mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
51 lines
1.9 KiB
C
51 lines
1.9 KiB
C
/*
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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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#ifndef __BSTATE_H__
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#define __BSTATE_H__
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//bstate.h
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typedef enum //# bState_e
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{//These take over only if script allows them to be autonomous
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BS_DEFAULT = 0,//# default behavior for that NPC
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BS_ADVANCE_FIGHT,//# Advance to captureGoal and shoot enemies if you can
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BS_SLEEP,//# Play awake script when startled by sound
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BS_FOLLOW_LEADER,//# Follow your leader and shoot any enemies you come across
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BS_JUMP,//# Face navgoal and jump to it.
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BS_SEARCH,//# Using current waypoint as a base, search the immediate branches of waypoints for enemies
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BS_WANDER,//# Wander down random waypoint paths
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BS_NOCLIP,//# Moves through walls, etc.
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BS_REMOVE,//# Waits for player to leave PVS then removes itself
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BS_CINEMATIC,//# Does nothing but face it's angles and move to a goal if it has one
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BS_FLEE,//# Run away!
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//# #eol
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//internal bStates only
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BS_WAIT,//# Does nothing but face it's angles
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BS_STAND_GUARD,
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BS_PATROL,
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BS_INVESTIGATE,//# head towards temp goal and look for enemies and listen for sounds
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BS_STAND_AND_SHOOT,
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BS_HUNT_AND_KILL,
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NUM_BSTATES
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} bState_t;
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#endif //#ifndef __BSTATE_H__
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