sqwarmed/sdk_src/game/shared/scriptevent.h

31 lines
1.6 KiB
C

//========= Copyright © 1996-2005, 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