/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #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 // event now fires #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) #endif //SCRIPTEVENT_H