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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+#ifndef SCRIPTEVENT_H
+#define SCRIPTEVENT_H
+
+#define SCRIPT_EVENT_DEAD 1000 // character is now dead
+#define SCRIPT_EVENT_NOINTERRUPT 1001 // does not allow interrupt
+#define SCRIPT_EVENT_CANINTERRUPT 1002 // will allow interrupt
+#define SCRIPT_EVENT_FIREEVENT 1003 // Fires OnScriptEventXX output in the script entity, where XX is the event number from the options data.
+#define SCRIPT_EVENT_SOUND 1004 // Play named wave file (on CHAN_BODY)
+#define SCRIPT_EVENT_SENTENCE 1005 // Play named sentence
+#define SCRIPT_EVENT_INAIR 1006 // Leave the character in air at the end of the sequence (don't find the floor)
+#define SCRIPT_EVENT_ENDANIMATION 1007 // Set the animation by name after the sequence completes
+#define SCRIPT_EVENT_SOUND_VOICE 1008 // Play named wave file (on CHAN_VOICE)
+#define SCRIPT_EVENT_SENTENCE_RND1 1009 // Play sentence group 25% of the time
+#define SCRIPT_EVENT_NOT_DEAD 1010 // Bring back to life (for life/death sequences)
+#define SCRIPT_EVENT_EMPHASIS 1011 // Emphasis point for gestures
+
+#define SCRIPT_EVENT_BODYGROUPON 1020 // Turn a bodygroup on
+#define SCRIPT_EVENT_BODYGROUPOFF 1021 // Turn a bodygroup off
+#define SCRIPT_EVENT_BODYGROUPTEMP 1022 // Turn a bodygroup on until this sequence ends
+
+#define SCRIPT_EVENT_FIRE_INPUT 1100 // Fires named input on the event handler
+
+#endif //SCRIPTEVENT_H