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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/npcevent.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/npcevent.h')
| -rw-r--r-- | game/shared/npcevent.h | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/game/shared/npcevent.h b/game/shared/npcevent.h new file mode 100644 index 0000000..8f681ab --- /dev/null +++ b/game/shared/npcevent.h @@ -0,0 +1,77 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef NPCEVENT_H +#define NPCEVENT_H +#ifdef _WIN32 +#pragma once +#endif + +class CBaseAnimating; + +struct animevent_t +{ + int event; + const char *options; + float cycle; + float eventtime; + int type; + CBaseAnimating *pSource; +}; +#define EVENT_SPECIFIC 0 +#define EVENT_SCRIPTED 1000 // see scriptevent.h +#define EVENT_SHARED 2000 +#define EVENT_WEAPON 3000 +#define EVENT_CLIENT 5000 + +#define NPC_EVENT_BODYDROP_LIGHT 2001 +#define NPC_EVENT_BODYDROP_HEAVY 2002 + +#define NPC_EVENT_SWISHSOUND 2010 + +#define NPC_EVENT_180TURN 2020 + +#define NPC_EVENT_ITEM_PICKUP 2040 +#define NPC_EVENT_WEAPON_DROP 2041 +#define NPC_EVENT_WEAPON_SET_SEQUENCE_NAME 2042 +#define NPC_EVENT_WEAPON_SET_SEQUENCE_NUMBER 2043 +#define NPC_EVENT_WEAPON_SET_ACTIVITY 2044 + +#define NPC_EVENT_LEFTFOOT 2050 +#define NPC_EVENT_RIGHTFOOT 2051 + +#define NPC_EVENT_OPEN_DOOR 2060 + +// !! DON'T CHANGE TO ORDER OF THESE. THEY ARE HARD CODED IN THE WEAPON QC FILES (YUCK!) !! +#define EVENT_WEAPON_MELEE_HIT 3001 +#define EVENT_WEAPON_SMG1 3002 +#define EVENT_WEAPON_MELEE_SWISH 3003 +#define EVENT_WEAPON_SHOTGUN_FIRE 3004 +#define EVENT_WEAPON_THROW 3005 +#define EVENT_WEAPON_AR1 3006 +#define EVENT_WEAPON_AR2 3007 +#define EVENT_WEAPON_HMG1 3008 +#define EVENT_WEAPON_SMG2 3009 +#define EVENT_WEAPON_MISSILE_FIRE 3010 +#define EVENT_WEAPON_SNIPER_RIFLE_FIRE 3011 +#define EVENT_WEAPON_AR2_GRENADE 3012 +#define EVENT_WEAPON_THROW2 3013 +#define EVENT_WEAPON_PISTOL_FIRE 3014 +#define EVENT_WEAPON_RELOAD 3015 +#define EVENT_WEAPON_THROW3 3016 +#define EVENT_WEAPON_RELOAD_SOUND 3017 // Use this + EVENT_WEAPON_RELOAD_FILL_CLIP to prevent shooting during the reload animation +#define EVENT_WEAPON_RELOAD_FILL_CLIP 3018 +#define EVENT_WEAPON_SMG1_BURST1 3101 // first round in a 3-round burst +#define EVENT_WEAPON_SMG1_BURSTN 3102 // 2, 3 rounds +#define EVENT_WEAPON_AR2_ALTFIRE 3103 + +#define EVENT_WEAPON_SEQUENCE_FINISHED 3900 + +// NOTE: MUST BE THE LAST WEAPON EVENT -- ONLY WEAPON EVENTS BETWEEN EVENT_WEAPON AND THIS +#define EVENT_WEAPON_LAST 3999 + +#endif // NPCEVENT_H |