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- #ifndef __BSTATE_H__
- #define __BSTATE_H__
- //bstate.h
- typedef enum //# bState_e
- {//These take over only if script allows them to be autonomous
- BS_DEFAULT = 0,//# default behavior for that NPC
- BS_ADVANCE_FIGHT,//# Advance to captureGoal and shoot enemies if you can
- BS_SLEEP,//# Play awake script when startled by sound
- BS_FOLLOW_LEADER,//# Follow your leader and shoot any enemies you come across
- BS_JUMP,//# Face navgoal and jump to it.
- BS_SEARCH,//# Using current waypoint as a base, search the immediate branches of waypoints for enemies
- BS_WANDER,//# Wander down random waypoint paths
- BS_NOCLIP,//# Moves through walls, etc.
- BS_REMOVE,//# Waits for player to leave PVS then removes itself
- BS_CINEMATIC,//# Does nothing but face it's angles and move to a goal if it has one
- BS_FLEE,//# Run away!
- //# #eol
- //internal bStates only
- BS_WAIT,//# Does nothing but face it's angles
- BS_STAND_GUARD,
- BS_PATROL,
- BS_INVESTIGATE,//# head towards temp goal and look for enemies and listen for sounds
- BS_STAND_AND_SHOOT,
- BS_HUNT_AND_KILL,
- NUM_BSTATES
- } bState_t;
- #endif //#ifndef __BSTATE_H__
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