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2020-08-04 13:13:01 -04:00

80 lines
2.1 KiB
C

//========= 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