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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_condition.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ai_condition.h')
-rw-r--r--mp/src/game/server/ai_condition.h242
1 files changed, 121 insertions, 121 deletions
diff --git a/mp/src/game/server/ai_condition.h b/mp/src/game/server/ai_condition.h
index 907c5906..e23185f2 100644
--- a/mp/src/game/server/ai_condition.h
+++ b/mp/src/game/server/ai_condition.h
@@ -1,121 +1,121 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: The default shared conditions
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef CONDITION_H
-#define CONDITION_H
-
-// NOTE: Changing this constant will break save files!!! (changes type of CAI_ScheduleBits)
-#ifndef MAX_CONDITIONS
-#define MAX_CONDITIONS 32*8
-#endif
-
-//=========================================================
-// These are the default shared conditions
-//=========================================================
-enum SCOND_t
-{
- COND_NONE, // A way for a function to return no condition to get
-
- COND_IN_PVS,
- COND_IDLE_INTERRUPT, // The schedule in question is a low priority idle, and therefore a candidate for translation into something else
-
- COND_LOW_PRIMARY_AMMO,
- COND_NO_PRIMARY_AMMO,
- COND_NO_SECONDARY_AMMO,
- COND_NO_WEAPON,
- COND_SEE_HATE,
- COND_SEE_FEAR,
- COND_SEE_DISLIKE,
- COND_SEE_ENEMY,
- COND_LOST_ENEMY,
- COND_ENEMY_WENT_NULL, // What most people think COND_LOST_ENEMY is: This condition is set in the edge case where you had an enemy last think, but don't have one this think.
- COND_ENEMY_OCCLUDED, // Can't see m_hEnemy
- COND_TARGET_OCCLUDED, // Can't see m_hTargetEnt
- COND_HAVE_ENEMY_LOS,
- COND_HAVE_TARGET_LOS,
- COND_LIGHT_DAMAGE,
- COND_HEAVY_DAMAGE,
- COND_PHYSICS_DAMAGE,
- COND_REPEATED_DAMAGE, // Damaged several times in a row
-
- COND_CAN_RANGE_ATTACK1, // Hitscan weapon only
- COND_CAN_RANGE_ATTACK2, // Grenade weapon only
- COND_CAN_MELEE_ATTACK1,
- COND_CAN_MELEE_ATTACK2,
-
- COND_PROVOKED,
- COND_NEW_ENEMY,
-
- COND_ENEMY_TOO_FAR, // Can we get rid of this one!?!?
- COND_ENEMY_FACING_ME,
- COND_BEHIND_ENEMY,
- COND_ENEMY_DEAD,
- COND_ENEMY_UNREACHABLE, // Not connected to me via node graph
-
- COND_SEE_PLAYER,
- COND_LOST_PLAYER,
- COND_SEE_NEMESIS,
- COND_TASK_FAILED,
- COND_SCHEDULE_DONE,
- COND_SMELL,
- COND_TOO_CLOSE_TO_ATTACK, // FIXME: most of this next group are meaningless since they're shared between all attack checks!
- COND_TOO_FAR_TO_ATTACK,
- COND_NOT_FACING_ATTACK,
- COND_WEAPON_HAS_LOS,
- COND_WEAPON_BLOCKED_BY_FRIEND, // Friend between weapon and target
- COND_WEAPON_PLAYER_IN_SPREAD, // Player in shooting direction
- COND_WEAPON_PLAYER_NEAR_TARGET, // Player near shooting position
- COND_WEAPON_SIGHT_OCCLUDED,
- COND_BETTER_WEAPON_AVAILABLE,
- COND_HEALTH_ITEM_AVAILABLE, // There's a healthkit available.
- COND_GIVE_WAY, // Another npc requested that I give way
- COND_WAY_CLEAR, // I no longer have to give way
- COND_HEAR_DANGER,
- COND_HEAR_THUMPER,
- COND_HEAR_BUGBAIT,
- COND_HEAR_COMBAT,
- COND_HEAR_WORLD,
- COND_HEAR_PLAYER,
- COND_HEAR_BULLET_IMPACT,
- COND_HEAR_PHYSICS_DANGER,
- COND_HEAR_MOVE_AWAY,
- COND_HEAR_SPOOKY, // Zombies make this when Alyx is in darkness mode
-
- COND_NO_HEAR_DANGER, // Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER
-
- COND_FLOATING_OFF_GROUND,
-
- COND_MOBBED_BY_ENEMIES, // Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually).
-
- // Commander stuff
- COND_RECEIVED_ORDERS,
- COND_PLAYER_ADDED_TO_SQUAD,
- COND_PLAYER_REMOVED_FROM_SQUAD,
-
- COND_PLAYER_PUSHING,
- COND_NPC_FREEZE, // We received an npc_freeze command while we were unfrozen
- COND_NPC_UNFREEZE, // We received an npc_freeze command while we were frozen
-
- // This is a talker condition, but done here because we need to handle it in base AI
- // due to it's interaction with behaviors.
- COND_TALKER_RESPOND_TO_QUESTION,
-
- COND_NO_CUSTOM_INTERRUPTS, // Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility.
-
- // ======================================
- // IMPORTANT: This must be the last enum
- // ======================================
- LAST_SHARED_CONDITION
-};
-
-#endif //CONDITION_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: The default shared conditions
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef CONDITION_H
+#define CONDITION_H
+
+// NOTE: Changing this constant will break save files!!! (changes type of CAI_ScheduleBits)
+#ifndef MAX_CONDITIONS
+#define MAX_CONDITIONS 32*8
+#endif
+
+//=========================================================
+// These are the default shared conditions
+//=========================================================
+enum SCOND_t
+{
+ COND_NONE, // A way for a function to return no condition to get
+
+ COND_IN_PVS,
+ COND_IDLE_INTERRUPT, // The schedule in question is a low priority idle, and therefore a candidate for translation into something else
+
+ COND_LOW_PRIMARY_AMMO,
+ COND_NO_PRIMARY_AMMO,
+ COND_NO_SECONDARY_AMMO,
+ COND_NO_WEAPON,
+ COND_SEE_HATE,
+ COND_SEE_FEAR,
+ COND_SEE_DISLIKE,
+ COND_SEE_ENEMY,
+ COND_LOST_ENEMY,
+ COND_ENEMY_WENT_NULL, // What most people think COND_LOST_ENEMY is: This condition is set in the edge case where you had an enemy last think, but don't have one this think.
+ COND_ENEMY_OCCLUDED, // Can't see m_hEnemy
+ COND_TARGET_OCCLUDED, // Can't see m_hTargetEnt
+ COND_HAVE_ENEMY_LOS,
+ COND_HAVE_TARGET_LOS,
+ COND_LIGHT_DAMAGE,
+ COND_HEAVY_DAMAGE,
+ COND_PHYSICS_DAMAGE,
+ COND_REPEATED_DAMAGE, // Damaged several times in a row
+
+ COND_CAN_RANGE_ATTACK1, // Hitscan weapon only
+ COND_CAN_RANGE_ATTACK2, // Grenade weapon only
+ COND_CAN_MELEE_ATTACK1,
+ COND_CAN_MELEE_ATTACK2,
+
+ COND_PROVOKED,
+ COND_NEW_ENEMY,
+
+ COND_ENEMY_TOO_FAR, // Can we get rid of this one!?!?
+ COND_ENEMY_FACING_ME,
+ COND_BEHIND_ENEMY,
+ COND_ENEMY_DEAD,
+ COND_ENEMY_UNREACHABLE, // Not connected to me via node graph
+
+ COND_SEE_PLAYER,
+ COND_LOST_PLAYER,
+ COND_SEE_NEMESIS,
+ COND_TASK_FAILED,
+ COND_SCHEDULE_DONE,
+ COND_SMELL,
+ COND_TOO_CLOSE_TO_ATTACK, // FIXME: most of this next group are meaningless since they're shared between all attack checks!
+ COND_TOO_FAR_TO_ATTACK,
+ COND_NOT_FACING_ATTACK,
+ COND_WEAPON_HAS_LOS,
+ COND_WEAPON_BLOCKED_BY_FRIEND, // Friend between weapon and target
+ COND_WEAPON_PLAYER_IN_SPREAD, // Player in shooting direction
+ COND_WEAPON_PLAYER_NEAR_TARGET, // Player near shooting position
+ COND_WEAPON_SIGHT_OCCLUDED,
+ COND_BETTER_WEAPON_AVAILABLE,
+ COND_HEALTH_ITEM_AVAILABLE, // There's a healthkit available.
+ COND_GIVE_WAY, // Another npc requested that I give way
+ COND_WAY_CLEAR, // I no longer have to give way
+ COND_HEAR_DANGER,
+ COND_HEAR_THUMPER,
+ COND_HEAR_BUGBAIT,
+ COND_HEAR_COMBAT,
+ COND_HEAR_WORLD,
+ COND_HEAR_PLAYER,
+ COND_HEAR_BULLET_IMPACT,
+ COND_HEAR_PHYSICS_DANGER,
+ COND_HEAR_MOVE_AWAY,
+ COND_HEAR_SPOOKY, // Zombies make this when Alyx is in darkness mode
+
+ COND_NO_HEAR_DANGER, // Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER
+
+ COND_FLOATING_OFF_GROUND,
+
+ COND_MOBBED_BY_ENEMIES, // Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually).
+
+ // Commander stuff
+ COND_RECEIVED_ORDERS,
+ COND_PLAYER_ADDED_TO_SQUAD,
+ COND_PLAYER_REMOVED_FROM_SQUAD,
+
+ COND_PLAYER_PUSHING,
+ COND_NPC_FREEZE, // We received an npc_freeze command while we were unfrozen
+ COND_NPC_UNFREEZE, // We received an npc_freeze command while we were frozen
+
+ // This is a talker condition, but done here because we need to handle it in base AI
+ // due to it's interaction with behaviors.
+ COND_TALKER_RESPOND_TO_QUESTION,
+
+ COND_NO_CUSTOM_INTERRUPTS, // Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility.
+
+ // ======================================
+ // IMPORTANT: This must be the last enum
+ // ======================================
+ LAST_SHARED_CONDITION
+};
+
+#endif //CONDITION_H