jkxr/Projects/Android/jni/OpenJK/codeJK2/game/bstate.h
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

51 lines
1.9 KiB
C

/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#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__