Script:Files:script/defs.script

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/***********************************************************************

defs.script

This defines some variables needed by the game script.

***********************************************************************/

#ifndef __DOOM_DEFS__
#define __DOOM_DEFS__

#define NULL            0

#define UP                -1
#define DOWN            -2
#define LEFT            -3
#define RIGHT            -4
#define FORWARD            -5
#define BACK            -6
#define REL_UP            -7
#define REL_DOWN        -8
#define REL_LEFT        -9
#define REL_RIGHT        -10
#define REL_FORWARD        -11
#define REL_BACK        -12
#define EAST            0
#define NORTH            90
#define WEST            180
#define SOUTH            270

#define X_AXIS            0
#define Y_AXIS            1
#define Z_AXIS            2

#define YAW                0
#define PITCH            1
#define ROLL            2

#define M_PI            3.14159265358979323846
#define DEG2RAD( a )    ( (a) * (M_PI / 180.0f ) )
#define RAD2DEG( a )    ( (a) * (180.0f / M_PI ) )

#define LIMBO_FORCE_HEALTH -100

//
// Joint modifiers
//
#define JOINTMOD_NONE            0    // no modification
#define JOINTMOD_LOCAL            1    // modifies the joint's position or orientation in joint local space
#define JOINTMOD_LOCAL_OVERRIDE    2    // sets the joint's position or orientation in joint local space
#define JOINTMOD_WORLD            3    // modifies joint's position or orientation in model space
#define JOINTMOD_WORLD_OVERRIDE    4    // sets the joint's position or orientation in model space

#define BIT( num )                    ( 1 << ( num ) )

//
// shader parms
//
#define SHADERPARM_RED                0
#define SHADERPARM_GREEN            1
#define SHADERPARM_BLUE                2
#define SHADERPARM_ALPHA            3
#define SHADERPARM_TIMESCALE        3
#define SHADERPARM_TIMEOFFSET        4
#define SHADERPARM_DIVERSITY        5    // random between 0.0 and 1.0 for some effects (muzzle flashes, etc)
#define SHADERPARM_MODE                7    // for selecting which shader passes to enable
#define SHADERPARM_TIME_OF_DEATH    7    // for the monster skin-burn-away effect enable and time offset

//
// Contents flags
//

#define CONTENTS_SOLID                1            // an eye is never valid in a solid
#define CONTENTS_OPAQUE                2            // blocks visibility (for ai)
#define CONTENTS_WATER                4            // used for water
#define CONTENTS_PLAYERCLIP            8            // solid to players
#define CONTENTS_BOTCLIP            16            // solid to monsters
#define CONTENTS_MOVEABLECLIP        32            // solid to moveable entities
#define CONTENTS_IKCLIP                64            // solid to IK
#define CONTENTS_SLIDEMOVER            128            // contains players & vehicles that move like players (with a SlideMove)
#define CONTENTS_BODY                256            // used for actors
#define CONTENTS_PROJECTILE            512            // used for projectiles
#define CONTENTS_CORPSE                1024        // used for dead bodies
#define CONTENTS_RENDERMODEL        2048        // used for render models for collision detection
#define CONTENTS_TRIGGER            4096        // used for triggers
#define CONTENTS_VEHICLECLIP        8192        // solid to vehicles
#define CONTENTS_EXPLOSIONSOLID        16384        // used for selection traces
#define CONTENTS_MONSTER            32768        // monster physics
#define CONTENTS_FORCEFIELD            65536        // these can be hit by projectiles but other things can move through them
#define CONTENTS_SHADOWCOLLISION    131072
#define CONTENTS_CROSSHAIRSOLID        262144
#define CONTENTS_FLYERHIVECLIP        524288        // flyer hive only

//
// content masks
//
#define    MASK_ALL                    (-1)
#define    MASK_SOLID                    (CONTENTS_SOLID)
#define MASK_VEHICLESOLID            (CONTENTS_SOLID|CONTENTS_VEHICLECLIP|CONTENTS_BODY|CONTENTS_SLIDEMOVER)
#define    MASK_PLAYERSOLID            (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY|CONTENTS_SLIDEMOVER)
#define    MASK_DEADSOLID                (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
#define    MASK_WATER                    (CONTENTS_WATER)
#define    MASK_OPAQUE                    (CONTENTS_OPAQUE)
#define MASK_SHOT_RENDERMODEL        (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_FORCEFIELD)
#define    MASK_SHOT_BOUNDINGBOX        (CONTENTS_SOLID|CONTENTS_BODY)
#define MASK_PROJECTILE                (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_PROJECTILE|CONTENTS_FORCEFIELD)

//
// sound shader flags
//
#define SSF_PRIVATE_SOUND                1
#define SSF_ANTI_PRIVATE_SOUND            2
#define SSF_NO_OCCLUSION                4
#define SSF_GLOBAL                        8
#define SSF_OMNIDIRECTIONAL                16
#define SSF_LOOPING                        32        // scripts shouldn't touch this
#define SSF_PLAY_ONCE                    64
#define SSF_UNCLAMPED                    128
#define SSF_NO_FLICKER                    256
#define SSF_NO_DUPS                        512

//
// sound channels
//

// IMPORTANT NOTE: These should be kept in sync with the enum in game_local.h and def/sound.def!!!

#define SND_ANY                            0
#define SND_VOICE                        1
#define SND_BODY                        2
#define SND_DOOR                        3
#define SND_ITEM                        4
#define SND_MUSIC                        5


#define SND_ENGINE_0                    10
#define SND_ENGINE_1                    11
#define SND_ENGINE_2                    12
#define SND_ENGINE_3                    13
#define SND_ENGINE_4                    14
#define SND_ENGINE_5                    15
#define SND_ENGINE_6                    16
#define SND_ENGINE_7                    17

#define SND_WALKER_LEGS_0                20
#define SND_WALKER_LEGS_1                21
#define SND_WALKER_LEGS_2                22
#define SND_WALKER_LEGS_3                23
#define SND_WALKER_LEGS_4                24
#define SND_WALKER_LEGS_5                25
#define SND_WALKER_LEGS_6                26
#define SND_WALKER_LEGS_7                27


#define SND_PLAYER                        50
#define SND_PLAYER_JUMP                    51
#define SND_PLAYER_LAND                    52
#define SND_PLAYER_HURT                    53
#define SND_PLAYER_DEATH                54
#define SND_PLAYER_CHAT                    55
#define SND_PLAYER_VO                    56
#define SND_PLAYER_VO_MCP_UPDATE        57
#define SND_PLAYER_TARGETLOCK            58
#define SND_PLAYER_TOOLTIP                59
#define SND_PLAYER_FALL                    60
#define SND_PLAYER_MOVE                    61

#define SND_WEAPON                        100
#define SND_WEAPON_BRASS                101
#define SND_WEAPON_FIRE                    102
#define SND_WEAPON_FIRE2                103
#define SND_WEAPON_FIRE3                104
#define SND_WEAPON_FIRE_FAR                105
#define SND_WEAPON_FIRE_LOCAL            107
#define SND_WEAPON_RELOAD                108
#define SND_WEAPON_COCK                    109
#define SND_WEAPON_RAISE                110
#define SND_WEAPON_LOWER                111
#define SND_WEAPON_SIG                    112
#define SND_WEAPON_MECH                    113
#define SND_WEAPON_MOVE                    114
#define SND_WEAPON_FOLEY                115
#define SND_WEAPON_BOUNCE                116
#define SND_WEAPON_ARM                    117
#define SND_WEAPON_DISARM                118
#define SND_WEAPON_REMOVE                119
#define SND_WEAPON_DEPLOY                120
#define SND_WEAPON_IDLE                    121
#define SND_WEAPON_MODE                    122
#define SND_WEAPON_DRYFIRE                123
#define SND_WEAPON_DEPLOY_ROTATION        124
#define SND_WEAPON_DEPLOY_MISC            125

// ranges of sounds to be played so that samples don't cut each other off in automatic weapons
#define SND_WEAPON_FIRE_NUM                2
#define SND_WEAPON_FIRE_LOCAL_START        126
#define SND_WEAPON_FIRE_LOCAL_END        (SND_WEAPON_FIRE_LOCAL_START + SND_WEAPON_FIRE_NUM - 1)



#define SND_VEHICLE                        200
#define SND_VEHICLE_IDLE                201
#define SND_VEHICLE_START                202
#define SND_VEHICLE_STOP                203
#define SND_VEHICLE_BRAKE                204
#define SND_VEHICLE_ENTER                205
#define SND_VEHICLE_EXIT                206
#define SND_VEHICLE_POWERUP                207
#define SND_VEHICLE_POWERDOWN            208
#define SND_VEHICLE_DEATH                209
#define SND_VEHICLE_DISABLE                210
#define SND_VEHICLE_OVERDRIVE            211
#define SND_VEHICLE_SKID                212
#define SND_VEHICLE_MISC                213
#define SND_VEHICLE_RADIO                214
#define SND_VEHICLE_ALARM                215
#define SND_VEHICLE_OFFROAD                216
#define SND_VEHICLE_DRIVE                217
#define SND_VEHICLE_DRIVE2                218
#define SND_VEHICLE_DRIVE3                219
#define SND_VEHICLE_DRIVE4                220
#define SND_VEHICLE_DRIVE5                221
#define SND_VEHICLE_WALK                222
#define SND_VEHICLE_WALK2                223
#define SND_VEHICLE_WALK3                224
#define SND_VEHICLE_WALK4                225
#define SND_VEHICLE_WALK5                226
#define SND_VEHICLE_WALK6                227
#define SND_VEHICLE_HORN                228
#define SND_VEHICLE_REV                    229
#define SND_VEHICLE_JUMP                230
#define SND_VEHICLE_ZOOM                231

#define SND_VEHICLE_INTERIOR            250
#define SND_VEHICLE_INTERIOR_IDLE        251
#define SND_VEHICLE_INTERIOR_START        252
#define SND_VEHICLE_INTERIOR_STOP        253
#define SND_VEHICLE_INTERIOR_POWERUP    254
#define SND_VEHICLE_INTERIOR_POWERDOWN    255
#define SND_VEHICLE_INTERIOR_OFFROAD    256
#define SND_VEHICLE_INTERIOR_DRIVE        257
#define SND_VEHICLE_INTERIOR_DRIVE2        258
#define SND_VEHICLE_INTERIOR_DRIVE3        259
#define SND_VEHICLE_INTERIOR_DRIVE4        260
#define SND_VEHICLE_INTERIOR_DRIVE5        261
#define SND_VEHICLE_INTERIOR_OVERDRIVE    262
#define SND_VEHICLE_INTERIOR_LOWHEALTH    263

#define SND_DEPLOYABLE                    300
#define SND_DEPLOYABLE_BRASS            301
#define SND_DEPLOYABLE_FIRE                302
#define SND_DEPLOYABLE_FIRE2            303
#define SND_DEPLOYABLE_FIRE3            304
#define SND_DEPLOYABLE_FIRE_FAR            305
#define SND_DEPLOYABLE_RELOAD            306
#define SND_DEPLOYABLE_SIG                307
#define SND_DEPLOYABLE_MECH                308
#define SND_DEPLOYABLE_IDLE                309
#define SND_DEPLOYABLE_DEATH            310
#define SND_DEPLOYABLE_DEPLOY            311
#define SND_DEPLOYABLE_DEPLOY2            312
#define SND_DEPLOYABLE_DEPLOY3            313
#define SND_DEPLOYABLE_DEPLOY4            314
#define SND_DEPLOYABLE_DEPLOY5            315
#define SND_DEPLOYABLE_YAW                316
#define SND_DEPLOYABLE_PITCH            317

#define SND_STRUCTURE                    400
#define SND_STRUCTURE_IDLE                401
#define SND_STRUCTURE_POWERUP            402
#define SND_STRUCTURE_POWERDOWN            403
#define SND_STRUCTURE_ALARM                404
#define SND_STRUCTURE_DEPLOY            405
#define SND_STRUCTURE_DEPLOY2            406
#define SND_STRUCTURE_DEPLOY3            407
#define SND_STRUCTURE_DEPLOY4            408
#define SND_STRUCTURE_DEPLOY5            409
#define SND_STRUCTURE_SPAWNLOCATION        410
#define SND_STRUCTURE_CAPTUREPOINT        411

#define SND_MOVER                        500
#define SND_MOVER_IDLE                    501
#define SND_MOVER_POWERUP                502
#define SND_MOVER_POWERDOWN                503
#define SND_MOVER_ALARM                    504
#define SND_MOVER_START                    505
#define SND_MOVER_MOVE                    506
#define SND_MOVER_STOP                    507

#define SND_QUICKCHAT_START                1000

//
// animation channels
//
#define ANIMCHANNEL_ALL            0
#define ANIMCHANNEL_TORSO        1
#define    ANIMCHANNEL_LEGS        2
#define    ANIMCHANNEL_HEAD        3

// structure states
#define SS_BUILT                0
#define SS_DAMAGED                1
#define SS_DISABLED                2

// team status
#define TA_FRIEND                0
#define TA_NEUTRAL                1
#define TA_ENEMY                2

#define TA_FLAG_FRIEND            1
#define TA_FLAG_NEUTRAL            2
#define TA_FLAG_ENEMY            4

//
// projectile states
//
#define PROJECTILE_SPAWNED        0
#define PROJECTILE_CREATED        1
#define PROJECTILE_LAUNCHED        2
#define PROJECTILE_FIZZLED        3
#define PROJECTILE_EXPLODED        4

#define SURF_NODAMAGE            1
#define SURF_SLICK                2
#define SURF_COLLISION            4
#define SURF_LADDER                8
#define SURF_NOIMPACT            16
#define SURF_NOSTEPS            32
#define SURF_DISCRETE            64
#define SURF_NOFRAGMENT            128
#define SURF_NULLNORMAL            256
#define SURF_NONSOLID            512
#define SURF_NOPLANT            1024

#define MPS_DISABLED            0
#define MPS_FIRING_PREPARE        1
#define MPS_FIRING                2
#define MPS_RELOADING            3
#define MPS_READY                4
#define MPS_OUT_OF_RANGE        5
#define MPS_WAITING                6
#define MPS_NONE_ACTIVE            7
#define MPS_NOT_LOCKED            8
#define MPS_LOCKING                9
#define MPS_LOCKED                10
#define MPS_INVALID                11
#define MPS_LOCKED_ROCKETS        12

#define BUTTON_ATTACK            1
#define BUTTON_RUN                2
#define BUTTON_ZOOM                4
#define BUTTON_MODESWITCH        8
#define BUTTON_MLOOKOFF            16
#define BUTTON_SPRINT            32
#define BUTTON_ACTIVATE            64
#define BUTTON_ALTFIRE            128

#define MAX_WORLD_COORD            ( 128 * 1024 )
#define MIN_WORLD_COORD            ( -128 * 1024 )
#define MAX_WORLD_SIZE            ( MAX_WORLD_COORD - MIN_WORLD_COORD )

#define CI_BAR                    0
#define CI_TEXT                    1
#define CI_IMAGE                2

#define eachFrame        for( 0; 1; sys.waitFrame() )
#define waitUntil( x )    while ( !( x ) ) { sys.waitFrame(); }

#define PK_ATTACK                0
#define PK_RUN                    1
#define PK_MODESWITCH            2
#define PK_MOUSELOOKOFF            3
#define PK_SPRINT                4
#define PK_ACTIVATE                5
#define PK_ALTFIRE                6
#define PK_LEANLEFT                7
#define PK_LEANRIGHT            8
#define PK_TOPHAT                9

#define GUI_INVALID                0
#define INVALID_JOINT            -1

#define RM_RADAR                1

#define DM_MATERIAL                0
#define DM_CIRCLE                1
#define DM_ARC                    2
#define DM_ROTATED_MATERIAL        3
#define DM_TEXT                    4
#define DM_CROSSHAIR            5

#define CM_NORMAL                0
#define CM_FRIENDLY                1
#define CM_ALLEGIANCE            2

#define SM_FIXED                0
#define SM_WORLD                1

#define PM_ENTITY                0
#define PM_FIXED                1

#define CMF_TEAMONLY                    1
#define CMF_NOADJUST                    2
#define CMF_ALWAYSKNOWN                    4
#define CMF_ONLYSHOWKNOWN                8
#define CMF_DROPSHADOW                    16
#define CMF_ENEMYONLY                    32
#define CMF_FOLLOWROTATION                64
#define CMF_ENEMYALWAYSKNOWN            128
#define CMF_ONLYSHOWONFULLVIEW            256
#define CMF_FIRETEAMONLY                512
#define CMF_FIRETEAMKNOWN                1024
#define CMF_FOLLOWREMOTECAMERAORIGIN    2048
#define CMF_PLAYERROTATIONONLY            4096
#define CMF_FIRETEAMCOLORING            8192

#define GUI_GLOBALS_HANDLE        -999

#define DR_CLEAR                0
#define DR_WARNING                1
#define DR_FAILED                2
#define DR_CONDITION_FAILED        3
#define DR_OUT_OF_RANGE            4

// action codes
#define    AC_NONE                    0
#define    AC_ARM                    1
#define    AC_DISARM                2
#define AC_REPAIR                3
#define    AC_CONSTRUCT            4
#define AC_CAPTURE                5
#define AC_HACK                    6
#define AC_ARM_CHARGE            7
#define AC_DISARM_CHARGE        8
#define AC_POSSESS                9
#define AC_SPAWNHOST            10
#define AC_DISMANTLE            11
#define AC_REVIVE                12
#define AC_LIBERATE                13
#define AC_DISARM_SPAWNHOST        14

// used for sending tooltips
#define AC_ENEMY_REPAIR            20

// activate key codes - used for selecting weapons for activate key actions
// TODO: Possibly merge them with the above? They're similar
#define AK_NONE                    0
#define AK_REPAIR                1
#define    AK_HACK                    2
#define AK_CHARGEARM            3
#define AK_ARM                    4
#define AK_CONSTRUCT            5
#define AK_DISGUISE                6
#define AK_SPAWNHOST            7
#define AK_REVIVE                8
#define AK_SPAWNCAP                9
#define AK_BLANK1                10
#define    AK_STAB                    11
#define    AK_USE                    12
#define AK_PLANT                13
#define AK_CHARGEDISARM            14
#define AK_DISARM_SPAWNHOST        15
#define AK_USEVEHICLE            16
#define AK_FLYERDRONE            17

#define AK_INWARMUP                20

// animation prefix types
#define AP_WEAPON                0
#define AP_WEAPON_CLASS            1
#define AP_STANCE                2
#define AP_STANCE_ACTION        3
#define AP_CHANNEL_NAME            4

// sdGeneralMover states
#define    GMS_MOVING                0
#define    GMS_WAITING                1

// locational damage areas
#define    LDA_LEGS                0
#define LDA_TORSO                1
#define LDA_HEAD                2

// vehicle kick flags
#define EF_KILL_PLAYERS            1

// vote modes
#define VM_GLOBAL                0
#define VM_TEAM                    1
#define VM_PRIVATE                2

#define TARGET_ARTILLERY        0
#define TARGET_ROCKETS            1
#define TARGET_SSM                2

// construction states
#define    CSTATE_NONE                            0
#define    CSTATE_FIRST_PROGRESS                1
#define    CSTATE_FIRST                        2
#define    CSTATE_FIRST_SECOND_PROGRESS        3
#define    CSTATE_FIRST_SECOND                    4
#define    CSTATE_DESTROY                        5 // Gordon: special state that will be just CSTATE_NONE, but causes some notification

// game state
#define    GS_INACTIVE             0            // not running
#define    GS_WARMUP                 1            // warming up
#define    GS_COUNTDOWN             2            // post warmup pre-game
#define    GS_GAMEON                 3            // game is on
#define    GS_GAMEREVIEW            4            // game is over, scoreboard is up
#define    GS_NEXTGAME                5
#define    GS_NEXTMAP                 6

#define    TARGET_LOCK_NOT_LOCKED        0
#define    TARGET_LOCK_LOCKING            1
#define    TARGET_LOCK_LOCKED            2

#define WAIT_FOR_TOOLTIP while( myPlayer.isToolTipPlaying() || myPlayer.getVehicle() != $null_entity ) { sys.wait( 0.2 ); }

#define CROSSHAIR_INFO_BAR_HEIGHT 6

#define FIRESUPPORT_TIMER_NAME "firesupport_timer"
#define FIRESUPPORT_TIMER_START_NAME "firesupport_start_timer"

#define VEHICLECREDIT_TIMER_NAME "vehiclecredit_timer"

#define OBJECTIVEMESSAGE_WAIT_TIME ( 90.f )

#define TRACER_CHANCE            0
#define TRACER_FORCE            1
#define TRACER_OFF                2

#define DISTANCE_FOR_ACTION        88.0f

#define SPOTTED_FLASH_TIME        5.0f

// gui defines in uicrosshairinfo.h
#define CF_CROSSHAIR        1
#define CF_PLAYER_ICONS        2
#define CF_TASKS            4
#define CF_OBJ_MIS            8

#define CROSSHAIR_TRACE_DIST 8192

// 'interfaces'
object target_marker {
    void    SetTarget( object traceObject, entity targetEntity, float targetLocked ) { ; }
    void    SetTargetPosition( vector position ) { ; }
};

object player {
    boolean IsSniperScopeUp();
};

//mal: some bot script defines =============================================================================

//mal: bot actions states - these MUST match the defines in BotAI_Actions.h!!
#define    ACTION_STATE_NULL         -1    //mal: action is dead/deactivated/etc
#define    ACTION_STATE_NORMAL        0    //mal: nothing to see here, move along....
#define    ACTION_STATE_START_BUILD    1
#define    ACTION_STATE_PLANTED        2
#define    ACTION_STATE_START_HACK        3
#define    ACTION_STATE_OBJ_STOLEN        4
#define    ACTION_STATE_DEFUSED        5
#define    ACTION_STATE_BUILD_FIZZLED    6
#define    ACTION_STATE_HACK_FIZZLED     7
#define    ACTION_STATE_OBJ_RETURNED    8
#define    ACTION_STATE_OBJ_DROPPED    9
#define ACTION_STATE_FINISH_BUILD    10
#define    ACTION_STATE_OBJ_BORN        11
#define    ACTION_STATE_OBJ_DELIVERED    12
#define    ACTION_STATE_GUN_READY        13
#define    ACTION_STATE_GUN_DESTROYED    14

#define    ACTION_GOAL_NULL            -1
#define    ACTION_GOAL_ROAM            0
#define    ACTION_GOAL_CAMP            1
#define    ACTION_GOAL_DENY_SPAWNPOINT    2
#define    ACTION_GOAL_MAJOR_OBJ_BUILD    3
#define    ACTION_GOAL_MINOR_OBJ_BUILD    4
#define    ACTION_GOAL_PREVENT_BUILD    5
#define    ACTION_GOAL_HE_CHARGE        6
#define    ACTION_GOAL_DEFUSE            7
#define    ACTION_GOAL_HACK            8
#define    ACTION_GOAL_PREVENT_HACK    9
#define    ACTION_GOAL_STEAL            10
#define    ACTION_GOAL_PREVENT_STEAL    11
#define    ACTION_GOAL_SNIPE            12
#define    ACTION_GOAL_DELIVER            13
#define    ACTION_GOAL_LANDMINE        14
#define    ACTION_GOAL_FIRESUPPORT        15
#define    ACTION_GOAL_AIRCAN_HINT        16
#define    ACTION_GOAL_SMOKE_HINT        17
#define    ACTION_GOAL_NADE_HINT        18
#define    ACTION_GOAL_VEHICLE_CAMP    19
#define    ACTION_GOAL_VEHICLE_ROAM    20
#define    ACTION_GOAL_SUPPLY_HINT        21
#define    ACTION_GOAL_MCP_OUTPOST        22
#define    ACTION_GOAL_TELEPORTER_HINT    23
#define    ACTION_GOAL_SHIELD_HINT        24
#define    ACTION_GOAL_FORWARD_SPAWN    25
#define    ACTION_GOAL_PREVENT_DELIVER    26
#define    ACTION_GOAL_DROP_DEPLOYABLE    27
#define    ACTION_GOAL_MCP_START        28
#define    ACTION_GOAL_DEFENSE_CAMP    29
#define    ACTION_GOAL_DEFENSE_MINE    30
#define    ACTION_GOAL_VEHICLE_GRAB    31

// bot action types
#define ACTION_TYPE_BASE            1
#define ACTION_TYPE_BBOX            2
#define ACTION_TYPE_VEHICLE_PATH    3
#define ACTION_TYPE_TARGET            4

// player class/team types - these MUST match the values in BotAI_Main.h!
#define    NOCLASS                -1
#define    MEDIC                    0
#define    SOLDIER                1
#define    ENGINEER                2
#define    FIELDOPS                3
#define COVERTOPS                    4

#define NOTEAM                    -1
#define GDF                        0
#define STROGG                    1

// some bot weapon values, so that you can have the bots switch weapons thru the script
#define SMG                        2        // the assault rifle and Lacerator weapon of each team, available to all classes.
#define ROCKET_LAUNCHER                5        // soldier only weapon
#define HEAVY_MACHINEGUN            6        // ditto
#define SHOTGUN                    11        // medics, engineers and soldiers
#define SNIPERRIFLE                15        // covert ops only

#define AAS_PLAYER                0
#define AAS_VEHICLE                1

// end of bot script defines ===========================================================================


#endif