//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// //================================================== // Definition for all AI interactions //================================================== #ifndef AI_INTERACTIONS_H #define AI_INTERACTIONS_H #ifdef _WIN32 #pragma once #endif // Antlion extern int g_interactionAntlionKilled; // Barnacle extern int g_interactionBarnacleVictimDangle; extern int g_interactionBarnacleVictimReleased; extern int g_interactionBarnacleVictimGrab; // Bullsquid // extern int g_interactionBullsquidPlay; // extern int g_interactionBullsquidThrow; // Combine extern int g_interactionCombineBash; extern int g_interactionCombineRequestCover; // Houndeye // extern int g_interactionHoundeyeGroupAttack; // extern int g_interactionHoundeyeGroupRetreat; // extern int g_interactionHoundeyeGroupRalley; // Scanner extern int g_interactionScannerInspect; extern int g_interactionScannerInspectBegin; extern int g_interactionScannerInspectDone; extern int g_interactionScannerInspectHandsUp; extern int g_interactionScannerInspectShowArmband; extern int g_interactionScannerSupportEntity; extern int g_interactionScannerSupportPosition; // Metrocop extern int g_interactionMetrocopPointed; extern int g_interactionMetrocopStartedStitch; // ScriptedTarget extern int g_interactionScriptedTarget; // Stalker extern int g_interactionStalkerBurn; // Vortigaunt extern int g_interactionVortigauntStomp; extern int g_interactionVortigauntStompFail; extern int g_interactionVortigauntStompHit; extern int g_interactionVortigauntKick; extern int g_interactionVortigauntClaw; // Floor turret extern int g_interactionTurretStillStanding; // AI Interaction for being hit by a physics object extern int g_interactionHitByPlayerThrownPhysObj; // Alerts vital allies when the player punts a large object (car) extern int g_interactionPlayerPuntedHeavyObject; // Zombie // Melee attack will land in one second or so. extern int g_interactionZombieMeleeWarning; #endif // AI_INTERACTIONS_H