mirror of
https://github.com/ENSL/NS.git
synced 2024-11-23 04:52:15 +00:00
98 lines
3.3 KiB
C
98 lines
3.3 KiB
C
/***
|
|
*
|
|
* Copyright (c) 1999, 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.
|
|
*
|
|
* This source code contains proprietary and confidential information of
|
|
* Valve LLC and its suppliers. Access to this code is restricted to
|
|
* persons who have executed a written SDK license with Valve. Any access,
|
|
* use or distribution of this code by or to any unlicensed person is illegal.
|
|
*
|
|
****/
|
|
#ifndef DEFAULTAI_H
|
|
#define DEFAULTAI_H
|
|
|
|
//=========================================================
|
|
// Failed
|
|
//=========================================================
|
|
extern Schedule_t slFail[];
|
|
|
|
//=========================================================
|
|
// Idle Schedules
|
|
//=========================================================
|
|
extern Schedule_t slIdleStand[];
|
|
extern Schedule_t slIdleTrigger[];
|
|
extern Schedule_t slIdleWalk[];
|
|
|
|
//=========================================================
|
|
// Wake Schedules
|
|
//=========================================================
|
|
extern Schedule_t slWakeAngry[];
|
|
|
|
//=========================================================
|
|
// AlertTurn Schedules
|
|
//=========================================================
|
|
extern Schedule_t slAlertFace[];
|
|
|
|
//=========================================================
|
|
// AlertIdle Schedules
|
|
//=========================================================
|
|
extern Schedule_t slAlertStand[];
|
|
|
|
//=========================================================
|
|
// CombatIdle Schedule
|
|
//=========================================================
|
|
extern Schedule_t slCombatStand[];
|
|
|
|
//=========================================================
|
|
// CombatFace Schedule
|
|
//=========================================================
|
|
extern Schedule_t slCombatFace[];
|
|
|
|
//=========================================================
|
|
// reload schedule
|
|
//=========================================================
|
|
extern Schedule_t slReload[];
|
|
|
|
//=========================================================
|
|
// Attack Schedules
|
|
//=========================================================
|
|
|
|
extern Schedule_t slRangeAttack1[];
|
|
extern Schedule_t slRangeAttack2[];
|
|
|
|
extern Schedule_t slTakeCoverFromBestSound[];
|
|
|
|
// primary melee attack
|
|
extern Schedule_t slMeleeAttack[];
|
|
|
|
// Chase enemy schedule
|
|
extern Schedule_t slChaseEnemy[];
|
|
|
|
//=========================================================
|
|
// small flinch, used when a relatively minor bit of damage
|
|
// is inflicted.
|
|
//=========================================================
|
|
extern Schedule_t slSmallFlinch[];
|
|
|
|
//=========================================================
|
|
// Die!
|
|
//=========================================================
|
|
extern Schedule_t slDie[];
|
|
|
|
//=========================================================
|
|
// Universal Error Schedule
|
|
//=========================================================
|
|
extern Schedule_t slError[];
|
|
|
|
//=========================================================
|
|
// Scripted sequences
|
|
//=========================================================
|
|
extern Schedule_t slWalkToScript[];
|
|
extern Schedule_t slRunToScript[];
|
|
extern Schedule_t slWaitScript[];
|
|
|
|
#endif // DEFAULTAI_H
|