//========= Copyright 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