653 lines
19 KiB
Plaintext
653 lines
19 KiB
Plaintext
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/***********************************************************************
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defs.script
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This defines some variables needed by the game script.
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***********************************************************************/
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#ifndef __DOOM_DEFS__
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#define __DOOM_DEFS__
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#define NULL 0
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#define UP -1
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#define DOWN -2
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#define LEFT -3
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#define RIGHT -4
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#define FORWARD -5
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#define BACK -6
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#define REL_UP -7
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#define REL_DOWN -8
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#define REL_LEFT -9
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#define REL_RIGHT -10
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#define REL_FORWARD -11
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#define REL_BACK -12
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#define EAST 0
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#define NORTH 90
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#define WEST 180
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#define SOUTH 270
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#define X_AXIS 0
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#define Y_AXIS 1
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#define Z_AXIS 2
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#define YAW 0
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#define PITCH 1
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#define ROLL 2
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#define M_PI 3.14159265358979323846
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#define DEG2RAD( a ) ( (a) * (M_PI / 180.0f ) )
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#define RAD2DEG( a ) ( (a) * (180.0f / M_PI ) )
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#define LIMBO_FORCE_HEALTH -100
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//
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// Joint modifiers
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//
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#define JOINTMOD_NONE 0 // no modification
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#define JOINTMOD_LOCAL 1 // modifies the joint's position or orientation in joint local space
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#define JOINTMOD_LOCAL_OVERRIDE 2 // sets the joint's position or orientation in joint local space
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#define JOINTMOD_WORLD 3 // modifies joint's position or orientation in model space
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#define JOINTMOD_WORLD_OVERRIDE 4 // sets the joint's position or orientation in model space
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#define BIT( num ) ( 1 << ( num ) )
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//
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// shader parms
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//
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#define SHADERPARM_RED 0
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#define SHADERPARM_GREEN 1
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#define SHADERPARM_BLUE 2
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#define SHADERPARM_ALPHA 3
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#define SHADERPARM_TIMESCALE 3
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#define SHADERPARM_TIMEOFFSET 4
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#define SHADERPARM_DIVERSITY 5 // random between 0.0 and 1.0 for some effects (muzzle flashes, etc)
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#define SHADERPARM_MODE 7 // for selecting which shader passes to enable
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#define SHADERPARM_TIME_OF_DEATH 7 // for the monster skin-burn-away effect enable and time offset
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//
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// Contents flags
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//
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#define CONTENTS_SOLID 1 // an eye is never valid in a solid
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#define CONTENTS_OPAQUE 2 // blocks visibility (for ai)
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#define CONTENTS_WATER 4 // used for water
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#define CONTENTS_PLAYERCLIP 8 // solid to players
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#define CONTENTS_BOTCLIP 16 // solid to monsters
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#define CONTENTS_MOVEABLECLIP 32 // solid to moveable entities
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#define CONTENTS_IKCLIP 64 // solid to IK
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#define CONTENTS_SLIDEMOVER 128 // contains players & vehicles that move like players (with a SlideMove)
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#define CONTENTS_BODY 256 // used for actors
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#define CONTENTS_PROJECTILE 512 // used for projectiles
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#define CONTENTS_CORPSE 1024 // used for dead bodies
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#define CONTENTS_RENDERMODEL 2048 // used for render models for collision detection
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#define CONTENTS_TRIGGER 4096 // used for triggers
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#define CONTENTS_VEHICLECLIP 8192 // solid to vehicles
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#define CONTENTS_EXPLOSIONSOLID 16384 // used for selection traces
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#define CONTENTS_MONSTER 32768 // monster physics
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#define CONTENTS_FORCEFIELD 65536 // these can be hit by projectiles but other things can move through them
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#define CONTENTS_SHADOWCOLLISION 131072
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#define CONTENTS_CROSSHAIRSOLID 262144
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#define CONTENTS_FLYERHIVECLIP 524288 // flyer hive only
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//
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// content masks
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//
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#define MASK_ALL (-1)
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#define MASK_SOLID (CONTENTS_SOLID)
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#define MASK_VEHICLESOLID (CONTENTS_SOLID|CONTENTS_VEHICLECLIP|CONTENTS_BODY|CONTENTS_SLIDEMOVER)
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#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY|CONTENTS_SLIDEMOVER)
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#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
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#define MASK_WATER (CONTENTS_WATER)
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#define MASK_OPAQUE (CONTENTS_OPAQUE)
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#define MASK_SHOT_RENDERMODEL (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_FORCEFIELD)
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#define MASK_SHOT_BOUNDINGBOX (CONTENTS_SOLID|CONTENTS_BODY)
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#define MASK_PROJECTILE (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_PROJECTILE|CONTENTS_FORCEFIELD)
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//
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// sound shader flags
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//
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#define SSF_PRIVATE_SOUND 1
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#define SSF_ANTI_PRIVATE_SOUND 2
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#define SSF_NO_OCCLUSION 4
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#define SSF_GLOBAL 8
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#define SSF_OMNIDIRECTIONAL 16
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#define SSF_LOOPING 32 // scripts shouldn't touch this
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#define SSF_PLAY_ONCE 64
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#define SSF_UNCLAMPED 128
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#define SSF_NO_FLICKER 256
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#define SSF_NO_DUPS 512
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//
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// sound channels
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//
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// IMPORTANT NOTE: These should be kept in sync with the enum in game_local.h and def/sound.def!!!
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#define SND_ANY 0
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#define SND_VOICE 1
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#define SND_BODY 2
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#define SND_DOOR 3
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#define SND_ITEM 4
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#define SND_MUSIC 5
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#define SND_ENGINE_0 10
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#define SND_ENGINE_1 11
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#define SND_ENGINE_2 12
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#define SND_ENGINE_3 13
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#define SND_ENGINE_4 14
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#define SND_ENGINE_5 15
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#define SND_ENGINE_6 16
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#define SND_ENGINE_7 17
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#define SND_WALKER_LEGS_0 20
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#define SND_WALKER_LEGS_1 21
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#define SND_WALKER_LEGS_2 22
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#define SND_WALKER_LEGS_3 23
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#define SND_WALKER_LEGS_4 24
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#define SND_WALKER_LEGS_5 25
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#define SND_WALKER_LEGS_6 26
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#define SND_WALKER_LEGS_7 27
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#define SND_PLAYER 50
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#define SND_PLAYER_JUMP 51
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#define SND_PLAYER_LAND 52
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#define SND_PLAYER_HURT 53
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#define SND_PLAYER_DEATH 54
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#define SND_PLAYER_CHAT 55
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#define SND_PLAYER_VO 56
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#define SND_PLAYER_VO_MCP_UPDATE 57
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#define SND_PLAYER_TARGETLOCK 58
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#define SND_PLAYER_TOOLTIP 59
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#define SND_PLAYER_FALL 60
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#define SND_PLAYER_MOVE 61
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#define SND_PLAYER_ALARM 62
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#define SND_WEAPON 100
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#define SND_WEAPON_BRASS 101
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#define SND_WEAPON_FIRE 102
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#define SND_WEAPON_FIRE2 103
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#define SND_WEAPON_FIRE3 104
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#define SND_WEAPON_FIRE_FAR 105
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#define SND_WEAPON_FIRE_LOCAL 107
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#define SND_WEAPON_RELOAD 108
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#define SND_WEAPON_COCK 109
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#define SND_WEAPON_RAISE 110
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#define SND_WEAPON_LOWER 111
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#define SND_WEAPON_SIG 112
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#define SND_WEAPON_MECH 113
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#define SND_WEAPON_MOVE 114
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#define SND_WEAPON_FOLEY 115
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#define SND_WEAPON_BOUNCE 116
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#define SND_WEAPON_ARM 117
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#define SND_WEAPON_DISARM 118
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#define SND_WEAPON_REMOVE 119
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#define SND_WEAPON_DEPLOY 120
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#define SND_WEAPON_IDLE 121
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#define SND_WEAPON_MODE 122
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#define SND_WEAPON_DRYFIRE 123
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#define SND_WEAPON_DEPLOY_ROTATION 124
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#define SND_WEAPON_DEPLOY_MISC 125
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// ranges of sounds to be played so that samples don't cut each other off in automatic weapons
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#define SND_WEAPON_FIRE_NUM 2
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#define SND_WEAPON_FIRE_LOCAL_START 126
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#define SND_WEAPON_FIRE_LOCAL_END (SND_WEAPON_FIRE_LOCAL_START + SND_WEAPON_FIRE_NUM - 1)
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#define SND_VEHICLE 200
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#define SND_VEHICLE_IDLE 201
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#define SND_VEHICLE_START 202
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#define SND_VEHICLE_STOP 203
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#define SND_VEHICLE_BRAKE 204
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#define SND_VEHICLE_ENTER 205
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#define SND_VEHICLE_EXIT 206
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#define SND_VEHICLE_POWERUP 207
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#define SND_VEHICLE_POWERDOWN 208
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#define SND_VEHICLE_DEATH 209
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#define SND_VEHICLE_DISABLE 210
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#define SND_VEHICLE_OVERDRIVE 211
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#define SND_VEHICLE_SKID 212
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#define SND_VEHICLE_MISC 213
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#define SND_VEHICLE_RADIO 214
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#define SND_VEHICLE_ALARM 215
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#define SND_VEHICLE_OFFROAD 216
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#define SND_VEHICLE_DRIVE 217
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#define SND_VEHICLE_DRIVE2 218
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#define SND_VEHICLE_DRIVE3 219
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#define SND_VEHICLE_DRIVE4 220
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#define SND_VEHICLE_DRIVE5 221
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#define SND_VEHICLE_WALK 222
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#define SND_VEHICLE_WALK2 223
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#define SND_VEHICLE_WALK3 224
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#define SND_VEHICLE_WALK4 225
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#define SND_VEHICLE_WALK5 226
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#define SND_VEHICLE_WALK6 227
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#define SND_VEHICLE_HORN 228
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#define SND_VEHICLE_REV 229
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#define SND_VEHICLE_JUMP 230
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#define SND_VEHICLE_ZOOM 231
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#define SND_VEHICLE_INTERIOR 250
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#define SND_VEHICLE_INTERIOR_IDLE 251
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#define SND_VEHICLE_INTERIOR_START 252
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#define SND_VEHICLE_INTERIOR_STOP 253
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#define SND_VEHICLE_INTERIOR_POWERUP 254
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#define SND_VEHICLE_INTERIOR_POWERDOWN 255
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#define SND_VEHICLE_INTERIOR_OFFROAD 256
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#define SND_VEHICLE_INTERIOR_DRIVE 257
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#define SND_VEHICLE_INTERIOR_DRIVE2 258
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#define SND_VEHICLE_INTERIOR_DRIVE3 259
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#define SND_VEHICLE_INTERIOR_DRIVE4 260
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#define SND_VEHICLE_INTERIOR_DRIVE5 261
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#define SND_VEHICLE_INTERIOR_OVERDRIVE 262
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#define SND_VEHICLE_INTERIOR_LOWHEALTH 263
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#define SND_DEPLOYABLE 300
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#define SND_DEPLOYABLE_BRASS 301
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#define SND_DEPLOYABLE_FIRE 302
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#define SND_DEPLOYABLE_FIRE2 303
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#define SND_DEPLOYABLE_FIRE3 304
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#define SND_DEPLOYABLE_FIRE_FAR 305
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#define SND_DEPLOYABLE_RELOAD 306
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#define SND_DEPLOYABLE_SIG 307
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#define SND_DEPLOYABLE_MECH 308
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#define SND_DEPLOYABLE_IDLE 309
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#define SND_DEPLOYABLE_DEATH 310
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#define SND_DEPLOYABLE_DEPLOY 311
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#define SND_DEPLOYABLE_DEPLOY2 312
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#define SND_DEPLOYABLE_DEPLOY3 313
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#define SND_DEPLOYABLE_DEPLOY4 314
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#define SND_DEPLOYABLE_DEPLOY5 315
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#define SND_DEPLOYABLE_YAW 316
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#define SND_DEPLOYABLE_PITCH 317
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#define SND_STRUCTURE 400
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#define SND_STRUCTURE_IDLE 401
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#define SND_STRUCTURE_POWERUP 402
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#define SND_STRUCTURE_POWERDOWN 403
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#define SND_STRUCTURE_ALARM 404
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#define SND_STRUCTURE_DEPLOY 405
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#define SND_STRUCTURE_DEPLOY2 406
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#define SND_STRUCTURE_DEPLOY3 407
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#define SND_STRUCTURE_DEPLOY4 408
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#define SND_STRUCTURE_DEPLOY5 409
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#define SND_STRUCTURE_SPAWNLOCATION 410
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#define SND_STRUCTURE_CAPTUREPOINT 411
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#define SND_MOVER 500
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#define SND_MOVER_IDLE 501
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#define SND_MOVER_POWERUP 502
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#define SND_MOVER_POWERDOWN 503
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#define SND_MOVER_ALARM 504
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#define SND_MOVER_START 505
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#define SND_MOVER_MOVE 506
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#define SND_MOVER_STOP 507
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#define SND_QUICKCHAT_START 1000
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//
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// animation channels
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//
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#define ANIMCHANNEL_ALL 0
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#define ANIMCHANNEL_TORSO 1
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#define ANIMCHANNEL_LEGS 2
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#define ANIMCHANNEL_HEAD 3
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// structure states
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#define SS_BUILT 0
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#define SS_DAMAGED 1
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#define SS_DISABLED 2
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// team status
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#define TA_FRIEND 0
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#define TA_NEUTRAL 1
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#define TA_ENEMY 2
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#define TA_FLAG_FRIEND 1
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#define TA_FLAG_NEUTRAL 2
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#define TA_FLAG_ENEMY 4
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//
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// projectile states
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//
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#define PROJECTILE_SPAWNED 0
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#define PROJECTILE_CREATED 1
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#define PROJECTILE_LAUNCHED 2
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#define PROJECTILE_FIZZLED 3
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#define PROJECTILE_EXPLODED 4
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#define SURF_NODAMAGE 1
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#define SURF_SLICK 2
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#define SURF_COLLISION 4
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#define SURF_LADDER 8
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#define SURF_NOIMPACT 16
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#define SURF_NOSTEPS 32
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#define SURF_DISCRETE 64
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#define SURF_NOFRAGMENT 128
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#define SURF_NULLNORMAL 256
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#define SURF_NONSOLID 512
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#define SURF_NOPLANT 1024
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#define MPS_DISABLED 0
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#define MPS_FIRING_PREPARE 1
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#define MPS_FIRING 2
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#define MPS_RELOADING 3
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#define MPS_READY 4
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#define MPS_OUT_OF_RANGE 5
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#define MPS_WAITING 6
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#define MPS_NONE_ACTIVE 7
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#define MPS_NOT_LOCKED 8
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#define MPS_LOCKING 9
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#define MPS_LOCKED 10
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#define MPS_INVALID 11
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#define MPS_LOCKED_ROCKETS 12
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#define BUTTON_ATTACK 1
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#define BUTTON_RUN 2
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#define BUTTON_ZOOM 4
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#define BUTTON_MODESWITCH 8
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#define BUTTON_MLOOKOFF 16
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#define BUTTON_SPRINT 32
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#define BUTTON_ACTIVATE 64
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#define BUTTON_ALTFIRE 128
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#define MAX_WORLD_COORD ( 128 * 1024 )
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#define MIN_WORLD_COORD ( -128 * 1024 )
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#define MAX_WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
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#define CI_BAR 0
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#define CI_TEXT 1
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#define CI_IMAGE 2
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#define eachFrame for( 0; 1; sys.waitFrame() )
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#define waitUntil( x ) while ( !( x ) ) { sys.waitFrame(); }
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#define PK_ATTACK 0
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#define PK_RUN 1
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#define PK_MODESWITCH 2
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#define PK_MOUSELOOKOFF 3
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#define PK_SPRINT 4
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#define PK_ACTIVATE 5
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#define PK_ALTFIRE 6
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#define PK_LEANLEFT 7
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#define PK_LEANRIGHT 8
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#define PK_TOPHAT 9
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#define GUI_INVALID 0
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#define INVALID_JOINT -1
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#define RM_RADAR 1
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#define DM_MATERIAL 0
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#define DM_CIRCLE 1
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#define DM_ARC 2
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#define DM_ROTATED_MATERIAL 3
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#define DM_TEXT 4
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#define DM_CROSSHAIR 5
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#define CM_NORMAL 0
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||
|
#define CM_FRIENDLY 1
|
||
|
#define CM_ALLEGIANCE 2
|
||
|
|
||
|
#define SM_FIXED 0
|
||
|
#define SM_WORLD 1
|
||
|
|
||
|
#define PM_ENTITY 0
|
||
|
#define PM_FIXED 1
|
||
|
|
||
|
#define CMF_TEAMONLY 1
|
||
|
#define CMF_NOADJUST 2
|
||
|
#define CMF_ALWAYSKNOWN 4
|
||
|
#define CMF_ONLYSHOWKNOWN 8
|
||
|
#define CMF_DROPSHADOW 16
|
||
|
#define CMF_ENEMYONLY 32
|
||
|
#define CMF_FOLLOWROTATION 64
|
||
|
#define CMF_ENEMYALWAYSKNOWN 128
|
||
|
#define CMF_ONLYSHOWONFULLVIEW 256
|
||
|
#define CMF_FIRETEAMONLY 512
|
||
|
#define CMF_FIRETEAMKNOWN 1024
|
||
|
#define CMF_FOLLOWREMOTECAMERAORIGIN 2048
|
||
|
#define CMF_PLAYERROTATIONONLY 4096
|
||
|
#define CMF_FIRETEAMCOLORING 8192
|
||
|
|
||
|
#define GUI_GLOBALS_HANDLE -999
|
||
|
|
||
|
#define DR_CLEAR 0
|
||
|
#define DR_WARNING 1
|
||
|
#define DR_FAILED 2
|
||
|
#define DR_CONDITION_FAILED 3
|
||
|
#define DR_OUT_OF_RANGE 4
|
||
|
|
||
|
// action codes
|
||
|
#define AC_NONE 0
|
||
|
#define AC_ARM 1
|
||
|
#define AC_DISARM 2
|
||
|
#define AC_REPAIR 3
|
||
|
#define AC_CONSTRUCT 4
|
||
|
#define AC_CAPTURE 5
|
||
|
#define AC_HACK 6
|
||
|
#define AC_ARM_CHARGE 7
|
||
|
#define AC_DISARM_CHARGE 8
|
||
|
#define AC_POSSESS 9
|
||
|
#define AC_SPAWNHOST 10
|
||
|
#define AC_DISMANTLE 11
|
||
|
#define AC_REVIVE 12
|
||
|
#define AC_LIBERATE 13
|
||
|
#define AC_DISARM_SPAWNHOST 14
|
||
|
|
||
|
// used for sending tooltips
|
||
|
#define AC_ENEMY_REPAIR 20
|
||
|
|
||
|
// activate key codes - used for selecting weapons for activate key actions
|
||
|
// TODO: Possibly merge them with the above? They're similar
|
||
|
#define AK_NONE 0
|
||
|
#define AK_REPAIR 1
|
||
|
#define AK_HACK 2
|
||
|
#define AK_CHARGEARM 3
|
||
|
#define AK_ARM 4
|
||
|
#define AK_CONSTRUCT 5
|
||
|
#define AK_DISGUISE 6
|
||
|
#define AK_SPAWNHOST 7
|
||
|
#define AK_REVIVE 8
|
||
|
#define AK_SPAWNCAP 9
|
||
|
#define AK_BLANK1 10
|
||
|
#define AK_STAB 11
|
||
|
#define AK_USE 12
|
||
|
#define AK_PLANT 13
|
||
|
#define AK_CHARGEDISARM 14
|
||
|
#define AK_DISARM_SPAWNHOST 15
|
||
|
#define AK_USEVEHICLE 16
|
||
|
#define AK_FLYERDRONE 17
|
||
|
|
||
|
#define AK_INWARMUP 20
|
||
|
|
||
|
// animation prefix types
|
||
|
#define AP_WEAPON 0
|
||
|
#define AP_WEAPON_CLASS 1
|
||
|
#define AP_STANCE 2
|
||
|
#define AP_STANCE_ACTION 3
|
||
|
#define AP_CHANNEL_NAME 4
|
||
|
|
||
|
// sdGeneralMover states
|
||
|
#define GMS_MOVING 0
|
||
|
#define GMS_WAITING 1
|
||
|
|
||
|
// locational damage areas
|
||
|
#define LDA_LEGS 0
|
||
|
#define LDA_TORSO 1
|
||
|
#define LDA_HEAD 2
|
||
|
|
||
|
// vehicle kick flags
|
||
|
#define EF_KILL_PLAYERS 1
|
||
|
|
||
|
// vote modes
|
||
|
#define VM_GLOBAL 0
|
||
|
#define VM_TEAM 1
|
||
|
#define VM_PRIVATE 2
|
||
|
|
||
|
#define TARGET_ARTILLERY 0
|
||
|
#define TARGET_ROCKETS 1
|
||
|
#define TARGET_SSM 2
|
||
|
|
||
|
// construction states
|
||
|
#define CSTATE_NONE 0
|
||
|
#define CSTATE_FIRST_PROGRESS 1
|
||
|
#define CSTATE_FIRST 2
|
||
|
#define CSTATE_FIRST_SECOND_PROGRESS 3
|
||
|
#define CSTATE_FIRST_SECOND 4
|
||
|
#define CSTATE_DESTROY 5 // Gordon: special state that will be just CSTATE_NONE, but causes some notification
|
||
|
|
||
|
// game state
|
||
|
#define GS_INACTIVE 0 // not running
|
||
|
#define GS_WARMUP 1 // warming up
|
||
|
#define GS_COUNTDOWN 2 // post warmup pre-game
|
||
|
#define GS_GAMEON 3 // game is on
|
||
|
#define GS_GAMEREVIEW 4 // game is over, scoreboard is up
|
||
|
#define GS_NEXTGAME 5
|
||
|
#define GS_NEXTMAP 6
|
||
|
|
||
|
#define TARGET_LOCK_NOT_LOCKED 0
|
||
|
#define TARGET_LOCK_LOCKING 1
|
||
|
#define TARGET_LOCK_LOCKED 2
|
||
|
|
||
|
#define WAIT_FOR_TOOLTIP while( myPlayer.isToolTipPlaying() || myPlayer.getVehicle() != $null_entity ) { sys.wait( 0.2 ); }
|
||
|
|
||
|
#define CROSSHAIR_INFO_BAR_HEIGHT 6
|
||
|
|
||
|
#define FIRESUPPORT_TIMER_NAME "firesupport_timer"
|
||
|
#define FIRESUPPORT_TIMER_START_NAME "firesupport_start_timer"
|
||
|
|
||
|
#define VEHICLECREDIT_TIMER_NAME "vehiclecredit_timer"
|
||
|
|
||
|
#define OBJECTIVEMESSAGE_WAIT_TIME ( 90.f )
|
||
|
|
||
|
#define TRACER_CHANCE 0
|
||
|
#define TRACER_FORCE 1
|
||
|
#define TRACER_OFF 2
|
||
|
|
||
|
#define DISTANCE_FOR_ACTION 88.0f
|
||
|
|
||
|
#define SPOTTED_FLASH_TIME 5.0f
|
||
|
|
||
|
// gui defines in uicrosshairinfo.h
|
||
|
#define CF_CROSSHAIR 1
|
||
|
#define CF_PLAYER_ICONS 2
|
||
|
#define CF_TASKS 4
|
||
|
#define CF_OBJ_MIS 8
|
||
|
|
||
|
#define CROSSHAIR_TRACE_DIST 8192
|
||
|
|
||
|
// 'interfaces'
|
||
|
object target_marker {
|
||
|
void SetTarget( object traceObject, entity targetEntity, float targetLocked ) { ; }
|
||
|
void SetTargetPosition( vector position ) { ; }
|
||
|
};
|
||
|
|
||
|
object player {
|
||
|
boolean IsSniperScopeUp();
|
||
|
};
|
||
|
|
||
|
//mal: some bot script defines =============================================================================
|
||
|
|
||
|
//mal: bot actions states - these MUST match the defines in BotAI_Actions.h!!
|
||
|
#define ACTION_STATE_NULL -1 //mal: action is dead/deactivated/etc
|
||
|
#define ACTION_STATE_NORMAL 0 //mal: nothing to see here, move along....
|
||
|
#define ACTION_STATE_START_BUILD 1
|
||
|
#define ACTION_STATE_PLANTED 2
|
||
|
#define ACTION_STATE_START_HACK 3
|
||
|
#define ACTION_STATE_OBJ_STOLEN 4
|
||
|
#define ACTION_STATE_DEFUSED 5
|
||
|
#define ACTION_STATE_BUILD_FIZZLED 6
|
||
|
#define ACTION_STATE_HACK_FIZZLED 7
|
||
|
#define ACTION_STATE_OBJ_RETURNED 8
|
||
|
#define ACTION_STATE_OBJ_DROPPED 9
|
||
|
#define ACTION_STATE_FINISH_BUILD 10
|
||
|
#define ACTION_STATE_OBJ_BORN 11
|
||
|
#define ACTION_STATE_OBJ_DELIVERED 12
|
||
|
#define ACTION_STATE_GUN_READY 13
|
||
|
#define ACTION_STATE_GUN_DESTROYED 14
|
||
|
|
||
|
#define ACTION_GOAL_NULL -1
|
||
|
#define ACTION_GOAL_ROAM 0
|
||
|
#define ACTION_GOAL_CAMP 1
|
||
|
#define ACTION_GOAL_DENY_SPAWNPOINT 2
|
||
|
#define ACTION_GOAL_MAJOR_OBJ_BUILD 3
|
||
|
#define ACTION_GOAL_MINOR_OBJ_BUILD 4
|
||
|
#define ACTION_GOAL_PREVENT_BUILD 5
|
||
|
#define ACTION_GOAL_HE_CHARGE 6
|
||
|
#define ACTION_GOAL_DEFUSE 7
|
||
|
#define ACTION_GOAL_HACK 8
|
||
|
#define ACTION_GOAL_PREVENT_HACK 9
|
||
|
#define ACTION_GOAL_STEAL 10
|
||
|
#define ACTION_GOAL_PREVENT_STEAL 11
|
||
|
#define ACTION_GOAL_SNIPE 12
|
||
|
#define ACTION_GOAL_DELIVER 13
|
||
|
#define ACTION_GOAL_LANDMINE 14
|
||
|
#define ACTION_GOAL_FIRESUPPORT 15
|
||
|
#define ACTION_GOAL_AIRCAN_HINT 16
|
||
|
#define ACTION_GOAL_SMOKE_HINT 17
|
||
|
#define ACTION_GOAL_NADE_HINT 18
|
||
|
#define ACTION_GOAL_VEHICLE_CAMP 19
|
||
|
#define ACTION_GOAL_VEHICLE_ROAM 20
|
||
|
#define ACTION_GOAL_SUPPLY_HINT 21
|
||
|
#define ACTION_GOAL_MCP_OUTPOST 22
|
||
|
#define ACTION_GOAL_TELEPORTER_HINT 23
|
||
|
#define ACTION_GOAL_SHIELD_HINT 24
|
||
|
#define ACTION_GOAL_FORWARD_SPAWN 25
|
||
|
#define ACTION_GOAL_PREVENT_DELIVER 26
|
||
|
#define ACTION_GOAL_DROP_DEPLOYABLE 27
|
||
|
#define ACTION_GOAL_MCP_START 28
|
||
|
#define ACTION_GOAL_DEFENSE_CAMP 29
|
||
|
#define ACTION_GOAL_DEFENSE_MINE 30
|
||
|
#define ACTION_GOAL_VEHICLE_GRAB 31
|
||
|
|
||
|
// bot action types
|
||
|
#define ACTION_TYPE_BASE 1
|
||
|
#define ACTION_TYPE_BBOX 2
|
||
|
#define ACTION_TYPE_VEHICLE_PATH 3
|
||
|
#define ACTION_TYPE_TARGET 4
|
||
|
|
||
|
// player class/team types - these MUST match the values in BotAI_Main.h!
|
||
|
#define NOCLASS -1
|
||
|
#define MEDIC 0
|
||
|
#define SOLDIER 1
|
||
|
#define ENGINEER 2
|
||
|
#define FIELDOPS 3
|
||
|
#define COVERTOPS 4
|
||
|
|
||
|
#define NOTEAM -1
|
||
|
#define GDF 0
|
||
|
#define STROGG 1
|
||
|
|
||
|
// some bot weapon values, so that you can have the bots switch weapons thru the script
|
||
|
#define SMG 2 // the assault rifle and Lacerator weapon of each team, available to all classes.
|
||
|
#define ROCKET_LAUNCHER 5 // soldier only weapon
|
||
|
#define HEAVY_MACHINEGUN 6 // ditto
|
||
|
#define SHOTGUN 11 // medics, engineers and soldiers
|
||
|
#define SNIPERRIFLE 15 // covert ops only
|
||
|
|
||
|
#define AAS_PLAYER 0
|
||
|
#define AAS_VEHICLE 1
|
||
|
|
||
|
// end of bot script defines ===========================================================================
|
||
|
|
||
|
|
||
|
// Entity icon defines
|
||
|
|
||
|
// positions
|
||
|
#define EI_CENTER 0
|
||
|
#define EI_ABOVE 1
|
||
|
|
||
|
// color modes
|
||
|
#define EI_NONE 0
|
||
|
#define EI_WHITE 0
|
||
|
#define EI_TEAM 1
|
||
|
|
||
|
|
||
|
#endif
|