#ifndef __BSTATE_H__ #define __BSTATE_H__ //bstate.h typedef enum //# bState_e {//These take over only if script allows them to be autonomous BS_DEFAULT = 0,//# default behavior for that NPC BS_ADVANCE_FIGHT,//# Advance to captureGoal and shoot enemies if you can BS_SLEEP,//# Play awake script when startled by sound BS_FOLLOW_LEADER,//# Follow your leader and shoot any enemies you come across BS_JUMP,//# Face navgoal and jump to it. BS_SEARCH,//# Using current waypoint as a base, search the immediate branches of waypoints for enemies BS_WANDER,//# Wander down random waypoint paths BS_NOCLIP,//# Moves through walls, etc. BS_REMOVE,//# Waits for player to leave PVS then removes itself BS_CINEMATIC,//# Does nothing but face it's angles and move to a goal if it has one //# #eol //internal bStates only BS_WAIT,//# Does nothing but face it's angles BS_STAND_GUARD, BS_PATROL, BS_INVESTIGATE,//# head towards temp goal and look for enemies and listen for sounds BS_STAND_AND_SHOOT, BS_HUNT_AND_KILL, BS_FLEE,//# Run away! NUM_BSTATES } bState_t; #endif //#ifndef __BSTATE_H__