//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Shared data between client and server side npc_advisor classes. // // Catchphrase: "It's advising us!!!" // //=============================================================================// #ifndef NPC_ADVISOR_SHARED_H #define NPC_ADVISOR_SHARED_H #ifdef _WIN32 #pragma once #endif // Set this to 0 to disable the advisor's special AI behavior (all that object chucking), // which we did in Ep2 to make him a scripted creature. #define NPC_ADVISOR_HAS_BEHAVIOR 0 #if NPC_ADVISOR_HAS_BEHAVIOR // Message ID constants used for communciation between client and server. enum { ADVISOR_MSG_START_BEAM = 10, ADVISOR_MSG_STOP_BEAM, ADVISOR_MSG_STOP_ALL_BEAMS, ADVISOR_MSG_START_ELIGHT, ADVISOR_MSG_STOP_ELIGHT, }; #endif #endif // NPC_ADVISOR_SHARED_H