99 lines
3.2 KiB
C
99 lines
3.2 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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#ifndef DEFAULTAI_H
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#define DEFAULTAI_H
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//=========================================================
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// Failed
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//=========================================================
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extern Schedule_t slFail[];
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//=========================================================
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// Idle Schedules
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//=========================================================
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extern Schedule_t slIdleStand[];
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extern Schedule_t slIdleTrigger[];
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extern Schedule_t slIdleWalk[];
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//=========================================================
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// Wake Schedules
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//=========================================================
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extern Schedule_t slWakeAngry[];
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//=========================================================
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// AlertTurn Schedules
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//=========================================================
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extern Schedule_t slAlertFace[];
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//=========================================================
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// AlertIdle Schedules
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//=========================================================
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extern Schedule_t slAlertStand[];
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//=========================================================
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// CombatIdle Schedule
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//=========================================================
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extern Schedule_t slCombatStand[];
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//=========================================================
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// CombatFace Schedule
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//=========================================================
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extern Schedule_t slCombatFace[];
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//=========================================================
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// reload schedule
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//=========================================================
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extern Schedule_t slReload[];
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//=========================================================
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// Attack Schedules
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//=========================================================
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extern Schedule_t slRangeAttack1[];
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extern Schedule_t slRangeAttack2[];
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extern Schedule_t slTakeCoverFromBestSound[];
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// primary melee attack
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extern Schedule_t slMeleeAttack[];
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// Chase enemy schedule
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extern Schedule_t slChaseEnemy[];
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//=========================================================
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// small flinch, used when a relatively minor bit of damage
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// is inflicted.
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//=========================================================
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extern Schedule_t slSmallFlinch[];
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//=========================================================
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// Die!
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//=========================================================
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extern Schedule_t slDie[];
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//=========================================================
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// Universal Error Schedule
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//=========================================================
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extern Schedule_t slError[];
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//=========================================================
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// Scripted sequences
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//=========================================================
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extern Schedule_t slWalkToScript[];
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extern Schedule_t slRunToScript[];
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extern Schedule_t slWaitScript[];
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#endif // DEFAULTAI_H
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