31 lines
1.6 KiB
C
31 lines
1.6 KiB
C
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef SCRIPTEVENT_H
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#define SCRIPTEVENT_H
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#define SCRIPT_EVENT_DEAD 1000 // character is now dead
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#define SCRIPT_EVENT_NOINTERRUPT 1001 // does not allow interrupt
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#define SCRIPT_EVENT_CANINTERRUPT 1002 // will allow interrupt
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#define SCRIPT_EVENT_FIREEVENT 1003 // Fires OnScriptEventXX output in the script entity, where XX is the event number from the options data.
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#define SCRIPT_EVENT_SOUND 1004 // Play named wave file (on CHAN_BODY)
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#define SCRIPT_EVENT_SENTENCE 1005 // Play named sentence
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#define SCRIPT_EVENT_INAIR 1006 // Leave the character in air at the end of the sequence (don't find the floor)
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#define SCRIPT_EVENT_ENDANIMATION 1007 // Set the animation by name after the sequence completes
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#define SCRIPT_EVENT_SOUND_VOICE 1008 // Play named wave file (on CHAN_VOICE)
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#define SCRIPT_EVENT_SENTENCE_RND1 1009 // Play sentence group 25% of the time
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#define SCRIPT_EVENT_NOT_DEAD 1010 // Bring back to life (for life/death sequences)
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#define SCRIPT_EVENT_EMPHASIS 1011 // Emphasis point for gestures
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#define SCRIPT_EVENT_BODYGROUPON 1020 // Turn a bodygroup on
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#define SCRIPT_EVENT_BODYGROUPOFF 1021 // Turn a bodygroup off
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#define SCRIPT_EVENT_BODYGROUPTEMP 1022 // Turn a bodygroup on until this sequence ends
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#define SCRIPT_EVENT_FIRE_INPUT 1100 // Fires named input on the event handler
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#endif //SCRIPTEVENT_H
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