//NOTENOTE: The enums and tables in this file will obviously bitch if they are included multiple times, don't do that
typedefenum//# setType_e
{
//# #sep Parm strings
SET_PARM1=0,//## %s="" # Set entity parm1
SET_PARM2,//## %s="" # Set entity parm2
SET_PARM3,//## %s="" # Set entity parm3
SET_PARM4,//## %s="" # Set entity parm4
SET_PARM5,//## %s="" # Set entity parm5
SET_PARM6,//## %s="" # Set entity parm6
SET_PARM7,//## %s="" # Set entity parm7
SET_PARM8,//## %s="" # Set entity parm8
SET_PARM9,//## %s="" # Set entity parm9
SET_PARM10,//## %s="" # Set entity parm10
SET_PARM11,//## %s="" # Set entity parm11
SET_PARM12,//## %s="" # Set entity parm12
SET_PARM13,//## %s="" # Set entity parm13
SET_PARM14,//## %s="" # Set entity parm14
SET_PARM15,//## %s="" # Set entity parm15
SET_PARM16,//## %s="" # Set entity parm16
// NOTE!!! If you add any other SET_xxxxxxSCRIPT types, make sure you update the 'case' statements in
// ICARUS_InterrogateScript() (game/g_ICARUS.cpp), or the script-precacher won't find them.
//# #sep Scripts and other file paths
SET_SPAWNSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when spawned //0 - do not change these, these are equal to BSET_SPAWN, etc
SET_USESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when used
SET_AWAKESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when startled
SET_ANGERSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script run when find an enemy for the first time
SET_ATTACKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you shoot
SET_VICTORYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed someone
SET_LOSTENEMYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you can't find your enemy
SET_PAINSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit
SET_FLEESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit and low health
SET_DEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed
SET_DELAYEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run after a delay
SET_BLOCKEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when blocked by teammate
SET_FFIRESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player has shot own team repeatedly
SET_FFDEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate
SET_MINDTRICKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate
SET_VIDEO_PLAY,//## %s="filename" !!"W:\game\base\video\!!#*.roq" # Play a video (inGame)
SET_CINEMATIC_SKIPSCRIPT,//## %s="filename" !!"W:\game\base\scripts\!!#*.txt" # Script to run when skipping the running cinematic
//# #sep Standard strings
SET_ENEMY,//## %s="NULL" # Set enemy by targetname
SET_LEADER,//## %s="NULL" # Set for BS_FOLLOW_LEADER
SET_NAVGOAL,//## %s="NULL" # *Move to this navgoal then continue script
SET_CAPTURE,//## %s="NULL" # Set captureGoal by targetname
SET_VIEWTARGET,//## %s="NULL" # Set angles toward ent by targetname
SET_WATCHTARGET,//## %s="NULL" # Set angles toward ent by targetname, will *continue* to face them... only in BS_CINEMATIC
SET_TARGETNAME,//## %s="NULL" # Set/change your targetname
SET_PAINTARGET,//## %s="NULL" # Set/change what to use when hit
SET_CAMERA_GROUP,//## %s="NULL" # all ents with this cameraGroup will be focused on
SET_CAMERA_GROUP_TAG,//## %s="NULL" # What tag on all clients to try to track
SET_LOOK_TARGET,//## %s="NULL" # object for NPC to look at
SET_ADDRHANDBOLT_MODEL,//## %s="NULL" # object to place on NPC right hand bolt
SET_REMOVERHANDBOLT_MODEL,//## %s="NULL" # object to remove from NPC right hand bolt
SET_ADDLHANDBOLT_MODEL,//## %s="NULL" # object to place on NPC left hand bolt
SET_REMOVELHANDBOLT_MODEL,//## %s="NULL" # object to remove from NPC left hand bolt
SET_CAPTIONTEXTCOLOR,//## %s="" # Color of text RED,WHITE,BLUE, YELLOW
SET_CENTERTEXTCOLOR,//## %s="" # Color of text RED,WHITE,BLUE, YELLOW
SET_SCROLLTEXTCOLOR,//## %s="" # Color of text RED,WHITE,BLUE, YELLOW
SET_COPY_ORIGIN,//## %s="targetname" # Copy the origin of the ent with targetname to your origin
SET_DEFEND_TARGET,//## %s="targetname" # This NPC will attack the target NPC's enemies
SET_TARGET,//## %s="NULL" # Set/change your target
SET_TARGET2,//## %s="NULL" # Set/change your target2, on NPC's, this fires when they're knocked out by the red hypo
SET_LOCATION,//## %s="INVALID" # What trigger_location you're in - Can only be gotten, not set!
SET_REMOVE_TARGET,//## %s="NULL" # Target that is fired when someone completes the BS_REMOVE behaviorState
SET_LOADGAME,//## %s="exitholodeck" # Load the savegame that was auto-saved when you started the holodeck
SET_LOCKYAW,//## %s="off" # Lock legs to a certain yaw angle (or "off" or "auto" uses current)
SET_FULLNAME,//## %s="NULL" # This name will appear when ent is scanned by tricorder
SET_VIEWENTITY,//## %s="NULL" # Make the player look through this ent's eyes - also shunts player movement control to this ent
SET_LOOPSOUND,//## %s="FILENAME" !!"W:\game\base\!!#sound\*.*" # Looping sound to play on entity
SET_ICARUS_FREEZE,//## %s="NULL" # Specify name of entity to freeze - !!!NOTE!!! since the ent is frozen, it cannot unfreeze itself, you must have some other entity unfreeze a frozen ent!!!
SET_ICARUS_UNFREEZE,//## %s="NULL" # Specify name of entity to unfreeze - !!!NOTE!!! since the ent is frozen, it cannot unfreeze itself, you must have some other entity unfreeze a frozen ent!!!
SET_SCROLLTEXT,//## %s="" # key of text string to print
SET_LCARSTEXT,//## %s="" # key of text string to print in LCARS frame
//# #sep vectors
SET_ORIGIN,//## %v="0.0 0.0 0.0" # Set origin explicitly or with TAG
SET_ANGLES,//## %v="0.0 0.0 0.0" # Set angles explicitly or with TAG
SET_TELEPORT_DEST,//## %v="0.0 0.0 0.0" # Set origin here as soon as the area is clear
//# #sep floats
SET_XVELOCITY,//## %f="0.0" # Velocity along X axis
SET_YVELOCITY,//## %f="0.0" # Velocity along Y axis
SET_ZVELOCITY,//## %f="0.0" # Velocity along Z axis
SET_Z_OFFSET,//## %f="0.0" # Vertical offset from original origin... offset/ent's speed * 1000ms is duration
SET_DPITCH,//## %f="0.0" # Pitch for NPC to turn to
SET_DYAW,//## %f="0.0" # Yaw for NPC to turn to
SET_TIMESCALE,//## %f="0.0" # Speed-up slow down game (0 - 1.0)
SET_CAMERA_GROUP_Z_OFS,//## %s="NULL" # when following an ent with the camera, apply this z ofs
SET_VISRANGE,//## %f="0.0" # How far away NPC can see
SET_EARSHOT,//## %f="0.0" # How far an NPC can hear
SET_VIGILANCE,//## %f="0.0" # How often to look for enemies (0 - 1.0)
SET_GRAVITY,//## %f="0.0" # Change this ent's gravity - 800 default
SET_FACEAUX,//## %f="0.0" # Set face to Aux expression for number of seconds
SET_FACEBLINK,//## %f="0.0" # Set face to Blink expression for number of seconds
SET_FACEBLINKFROWN,//## %f="0.0" # Set face to Blinkfrown expression for number of seconds
SET_FACEFROWN,//## %f="0.0" # Set face to Frown expression for number of seconds
SET_FACENORMAL,//## %f="0.0" # Set face to Normal expression for number of seconds
SET_FACEEYESCLOSED,//## %f="0.0" # Set face to Eyes closed
SET_FACEEYESOPENED,//## %f="0.0" # Set face to Eyes open
SET_WAIT,//## %f="0.0" # Change an entity's wait field
SET_FOLLOWDIST,//## %f="0.0" # How far away to stay from leader in BS_FOLLOW_LEADER
SET_SCALE,//## %f="0.0" # Scale the entity model
//# #sep ints
SET_ANIM_HOLDTIME_LOWER,//## %d="0" # Hold lower anim for number of milliseconds
SET_ANIM_HOLDTIME_UPPER,//## %d="0" # Hold upper anim for number of milliseconds
SET_ANIM_HOLDTIME_BOTH,//## %d="0" # Hold lower and upper anims for number of milliseconds
SET_ADJUST_AREA_PORTALS,//## %t="BOOL_TYPES" # Only set this on things you move with script commands that you *want* to open/close area portals. Default is off.
SET_DMG_BY_HEAVY_WEAP_ONLY,//## %t="BOOL_TYPES" # When true, only a heavy weapon class missile/laser can damage this ent.
SET_SHIELDED,//## %t="BOOL_TYPES" # When true, ion_cannon is shielded from any kind of damage.
SET_NO_GROUPS,//## %t="BOOL_TYPES" # This NPC cannot alert groups or be part of a group
SET_FIRE_WEAPON,//## %t="BOOL_TYPES" # Makes NPC will hold down the fire button, until this is set to false
SET_NO_MINDTRICK,//## %t="BOOL_TYPES" # Makes NPC immune to jedi mind-trick
SET_INACTIVE,//## %t="BOOL_TYPES" # in lieu of using a target_activate or target_deactivate
SET_FUNC_USABLE_VISIBLE,//## %t="BOOL_TYPES" # provides an alternate way of changing func_usable to be visible or not, DOES NOT AFFECT SOLID
SET_SECRET_AREA_FOUND,//## %t="BOOL_TYPES" # Increment secret areas found counter
SET_MISSION_STATUS_SCREEN,//## %t="BOOL_TYPES" # Display Mission Status screen before advancing to next level
SET_END_SCREENDISSOLVE,//## %t="BOOL_TYPES" # End of game dissolve into star background and credits
SET_USE_CP_NEAREST,//## %t="BOOL_TYPES" # NPCs will use their closest combat points, not try and find ones next to the player, or flank player
SET_MORELIGHT,//## %t="BOOL_TYPES" # NPC will have a minlight of 96
SET_NO_FORCE,//## %t="BOOL_TYPES" # NPC will not be affected by force powers
SET_NO_FALLTODEATH,//## %t="BOOL_TYPES" # NPC will not scream and tumble and fall to hit death over large drops
SET_DISMEMBERABLE,//## %t="BOOL_TYPES" # NPC will not be dismemberable if you set this to false (default is true)
SET_NO_ACROBATICS,//## %t="BOOL_TYPES" # Jedi won't jump, roll or cartwheel
SET_USE_SUBTITLES,//## %t="BOOL_TYPES" # When true NPC will always display subtitle regardless of subtitle setting
SET_CLEAN_DAMAGING_ENTS,//## %t="BOOL_TYPES" # Removes entities that could muck up cinematics, explosives, turrets, seekers.
SET_HUD,//## %t="BOOL_TYPES" # Turns on/off HUD
//# #sep calls
SET_SKILL,//## %r%d="0" # Cannot set this, only get it - valid values are 0 through 3
//# #sep Special tables
SET_ANIM_UPPER,//## %t="ANIM_NAMES" # Torso and head anim
SET_ANIM_LOWER,//## %t="ANIM_NAMES" # Legs anim
SET_ANIM_BOTH,//## %t="ANIM_NAMES" # Set same anim on torso and legs
SET_PLAYER_TEAM,//## %t="TEAM_NAMES" # Your team
SET_ENEMY_TEAM,//## %t="TEAM_NAMES" # Team in which to look for enemies
SET_BEHAVIOR_STATE,//## %t="BSTATE_STRINGS" # Change current bState