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