_DAMAGE,
COND_HEAVY_DAMAGE,
COND_PHYSICS_DAMAGE,
COND_REPEATED_DAMAGE,// Damaged several times in a row
COND_CAN_RANGE_ATTACK1,// Hitscan weapon only
COND_CAN_RANGE_ATTACK2,// Grenade weapon only
COND_CAN_MELEE_ATTACK1,
COND_CAN_MELEE_ATTACK2,
COND_PROVOKED,
COND_NEW_ENEMY,
COND_ENEMY_TOO_FAR,// Can we get rid of this one!?!?
COND_ENEMY_FACING_ME,
COND_BEHIND_ENEMY,
COND_ENEMY_DEAD,
COND_ENEMY_UNREACHABLE,// Not connected to me via node graph
COND_SEE_PLAYER,
COND_LOST_PLAYER,
COND_SEE_NEMESIS,
COND_TASK_FAILED,
COND_SCHEDULE_DONE,
COND_SMELL,
COND_TOO_CLOSE_TO_ATTACK,// FIXME: most of this next group are meaningless since they're shared between all attack checks!
COND_TOO_FAR_TO_ATTACK,
COND_NOT_FACING_ATTACK,
COND_WEAPON_HAS_LOS,
COND_WEAPON_BLOCKED_BY_FRIEND,// Friend between weapon and target
COND_WEAPON_PLAYER_IN_SPREAD,// Player in shooting direction
COND_WEAPON_PLAYER_NEAR_TARGET,// Player near shooting position
COND_WEAPON_SIGHT_OCCLUDED,
COND_BETTER_WEAPON_AVAILABLE,
COND_HEALTH_ITEM_AVAILABLE,// There's a healthkit available.
COND_GIVE_WAY,// Another npc requested that I give way
COND_WAY_CLEAR,// I no longer have to give way
COND_HEAR_DANGER,
COND_HEAR_THUMPER,
COND_HEAR_BUGBAIT,
COND_HEAR_COMBAT,
COND_HEAR_WORLD,
COND_HEAR_PLAYER,
COND_HEAR_BULLET_IMPACT,
COND_HEAR_PHYSICS_DANGER,
COND_HEAR_MOVE_AWAY,
COND_HEAR_SPOOKY,// Zombies make this when Alyx is in darkness mode
COND_NO_HEAR_DANGER,// Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER
COND_FLOATING_OFF_GROUND,
COND_MOBBED_BY_ENEMIES,// Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually).
// Commander stuff
COND_RECEIVED_ORDERS,
COND_PLAYER_ADDED_TO_SQUAD,
COND_PLAYER_REMOVED_FROM_SQUAD,
COND_PLAYER_PUSHING,
COND_NPC_FREEZE,// We received an npc_freeze command while we were unfrozen
COND_NPC_UNFREEZE,// We received an npc_freeze command while we were frozen
// This is a talker condition, but done here because we need to handle it in base AI
// due to it's interaction with behaviors.
COND_TALKER_RESPOND_TO_QUESTION,
COND_NO_CUSTOM_INTERRUPTS,// Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility.