/*** * * 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. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ #if !defined(DEFAULTAI_H) #define DEFAULTAI_H //========================================================= // Failed //========================================================= extern Schedule_t slFail[]; //========================================================= // Idle Schedules //========================================================= extern Schedule_t slIdleStand[]; extern Schedule_t slIdleTrigger[]; extern Schedule_t slIdleWalk[]; //========================================================= // Wake Schedules //========================================================= extern Schedule_t slWakeAngry[]; //========================================================= // AlertTurn Schedules //========================================================= extern Schedule_t slAlertFace[]; //========================================================= // AlertIdle Schedules //========================================================= extern Schedule_t slAlertStand[]; //========================================================= // CombatIdle Schedule //========================================================= extern Schedule_t slCombatStand[]; //========================================================= // CombatFace Schedule //========================================================= extern Schedule_t slCombatFace[]; //========================================================= // reload schedule //========================================================= extern Schedule_t slReload[]; //========================================================= // Attack Schedules //========================================================= extern Schedule_t slRangeAttack1[]; extern Schedule_t slRangeAttack2[]; extern Schedule_t slTakeCoverFromBestSound[]; // primary melee attack extern Schedule_t slMeleeAttack[]; // Chase enemy schedule extern Schedule_t slChaseEnemy[]; //========================================================= // small flinch, used when a relatively minor bit of damage // is inflicted. //========================================================= extern Schedule_t slSmallFlinch[]; //========================================================= // Die! //========================================================= extern Schedule_t slDie[]; //========================================================= // Universal Error Schedule //========================================================= extern Schedule_t slError[]; //========================================================= // Scripted sequences //========================================================= extern Schedule_t slWalkToScript[]; extern Schedule_t slRunToScript[]; extern Schedule_t slWaitScript[]; #endif // DEFAULTAI_H