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47 lines
2 KiB
C
47 lines
2 KiB
C
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/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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typedef enum //# bSet_e
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{//This should check to matching a behavior state name first, then look for a script
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BSET_INVALID = -1,
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BSET_FIRST = 0,
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BSET_SPAWN = 0,//# script to use when first spawned
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BSET_USE,//# script to use when used
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BSET_AWAKE,//# script to use when awoken/startled
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BSET_ANGER,//# script to use when aquire an enemy
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BSET_ATTACK,//# script to run when you attack
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BSET_VICTORY,//# script to run when you kill someone
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BSET_LOSTENEMY,//# script to run when you can't find your enemy
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BSET_PAIN,//# script to use when take pain
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BSET_FLEE,//# script to use when take pain below 50% of health
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BSET_DEATH,//# script to use when killed
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BSET_DELAYED,//# script to run when self->delayScriptTime is reached
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BSET_BLOCKED,//# script to run when blocked by a friendly NPC or player
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BSET_BUMPED,//# script to run when bumped into a friendly NPC or player (can set bumpRadius)
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BSET_STUCK,//# script to run when blocked by a wall
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BSET_FFIRE,//# script to run when player shoots their own teammates
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BSET_FFDEATH,//# script to run when player kills a teammate
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BSET_MINDTRICK,//# script to run when player does a mind trick on this NPC
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NUM_BSETS
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} bSet_t;
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