mirror of
https://github.com/UberGames/EF2GameSource.git
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537 lines
14 KiB
C
537 lines
14 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/actorincludes.h $
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// $Revision:: 84 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:53a $
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//
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// Copyright (C) 2001 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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//
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// DESCRIPTION:
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// Centralized repository for externs, defines, enums, and structs that are required
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// by actor and all of actor's helper classes, like sensoryPerception, thinkStrategy, etc...
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//
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#ifndef __ACTORINCLUDES_H__
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#define __ACTORINCLUDES_H__
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//=========================================
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// External Events
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//=========================================
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extern Event EV_Actor_Start;
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extern Event EV_Actor_Dead;
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extern Event EV_Actor_LookAt;
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extern Event EV_Actor_TurnTo;
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extern Event EV_Actor_BehaviorFinished ;
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extern Event EV_Actor_ControlLost ;
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extern Event EV_Actor_EndBehavior;
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extern Event EV_Actor_EndHeadBehavior;
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extern Event EV_Actor_EndEyeBehavior;
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extern Event EV_Actor_NotifyBehavior;
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extern Event EV_Actor_NotifyTorsoBehavior;
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extern Event EV_Actor_NotifyHeadBehavior;
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extern Event EV_Actor_NotifyEyeBehavior;
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extern Event EV_Actor_FinishedMove;
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extern Event EV_Actor_FinishedAnim;
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extern Event EV_Actor_WalkTo;
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extern Event EV_Actor_FallToDeath;
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extern Event EV_Actor_RunTo;
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extern Event EV_Actor_Anim;
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extern Event EV_Actor_AttackFinished;
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extern Event EV_Actor_Attack;
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extern Event EV_Actor_AttackPlayer;
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extern Event EV_Actor_AIOn;
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extern Event EV_Actor_AIOff;
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extern Event EV_Actor_AIDeaf;
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extern Event EV_Actor_AIDumb;
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extern Event EV_Actor_RespondTo;
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extern Event EV_Actor_PermanentlyRespondTo;
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extern Event EV_ActorIncomingProjectile;
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extern Event EV_Anim_Done;
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extern Event EV_ActorOnlyShootable;
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extern Event EV_Actor_BounceOff;
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extern Event EV_Actor_Push;
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extern Event EV_Actor_Statemap;
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extern Event EV_Actor_SetTargetable;
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extern Event EV_Sentient_StopFire;
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extern Event EV_Sentient_Attack;
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extern Event EV_Actor_SetUseGravity ;
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extern Event EV_Actor_SetSimplifiedThink ;
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extern Event EV_Actor_SetStickToGround ;
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extern Event EV_Actor_SetMovementMode ;
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//========================================
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// General Defines
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//========================================
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#define MAX_ALIAS_NAME_LENGTH 32
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#define MAX_INACTIVE_TIME 30.0
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#define DEFAULT_FOV 150
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#define DEFAULT_VISION_DISTANCE 1536
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#define MIN_SIGHT_DELAY 2
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#define RANDOM_SIGHT_DELAY 1.5
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#define DEFAULT_INITIAL_HATE 100
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#define TURN_SPEED 60 //Used to be 25
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#define HELPER_NODE_MAX_DISTANCE 96.0
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#define HELPER_NODE_ARRIVAL_DISTANCE 24.0
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#define HACK_PATH_CHECK 1.0
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//========================================
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// Stimuli types
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//========================================
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#define STIMULI_ALL -1
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#define STIMULI_NONE 0
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#define STIMULI_SIGHT (1<<0)
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#define STIMULI_SOUND (1<<1)
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#define STIMULI_PAIN (1<<2)
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#define STIMULI_SCRIPT (1<<3)
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//========================================
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// Bones used by actor
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//========================================
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#define ACTOR_MOUTH_TAG 0
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#define ACTOR_HEAD_TAG 1
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#define ACTOR_TORSO_TAG 2
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#define ACTOR_LEYE_TAG 3
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#define ACTOR_REYE_TAG 4
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//========================================
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// Dialog stuff
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//========================================
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#define MAX_DIALOG_PARAMETERS_LENGTH 100
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#define MAX_DIALOG_PARM_LENGTH 64
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#define MAX_DIALOG_PARMS 10
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#define DIALOG_PARM_TYPE_NONE 0
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#define DIALOG_PARM_TYPE_PLAYERHAS 1
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#define DIALOG_PARM_TYPE_PLAYERHASNOT 2
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#define DIALOG_PARM_TYPE_HAS 3
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#define DIALOG_PARM_TYPE_HASNOT 4
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#define DIALOG_PARM_TYPE_DEPENDS 5
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#define DIALOG_PARM_TYPE_DEPENDSNOT 6
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#define DIALOG_PARM_TYPE_DEPENDSINT 7
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#define DIALOG_PARM_TYPE_CONTEXT_INITIATOR 8
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#define DIALOG_PARM_TYPE_CONTEXT_RESPONSE 9
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//========================================
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// State flags
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//========================================
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#define STATE_FLAG_IN_PAIN ( 1<<0 )
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#define STATE_FLAG_MELEE_HIT ( 1<<1 )
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#define STATE_FLAG_TOUCHED ( 1<<2 )
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#define STATE_FLAG_ACTIVATED ( 1<<3 )
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#define STATE_FLAG_USED ( 1<<4 )
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#define STATE_FLAG_TWITCH ( 1<<5 )
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#define STATE_FLAG_BLOCKED_HIT ( 1<<6 )
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#define STATE_FLAG_SMALL_PAIN ( 1<<7 )
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#define STATE_FLAG_OTHER_DIED ( 1<<8 )
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#define STATE_FLAG_STUCK ( 1<<9 )
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#define STATE_FLAG_NO_PATH ( 1<<10 )
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#define STATE_FLAG_TOUCHED_BY_PLAYER ( 1<<11 )
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#define STATE_FLAG_CHANGED_WEAPON ( 1<<12 )
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#define STATE_FLAG_DAMAGE_THRESHOLD_EXCEEDED ( 1<<13 )
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#define STATE_FLAG_ATTACKED ( 1<<14 )
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#define STATE_FLAG_ATTACKED_BY_PLAYER ( 1<<15 )
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#define STATE_FLAG_SHOW_PAIN ( 1<<16 )
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#define STATE_FLAG_IN_THE_WAY ( 1<<17 )
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#define STATE_FLAG_STEERING_FAILED ( 1<<18 )
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#define STATE_FLAG_BLOCKED_BY_ENTITY ( 1<<19 )
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#define STATE_FLAG_ENEMY_PROJECTILE_CLOSE ( 1<<20 )
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//========================================
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// Combat Subsystem Defines
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//========================================
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#define DEFAULT_TRACE_INTERVAL .05f
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#define DEFAULT_PATH_TO_ENEMY_INTERVAL .05f
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//========================================
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// Actor modes
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//========================================
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#define ACTOR_MODE_NONE 0
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#define ACTOR_MODE_IDLE 1
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#define ACTOR_MODE_AI 2
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#define ACTOR_MODE_SCRIPT 3
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#define ACTOR_MODE_TALK 4
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//=======================================
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// Pain types
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//=======================================
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#define PAIN_SMALL 0
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#define PAIN_BIG 1
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//========================================
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// Save Flags
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//========================================
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#define SAVE_FLAG_NEW_ANIM (1<<0)
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#define SAVE_FLAG_FORWARD_SPEED (1<<1)
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#define SAVE_FLAG_BEHAVIOR (1<<2)
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#define SAVE_FLAG_PATH (1<<3)
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#define SAVE_FLAG_NOISE (1<<4)
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#define SAVE_FLAG_SCRIPT_THREAD (1<<5)
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#define SAVE_FLAG_ACTOR_THREAD (1<<6)
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#define SAVE_FLAG_KILL_THREAD (1<<7)
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#define SAVE_FLAG_STATE (1<<8)
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#define SAVE_FLAG_IDLE_THREAD (1<<7)
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#define SAVE_FLAG_PARTS (1<<10)
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#define SAVE_FLAG_TRIGGER (1<<11)
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#define SAVE_FLAG_STATE_FLAGS (1<<12)
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#define SAVE_FLAG_COMMAND (1<<13)
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#define SAVE_FLAG_STAGE (1<<14)
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#define SAVE_FLAG_NUM_OF_SPAWNS (1<<15)
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#define SAVE_FLAG_SPAWN_PARENT (1<<16)
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#define SAVE_FLAG_DIALOG (1<<17)
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#define SAVE_FLAG_SAVED_STUFF (1<<18)
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#define SAVE_FLAG_LAST_ANIM_EVENT (1<<19)
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#define SAVE_FLAG_PICKUP_ENT (1<<20)
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#define SAVE_FLAG_PAIN (1<<21)
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#define SAVE_FLAG_SPAWN_ITEMS (1<<22)
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//=======================================
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// Rage AI System
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//=======================================
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#define DEFAULT_EVALUATE_INTERVAL .05f // Was 10.0f
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#define DEFAULT_SIGHT_BASED_HATE 5.0f
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//=======================================
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// Structures
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//=======================================
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//DialogParm_t -- Structure for Dialog Parameters
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typedef struct
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{
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byte type;
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char parm[ MAX_DIALOG_PARM_LENGTH ];
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char parm2[ MAX_DIALOG_PARM_LENGTH ];
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} DialogParm_t;
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typedef enum
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{
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DIALOG_TYPE_NORMAL,
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DIALOG_TYPE_RADIUS,
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DIALOG_TYPE_GREETING,
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DIALOG_TYPE_COMBAT,
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DIALOG_TYPE_CONTEXT_INITIATOR,
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DIALOG_TYPE_CONTEXT_RESPONSE
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} DialogType_t;
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//DialogNode_t -- Structure for Dialog Nodes
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typedef struct DialogNode_s
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{
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char alias_name[ MAX_ALIAS_NAME_LENGTH ];
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int random_flag;
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int number_of_parms;
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float random_percent;
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DialogType_t dType;
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DialogParm_t parms[ MAX_DIALOG_PARMS ];
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struct DialogNode_s *next;
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} DialogNode_t;
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typedef struct
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{
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int entNum;
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float time;
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qboolean inLineOfSight;
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} LineOfSight_t;
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//HateListEntry_t -- Structure for the hate list
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typedef struct
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{
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// Information that will need to be persistant, or accesses
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// frequently should be placed in this structure
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EntityPtr enemy; //Pointer to the entity
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float lastSightTime; //Last time I tried to see this entity
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float nextSightTime; //Next time I try and see this entity
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qboolean canSee; //Can I see the enemy ( based on last time I tried )
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float damageCaused; //total damage that entity has done to me
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float hate; //how much hate I have for this entiy
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float lastDistance;
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} HateListEntry_t;
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typedef struct
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{
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str packageName;
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str stateFile;
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} BehaviorPackageType_t;
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// Helper Node Data
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typedef struct
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{
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HelperNodePtr node;
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int mask;
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int nodeID;
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} CurrentHelperNodeData_t;
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typedef struct
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{
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HelperNodePtr node;
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int mask;
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int nodeID;
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} IgnoreHelperNodeData_t;
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// Follow Target Data
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typedef struct
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{
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EntityPtr currentFollowTarget;
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EntityPtr specifiedFollowTarget;
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float maxRangeIdle;
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float minRangeIdle;
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float maxRangeCombat;
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float minRangeCombat;
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} FollowTargetData_t;
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typedef struct
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{
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int packageIndex;
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float currentScore;
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float lastScore;
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float lastTimeExecuted;
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float priority;
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} BehaviorPackageEntry_t;
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typedef struct
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{
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int packageIndex;
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float tendency;
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float lastTendencyCheck;
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} PackageTendency_t;
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// We need to modify PackageTendency_t to do
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// what struct is going to do, however, I'm 2 days from a
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// milestone, so I'm not changing anything right now
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typedef struct
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{
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str tendencyName;
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float tendencyValue;
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} Tendency_t;
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// StateVar -- Structure for holding StateVars
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typedef struct
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{
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str varName;
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str varValue;
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float varTime;
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} StateVar;
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// part_t -- Part stuff
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typedef struct
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{
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EntityPtr ent;
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unsigned int state_flags;
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} part_t;
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// threadlist_t -- A Key/Value pair for all the custom threading stuff we're doing
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// we will eventually need to convert all those errant actor threads into this.
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typedef struct
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{
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str threadType;
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str threadName;
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} threadlist_t;
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//===========================================
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// Enumerations
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//===========================================
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typedef enum{
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MOVEMENT_TYPE_NORMAL,
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MOVEMENT_TYPE_ANIM
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} MovementType_t;
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//DialogMode_t -- Enumeration of Dialog Modes
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typedef enum{
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DIALOG_MODE_ANXIOUS,
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DIALOG_MODE_NORMAL,
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DIALOG_MODE_IGNORE
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} DialogMode_t;
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// actortype_t -- Enumeration of possible actor types
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typedef enum
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{
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IS_INANIMATE,
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IS_MONSTER,
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IS_ENEMY,
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IS_CIVILIAN,
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IS_FRIEND,
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IS_ANIMAL,
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IS_TEAMMATE,
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NUM_ACTORTYPES
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} actortype_t;
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// targetType_t -- Enumeration of possible target types
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typedef enum
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{
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ATTACK_ANY,
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ATTACK_PLAYER_ONLY,
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ATTACK_ACTORS_ONLY,
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ATTACK_SCRIPTED_ONLY,
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ATTACK_LEVEL_INTERACTION
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} targetType_t;
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typedef enum
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{
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DEBUG_NONE,
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DEBUG_STATES_ONLY,
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DEBUG_STATES_BEHAVIORS,
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DEBUG_ALL,
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MAX_DEBUG_TYPES
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} stateDebugType_t;
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typedef enum
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{
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TALK_TURNTO,
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TALK_HEADWATCH,
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TALK_IGNORE
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} talkModeStates_t;
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// actorflags -- Enumeration of Actor flags
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typedef enum{
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ACTOR_FLAG_NOISE_HEARD,
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ACTOR_FLAG_INVESTIGATING,
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ACTOR_FLAG_DEATHGIB,
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ACTOR_FLAG_DEATHFADE,
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ACTOR_FLAG_NOCHATTER,
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ACTOR_FLAG_INACTIVE,
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ACTOR_FLAG_ANIM_DONE,
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ACTOR_FLAG_STATE_DONE_TIME_VALID,
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ACTOR_FLAG_MASTER_STATE_DONE_TIME_VALID,
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ACTOR_FLAG_AI_ON,
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ACTOR_FLAG_LAST_CANSEEENEMY,
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ACTOR_FLAG_LAST_CANSEEENEMY_NOFOV,
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ACTOR_FLAG_DIALOG_PLAYING,
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ACTOR_FLAG_RADIUS_DIALOG_PLAYING,
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ACTOR_FLAG_ALLOW_TALK,
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ACTOR_FLAG_DAMAGE_ONCE_ON,
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ACTOR_FLAG_DAMAGE_ONCE_DAMAGED,
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ACTOR_FLAG_BOUNCE_OFF,
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ACTOR_FLAG_NOTIFY_OTHERS_AT_DEATH,
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ACTOR_FLAG_HAS_THING1,
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ACTOR_FLAG_HAS_THING2,
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ACTOR_FLAG_HAS_THING3,
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ACTOR_FLAG_HAS_THING4,
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ACTOR_FLAG_LAST_ATTACK_HIT,
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ACTOR_FLAG_STARTED,
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ACTOR_FLAG_ALLOW_HANGBACK,
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ACTOR_FLAG_USE_GRAVITY,
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ACTOR_FLAG_SPAWN_FAILED,
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ACTOR_FLAG_FADING_OUT,
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ACTOR_FLAG_DEATHSHRINK,
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ACTOR_FLAG_DEATHSINK,
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ACTOR_FLAG_STAYSOLID,
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ACTOR_FLAG_STUNNED,
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ACTOR_FLAG_ALLOW_FALL,
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ACTOR_FLAG_FINISHED,
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ACTOR_FLAG_IN_LIMBO,
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ACTOR_FLAG_CAN_WALK_ON_OTHERS,
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ACTOR_FLAG_PUSHABLE,
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ACTOR_FLAG_LAST_TRY_TALK,
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ACTOR_FLAG_TARGETABLE,
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ACTOR_FLAG_IMMORTAL,
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ACTOR_FLAG_TURNING_HEAD,
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ACTOR_FLAG_MOVING_EYES,
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ACTOR_FLAG_DIE_COMPLETELY,
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ACTOR_FLAG_BLEED_AFTER_DEATH,
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ACTOR_FLAG_IGNORE_STUCK_WARNING,
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ACTOR_FLAG_IGNORE_OFF_GROUND_WARNING,
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ACTOR_FLAG_ALLOWED_TO_KILL,
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ACTOR_FLAG_TOUCH_TRIGGERS,
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ACTOR_FLAG_IGNORE_WATER,
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ACTOR_FLAG_NEVER_IGNORE_SOUNDS,
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ACTOR_FLAG_SIMPLE_PATHFINDING,
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ACTOR_FLAG_HAVE_MOVED,
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ACTOR_FLAG_NO_PAIN_SOUNDS,
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ACTOR_FLAG_UPDATE_BOSS_HEALTH,
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ACTOR_FLAG_IGNORE_PAIN_FROM_ACTORS,
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ACTOR_FLAG_DAMAGE_ALLOWED,
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ACTOR_FLAG_AT_COVER_NODE,
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ACTOR_FLAG_WAIT_FOR_NEW_ENEMY,
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ACTOR_FLAG_TAKE_DAMAGE,
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ACTOR_FLAG_USE_DAMAGESKINS,
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ACTOR_FLAG_CAPTURED,
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ACTOR_FLAG_TURRET_MODE,
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ACTOR_FLAG_INCOMING_HITSCAN,
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ACTOR_FLAG_RESPONDING_TO_HITSCAN,
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ACTOR_FLAG_MELEE_HIT_WORLD,
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ACTOR_FLAG_TORSO_ANIM_DONE,
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ACTOR_FLAG_WEAPON_READY,
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ACTOR_FLAG_DISABLED,
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ACTOR_FLAG_IN_ALCOVE,
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ACTOR_FLAG_IN_CONE_OF_FIRE,
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ACTOR_FLAG_IN_PLAYER_CONE_OF_FIRE,
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ACTOR_FLAG_PLAYER_IN_CALL_VOLUME,
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ACTOR_FLAG_IN_CALL_VOLUME,
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ACTOR_FLAG_OUT_OF_TORSO_RANGE,
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ACTOR_FLAG_DUCKED,
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ACTOR_FLAG_PRONE,
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ACTOR_FLAG_SHOULD_BLINK,
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ACTOR_FLAG_CRIPPLED,
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ACTOR_FLAG_RETREATING,
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ACTOR_FLAG_HIDDEN,
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ACTOR_FLAG_FOLLOWING_IN_FORMATION,
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ACTOR_FLAG_DISPLAYING_FAILURE_FX,
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ACTOR_FLAG_GROUPMEMBER_INJURED,
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ACTOR_FLAG_CAN_HEAL_OTHER,
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ACTOR_FLAG_STRICTLY_FOLLOW_PATHS,
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ACTOR_FLAG_POSTURE_ANIM_DONE,
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ACTOR_FLAG_ATTACKING_ENEMY,
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ACTOR_FLAG_UPDATE_HATE_WITH_ATTACKERS,
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ACTOR_FLAG_LAST_CANSEEPLAYER,
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ACTOR_FLAG_LAST_CANSEEPLAYER_NOFOV,
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ACTOR_FLAG_MELEE_ALLOWED,
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ACTOR_FLAG_PLAYING_DIALOG_ANIM,
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ACTOR_FLAG_USING_HUD,
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ACTOR_FLAG_FORCE_LIFEBAR,
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ACTOR_FLAG_UPDATE_ACTION_LEVEL,
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ACTOR_FLAG_CAN_CHANGE_ANIM,
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ACTOR_FLAG_USE_FOLLOWRANGE_FOR_NODES,
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ACTOR_FLAG_IMMEDIATE_ACTIVATE,
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ACTOR_FLAG_CANNOT_DISINTEGRATE,
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|
ACTOR_FLAG_CANNOT_USE,
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|
ACTOR_FLAG_CANNOT_FREEZE,
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|
|
|
ACTOR_FLAG_MAX
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|
|
|
} ActorFlags;
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|
|
|
|
|
typedef enum {
|
|
NOTIFY_FLAG_DAMAGED,
|
|
NOTIFY_FLAG_KILLED,
|
|
NOTIFY_FLAG_SPOTTED_ENEMY,
|
|
|
|
NOTIFY_FLAG_MAX
|
|
} NotifyFlags;
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|
|
|
|
|
typedef enum {
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|
MOVEMENT_STYLE_NONE,
|
|
MOVEMENT_STYLE_WALK,
|
|
MOVEMENT_STYLE_RUN,
|
|
|
|
MOVEMENT_STYLE_MAX
|
|
} MovementStyle;
|
|
|
|
|
|
//========================================
|
|
// Global Lists
|
|
//========================================
|
|
extern Container<Actor *> SleepList;
|
|
extern Container<Actor *> ActiveList;
|
|
extern Container<Sentient *> TeamMateList;
|
|
extern Container<BehaviorPackageType_t *> PackageList;
|
|
|
|
#endif /* __ACTORINCLUDES_H__ */
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