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ai_default.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Default schedules.
//
//=============================================================================//
#ifndef AI_DEFAULT_H
#define AI_DEFAULT_H
#ifdef _WIN32
#pragma once
#endif
//=========================================================
// These are the schedule types
//=========================================================
enum
{
SCHED_NONE = 0,
SCHED_IDLE_STAND,
SCHED_IDLE_WALK,
SCHED_IDLE_WANDER,
SCHED_WAKE_ANGRY,
SCHED_ALERT_FACE,
SCHED_ALERT_FACE_BESTSOUND,
SCHED_ALERT_REACT_TO_COMBAT_SOUND,
SCHED_ALERT_SCAN,
SCHED_ALERT_STAND,
SCHED_ALERT_WALK,
SCHED_INVESTIGATE_SOUND,
SCHED_COMBAT_FACE,
SCHED_COMBAT_SWEEP,
SCHED_FEAR_FACE,
SCHED_COMBAT_STAND,
SCHED_COMBAT_WALK,
SCHED_CHASE_ENEMY,
SCHED_CHASE_ENEMY_FAILED,
SCHED_VICTORY_DANCE,
SCHED_TARGET_FACE,
SCHED_TARGET_CHASE,
SCHED_SMALL_FLINCH,
SCHED_BIG_FLINCH,
SCHED_BACK_AWAY_FROM_ENEMY,
SCHED_MOVE_AWAY_FROM_ENEMY,
SCHED_BACK_AWAY_FROM_SAVE_POSITION,
SCHED_TAKE_COVER_FROM_ENEMY,
SCHED_TAKE_COVER_FROM_BEST_SOUND,
SCHED_FLEE_FROM_BEST_SOUND,
SCHED_TAKE_COVER_FROM_ORIGIN,
SCHED_FAIL_TAKE_COVER,
SCHED_RUN_FROM_ENEMY,
SCHED_RUN_FROM_ENEMY_FALLBACK,
SCHED_MOVE_TO_WEAPON_RANGE,
SCHED_ESTABLISH_LINE_OF_FIRE,
SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK,
SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE,
SCHED_FAIL_ESTABLISH_LINE_OF_FIRE,
SCHED_SHOOT_ENEMY_COVER,
SCHED_COWER, // usually a last resort!
SCHED_MELEE_ATTACK1,
SCHED_MELEE_ATTACK2,
SCHED_RANGE_ATTACK1,
SCHED_RANGE_ATTACK2,
SCHED_SPECIAL_ATTACK1,
SCHED_SPECIAL_ATTACK2,
SCHED_STANDOFF,
SCHED_ARM_WEAPON,
SCHED_DISARM_WEAPON,
SCHED_HIDE_AND_RELOAD,
SCHED_RELOAD,
SCHED_AMBUSH,
SCHED_DIE,
SCHED_DIE_RAGDOLL,
SCHED_WAIT_FOR_SCRIPT,
SCHED_AISCRIPT,
SCHED_SCRIPTED_WALK,
SCHED_SCRIPTED_RUN,
SCHED_SCRIPTED_CUSTOM_MOVE,
SCHED_SCRIPTED_WAIT,
SCHED_SCRIPTED_FACE,
SCHED_SCENE_GENERIC,
SCHED_NEW_WEAPON,
SCHED_NEW_WEAPON_CHEAT,
SCHED_SWITCH_TO_PENDING_WEAPON,
SCHED_GET_HEALTHKIT,
SCHED_WAIT_FOR_SPEAK_FINISH,
SCHED_MOVE_AWAY,
SCHED_MOVE_AWAY_FAIL,
SCHED_MOVE_AWAY_END,
SCHED_FORCED_GO,
SCHED_FORCED_GO_RUN,
SCHED_NPC_FREEZE,
SCHED_PATROL_WALK,
SCHED_COMBAT_PATROL,
SCHED_PATROL_RUN,
SCHED_RUN_RANDOM,
SCHED_FALL_TO_GROUND,
SCHED_DROPSHIP_DUSTOFF,
SCHED_FLINCH_PHYSICS,
SCHED_FAIL,
SCHED_FAIL_NOSTOP,
SCHED_RUN_FROM_ENEMY_MOB,
SCHED_DUCK_DODGE,
SCHED_INTERACTION_MOVE_TO_PARTNER,
SCHED_INTERACTION_WAIT_FOR_PARTNER,
SCHED_SLEEP,
// ======================================
// IMPORTANT: This must be the last enum
// ======================================
LAST_SHARED_SCHEDULE
};
#endif // AI_DEFAULT_H