enum CoverHeight { LowCover, HighCover };
IAgent.h
enum EActionType { eAT_None = 0, eAT_Action, eAT_PriorityAction, eAT_Approach, eAT_PriorityApproach, eAT_ApproachAction, eAT_PriorityApproachAction, eAT_AISignal, eAT_AnimationSignal, eAT_AnimationAction, eAT_PriorityAnimationSignal, eAT_PriorityAnimationAction };
IAISystem.h
Current phase of actor target animation
enum EActorTargetPhase { eATP_None, eATP_Waiting, eATP_Starting, eATP_Started, eATP_Playing, eATP_StartedAndFinished, eATP_Finished, eATP_Error };
IAgent.h
enum EAgentAvoidanceAbilities { eAvoidance_NONE = 0, eAvoidance_Vehicles = 0x01, eAvoidance_Actors = 0x02, eAvoidance_Players = 0x04, eAvoidance_StaticObstacle = 0x10, eAvoidance_PushableObstacle = 0x20, eAvoidance_DamageRegion = 0x100, eAvoidance_ALL = 0xFFFF, eAvoidance_DEFAULT = eAvoidance_ALL };
IAgent.h
Members |
Description |
eAvoidance_Vehicles = 0x01 |
Agent can avoid vehicles |
eAvoidance_Actors = 0x02 |
Agent can avoid puppets - DEPRECATED |
eAvoidance_Players = 0x04 |
Agent can avoid players - DEPRECATED |
eAvoidance_StaticObstacle = 0x10 |
Agent can avoid static physical objects (non-pushable) |
eAvoidance_PushableObstacle = 0x20 |
Agent can avoid pushable objects |
eAvoidance_DamageRegion = 0x100 |
Agent can avoid damage regions |
eAvoidance_DEFAULT = eAvoidance_ALL |
Avoid all by default |
enum EAIAGInput { AIAG_SIGNAL, AIAG_ACTION };
IAgent.h
enum EAIAlertStatus { AIALERTSTATUS_SAFE, AIALERTSTATUS_UNSAFE, AIALERTSTATUS_READY, AIALERTSTATUS_ACTION };
IAgent.h
enum EAICollisionEntities { AICE_STATIC = ent_static|ent_terrain|ent_ignore_noncolliding, AICE_ALL = ent_static|ent_sleeping_rigid|ent_rigid|ent_terrain|ent_ignore_noncolliding, AICE_ALL_SOFT = ent_static|ent_sleeping_rigid|ent_rigid|ent_terrain, AICE_DYNAMIC = ent_sleeping_rigid|ent_rigid|ent_ignore_noncolliding, AICE_STATIC_EXCEPT_TERRAIN = ent_static|ent_ignore_noncolliding, AICE_ALL_EXCEPT_TERRAIN = ent_static|ent_sleeping_rigid|ent_rigid|ent_ignore_noncolliding, AICE_ALL_INLUDING_LIVING = ent_static|ent_sleeping_rigid|ent_rigid|ent_terrain|ent_ignore_noncolliding|ent_living, AICE_ALL_EXCEPT_TERRAIN_AND_STATIC = ent_sleeping_rigid|ent_rigid|ent_ignore_noncolliding };
IAISystem.h
if this is changed be sure to change the table aiCollisionEntitiesTable in AICollision.cpp
enum EAIFilterType { eAIFT_All = 0, eAIFT_Enemies, eAIFT_Friends, eAIFT_Faction, eAIFT_None };
IAISystem.h
Current fire state of the AI based on its current fire command handler
enum EAIFireState { eAIFS_Off = 0, eAIFS_On, eAIFS_Blocking, eAIFS_COUNT };
IAgent.h
Members |
Description |
eAIFS_Blocking |
Fire command handler is doing extra work and is not ready to fire yet |
enum EAIGoalFlags { AILASTOPRES_USE = 0x01, AILASTOPRES_LOOKAT = 0x02, AI_LOOK_FORWARD = 0x04, AI_MOVE_BACKWARD = 0x08, AI_MOVE_RIGHT = 0x10, AI_MOVE_LEFT = 0x20, AI_MOVE_FORWARD = 0x40, AI_MOVE_BACKRIGHT = 0x80, AI_MOVE_BACKLEFT = 0x100, AI_MOVE_TOWARDS_GROUP = 0x200, AI_REQUEST_PARTIAL_PATH = 0x400, AI_BACKOFF_FROM_TARGET = 0x800, AI_BREAK_ON_LIVE_TARGET = 0x1000, AI_RANDOM_ORDER = 0x2000, AI_CONSTANT_SPEED = 0x2000, AI_USE_TIME = 0x4000, AI_STOP_ON_ANIMATION_START = 0x8000, AI_USE_TARGET_MOVEMENT = 0x10000, AI_ADJUST_SPEED = 0x20000, AI_CHECK_SLOPE_DISTANCE = 0x40000 };
IAgent.h
Members |
Description |
AI_MOVE_BACKWARD = 0x08 |
Default direction. |
AI_MOVE_TOWARDS_GROUP = 0x200 |
Towards the other group members. |
AI_CONSTANT_SPEED = 0x2000 |
Used in stick goal (not using AI_RANDOM_ORDER) . |
AI_USE_TIME = 0x4000 |
When param can be interpreted as time or distance, use time. |
AI_USE_TARGET_MOVEMENT = 0x10000 |
When requesting a direction (AI_MOVE_LEFT/RIGHT etc), make it relative to target movement direction. |
AI_ADJUST_SPEED = 0x20000 |
Used in stick goal forces to adjust the speed based on the target. |
AI_CHECK_SLOPE_DISTANCE = 0x40000 |
Used in backoff goal, checks the actual distance on slopes rather than horizontal. |
enum EAIGrenadeStimType { AIGRENADE_THROWN, AIGRENADE_COLLISION, AIGRENADE_FLASH_BANG, AIGRENADE_SMOKE, AIGRENADE_LAST };
IAISystem.h
Different grenade events reported into the AIsystem
enum EAILightEventType { AILE_GENERIC, AILE_MUZZLE_FLASH, AILE_FLASH_LIGHT, AILE_LASER, AILE_LAST };
IAISystem.h
Different light events reported into the AIsystem
enum EAILightLevel { AILL_NONE, AILL_LIGHT, AILL_MEDIUM, AILL_DARK, AILL_SUPERDARK, AILL_LAST };
IAISystem.h
Members |
Description |
AILL_NONE |
No affect. |
AILL_LIGHT |
Light. |
AILL_MEDIUM |
Medium. |
AILL_DARK |
Dark. |
AILL_SUPERDARK |
Super dark. |
AILL_LAST |
This always has to be the last one. |
enum EAIRecorderMode { eAIRM_Off = 0, eAIRM_Memory, eAIRM_Disk };
IAIRecorder.h
Recorder mode options
enum EAISoundStimType { AISOUND_GENERIC, AISOUND_COLLISION, AISOUND_COLLISION_LOUD, AISOUND_MOVEMENT, AISOUND_MOVEMENT_LOUD, AISOUND_WEAPON, AISOUND_EXPLOSION, AISOUND_LAST };
IAISystem.h
Members |
Description |
AISOUND_GENERIC |
Generic sound event |
AISOUND_COLLISION |
Sound event from collisions. |
AISOUND_COLLISION_LOUD |
Sound event from collisions, loud. |
AISOUND_MOVEMENT |
Movement related sound event |
AISOUND_MOVEMENT_LOUD |
Movement related sound event, very loud, like walking in water or a vehicle sound. |
AISOUND_WEAPON |
Weapon firing related sound event |
AISOUND_EXPLOSION |
Explosion related sound event |
AI sound event types. They are roughly in the order of priority. The priority is not enforced but may be used as a hint when handling the sound event.
enum EAIStimProcessFlags { AISTIMPROC_EMPTY = BIT(0), AISTIMPROC_FILTER_LINK_WITH_PREVIOUS = BIT(1), AISTIMPROC_NO_UPDATE_MEMORY = BIT(2), AISTIMPROC_ONLY_IF_VISIBLE = BIT(3) };
IAISystem.h
Members |
Description |
AISTIMPROC_FILTER_LINK_WITH_PREVIOUS = BIT(1) |
Uses the stimulus filtering from prev stim. |
AISTIMPROC_NO_UPDATE_MEMORY = BIT(2) |
This won't update the mem target position of the source |
AISTIMPROC_ONLY_IF_VISIBLE = BIT(3) |
This won't allow the stimulus to be processed if the position is not visible. It's currently used only by the AISTIM_EXPLOSION |
enum EAIStimulusFilterMerge { AISTIMFILTER_DISCARD, AISTIMFILTER_MERGE_AND_DISCARD };
IAISystem.h
Members |
Description |
AISTIMFILTER_DISCARD |
Discard new stimulus when inside existing stimulus. |
AISTIMFILTER_MERGE_AND_DISCARD |
Merge new stimulus when inside existing stimulus iff the lifetime of existing stimulus is less than processDelay, else discard. |
Stimulus Filter describes how the stimulus filter works. When a new stimulus is processed and it is within the radius of existing stimulus the new stimulus is discarded. If the merge option is specified, the new stimulus Will be merged into the existing stimulus iff the stimulus time is less than the processDelay of the stimulus type. The type specifies which one type of existing stimulus that will be considered as filter. The subType specifies a mask of all possible subtypes that will be considered as filter. Before the radius is checked, the radius of the existing stimulus is scaled by the scale.
enum EAIStimulusType { AISTIM_SOUND, AISTIM_COLLISION, AISTIM_EXPLOSION, AISTIM_BULLET_WHIZZ, AISTIM_BULLET_HIT, AISTIM_GRENADE, AISTIM_LAST };
IAISystem.h
enum EAITargetContextType { AITARGET_CONTEXT_UNKNOWN, AITARGET_CONTEXT_GUNFIRE, AITARGET_CONTEXT_LAST };
IAgent.h
Members |
Description |
AITARGET_CONTEXT_UNKNOWN |
No specific subtype. |
AITARGET_CONTEXT_GUNFIRE |
Gunfire subtype. |
AITARGET_CONTEXT_LAST |
For serialization. |
enum EAITargetStuntReaction { AITSR_NONE, AITSR_SEE_STUNT_ACTION, AITSR_SEE_CLOAKED, AITSR_LAST };
IAgent.h
enum EAITargetThreat { AITHREAT_NONE, AITHREAT_SUSPECT, AITHREAT_INTERESTING, AITHREAT_THREATENING, AITHREAT_AGGRESSIVE, AITHREAT_LAST };
IAgent.h
Members |
Description |
AITHREAT_LAST |
For serialization. |
enum EAITargetType { AITARGET_NONE, AITARGET_SOUND, AITARGET_MEMORY, AITARGET_VISUAL, AITARGET_ENEMY, AITARGET_FRIENDLY, AITARGET_BEACON, AITARGET_GRENADE, AITARGET_RPG, AITARGET_LAST };
IAgent.h
Members |
Description |
AITARGET_NONE |
No target. |
AITARGET_SOUND |
Primary sensory from sound event. |
AITARGET_MEMORY |
Primary sensory from vis event, not visible. |
AITARGET_VISUAL |
Primary sensory from vis event, visible. |
AITARGET_ENEMY |
Backwards compatibility for scriptbind. |
AITARGET_LAST |
For serialization. |
enum EAITargetZone { AIZONE_IGNORE = 0, AIZONE_KILL, AIZONE_COMBAT_NEAR, AIZONE_COMBAT_FAR, AIZONE_WARN, AIZONE_OUT, AIZONE_LAST };
IAgent.h
Members |
Description |
AIZONE_IGNORE = 0 |
Ignoring target zones |
enum EAIUseAction { AIUSEOP_NONE, AIUSEOP_PLANTBOMB, AIUSEOP_VEHICLE, AIUSEOP_RPG };
IAgent.h
enum EAIWeaponAccessories { AIWEPA_NONE = 0, AIWEPA_LASER = 0x0001, AIWEPA_COMBAT_LIGHT = 0x0002, AIWEPA_PATROL_LIGHT = 0x0004 };
IAgent.h
enum EBodyOrientationMode { FullyTowardsMovementDirection, FullyTowardsAimOrLook, HalfwayTowardsAimOrLook };
IAgent.h
enum ECoverAction { eCoverAction_Unspecified, eCoverAction_Set, eCoverAction_Clear };
IAgent.h
enum ECoverBodyDirection { eCoverBodyDirection_Unspecified, eCoverBodyDirection_Left, eCoverBodyDirection_Right };
IAgent.h
enum ECoverLocationRequest { eCoverLocationRequest_Unspecified, eCoverLocationRequest_Set, eCoverLocationRequest_Clear };
IAgent.h
enum EFireMode { FIREMODE_OFF = 0, FIREMODE_BURST = 1, FIREMODE_CONTINUOUS = 2, FIREMODE_FORCED = 3, FIREMODE_AIM = 4, FIREMODE_SECONDARY = 5, FIREMODE_SECONDARY_SMOKE = 6, FIREMODE_MELEE = 7, FIREMODE_KILL = 8, FIREMODE_BURST_WHILE_MOVING = 9, FIREMODE_PANIC_SPREAD = 10, FIREMODE_BURST_DRAWFIRE = 11, FIREMODE_MELEE_FORCED = 12, FIREMODE_BURST_SNIPE = 13, FIREMODE_AIM_SWEEP = 14, FIREMODE_BURST_ONCE = 15, FIREMODE_VEHICLE, FIREMODE_SERIALIZATION_HELPER_LAST, FIREMODE_SERIALIZATION_HELPER_FIRST = 0 };
IAgent.h
Members |
Description |
FIREMODE_OFF = 0 |
Do not fire. |
FIREMODE_BURST = 1 |
Fire in bursts - living targets only. |
FIREMODE_CONTINUOUS = 2 |
Fire continuously - living targets only. |
FIREMODE_FORCED = 3 |
Fire continuously - allow any target. |
FIREMODE_AIM = 4 |
Aim target only - allow any target. |
FIREMODE_SECONDARY = 5 |
Fire secondary weapon (grenades,....). |
FIREMODE_SECONDARY_SMOKE = 6 |
Fire smoke grenade. |
FIREMODE_MELEE = 7 |
Melee. |
FIREMODE_KILL = 8 |
No missing, shoot directly at the target, no matter what aggression/attackRange/accuracy is. |
FIREMODE_BURST_WHILE_MOVING = 9 |
mikko] to be renamed. |
FIREMODE_MELEE_FORCED = 12 |
Melee, without distance restrictions. |
FIREMODE_BURST_ONCE = 15 |
Fire a single burst, then go to FIREMODE_OFF. |
enum EGoalPipeEvent { ePN_Deselected, ePN_Finished, ePN_Inserted, ePN_Suspended, ePN_Resumed, ePN_Removed, ePN_Exiting, ePN_AnimStarted, ePN_RefPointMoved };
IAgent.h
Members |
Description |
ePN_Deselected |
Sent if replaced by selecting other pipe. |
ePN_Finished |
Sent if reached end of pipe. |
ePN_Inserted |
Sent if pipe is inserted with InsertPipe(). |
ePN_Suspended |
Sent if other pipe was inserted. |
ePN_Resumed |
Sent if resumed after finishing inserted pipes. |
ePN_Removed |
Sent if inserted pipe was removed with RemovePipe(). |
ePN_Exiting |
Sent if a non-looped pipe is completed |
ePN_AnimStarted |
Sent when exact positioning animation is started. |
ePN_RefPointMoved |
Sent to the last inserted goal pipe when the ref. point is moved. |
enum EGroupNotifyType { GN_INIT, GN_MARK_DEFEND_POS, GN_CLEAR_DEFEND_POS, GN_AVOID_CURRENT_POS, GN_PREFER_ATTACK, GN_PREFER_FLEE, GN_NOTIFY_ADVANCING, GN_NOTIFY_COVERING, GN_NOTIFY_WEAK_COVERING, GN_NOTIFY_HIDING, GN_NOTIFY_SEEKING, GN_NOTIFY_ALERTED, GN_NOTIFY_UNAVAIL, GN_NOTIFY_IDLE, GN_NOTIFY_SEARCHING, GN_NOTIFY_REINFORCE };
IAIGroup.h
Notify types for AIGroupTactic.Notify. The exact meaning is described along side with each group tactic implementation.
enum EGroupState { GS_IDLE, GS_ALERTED, GS_COVER, GS_ADVANCE, GS_SEEK, GS_SEARCH, GS_REINFORCE, LAST_GS };
IAIGroup.h
Members |
Description |
LAST_GS |
Must be last. |
State describing the over group state.
enum EGroupStateType { GE_GROUP_STATE, GE_UNIT_STATE, GE_ADVANCE_POS, GE_SEEK_POS, GE_DEFEND_POS, GE_LEADER_COUNT, GE_MOST_LOST_UNIT, GE_MOVEMENT_SIGNAL, GE_NEAREST_SEEK };
IAIGroup.h
Query types for AIGroupTactic.GetState. The exact meaning is described along side with each group tactic implementation.
enum EGroupUnitType { GU_HUMAN_CAMPER, GU_HUMAN_COVER, GU_HUMAN_SNEAKER, GU_HUMAN_LEADER, GU_HUMAN_SNEAKER_SPECOP, GU_ALIEN_MELEE, GU_ALIEN_ASSAULT, GU_ALIEN_MELEE_DEFEND, GU_ALIEN_ASSAULT_DEFEND, GU_ALIEN_EVADE };
IAIGroup.h
List of possible unit types to register with GN_INIT.
enum ELeaderAction { LA_NONE, LA_HIDE, LA_HOLD, LA_ATTACK, LA_SEARCH, LA_FOLLOW, LA_USE, LA_USE_VEHICLE, LA_LAST };
IAgent.h
Members |
Description |
LA_LAST |
Make sure this one is always the last! |
enum ELookStyle { LOOKSTYLE_DEFAULT = 0, LOOKSTYLE_HARD, LOOKSTYLE_HARD_NOLOWER, LOOKSTYLE_SOFT, LOOKSTYLE_SOFT_NOLOWER, LOOKSTYLE_COUNT };
IAgent.h
Look style essentially define the transition style when look target is set. Hard style is fast (surprised, startled), while soft is slow, relaxed. NOLOWER variations only turn upper body, do not change actual body direction.
enum EMemoryFireType { eMFT_Disabled = 0, eMFT_UseCoverFireTime, eMFT_Always, eMFT_COUNT };
IAgent.h
Members |
Description |
eMFT_Disabled = 0 |
Never allowed to fire at memory |
eMFT_UseCoverFireTime |
Can fire at memory using the weapon's cover fire time |
eMFT_Always |
Always allowed to fire at memory |
Memory fire control
enum EMNMDangers { eMNMDangers_None = 0, eMNMDangers_AttentionTarget = BIT(0), eMNMDangers_Explosive = BIT(1), eMNMDangers_GroupMates = BIT(2) };
IPathfinder.h
enum ENavModifierType { NMT_INVALID = -1, NMT_WAYPOINTHUMAN = 0, NMT_VOLUME = 1, NMT_FLIGHT = 2, NMT_WATER = 3, NMT_WAYPOINT_3DSURFACE = 4, NMT_EXTRA_NAV_COST = 5, NMT_FREE_2D = 7, NMT_TRIANGULATION = 8, NMT_LAYERED_NAV_MESH = 9, NMT_FLIGHT2 };
IAISystem.h
ENavModifierType: Values are important and some types have been removed
enum ENavSOMethod { nSOmNone, nSOmAction, nSOmPriorityAction, nSOmStraight, nSOmSignalAnimation, nSOmActionAnimation, nSOmLast };
IPathfinder.h
Members |
Description |
nSOmNone |
not passing or not passable |
nSOmAction |
execute an AI action |
nSOmPriorityAction |
execute a higher priority AI action |
nSOmStraight |
just pass straight |
nSOmSignalAnimation |
play signal animation |
nSOmActionAnimation |
play action animation |
Passing through navigational SO methods.
enum EnumAreaType { AREATYPE_PATH, AREATYPE_FORBIDDEN, AREATYPE_FORBIDDENBOUNDARY, AREATYPE_NAVIGATIONMODIFIER, AREATYPE_OCCLUSION_PLANE, AREATYPE_EXTRALINKCOST, AREATYPE_GENERIC, AREATYPE_PERCEPTION_MODIFIER };
IAISystem.h
enum EObjectResetType { AIOBJRESET_INIT, AIOBJRESET_SHUTDOWN };
IAgent.h
Current phase of actor target animation.
enum ERequestedGrenadeType { eRGT_INVALID = -1, eRGT_ANY, eRGT_SMOKE_GRENADE, eRGT_FLASHBANG_GRENADE, eRGT_FRAG_GRENADE, eRGT_EMP_GRENADE, eRGT_GRUNT_GRENADE, eRGT_COUNT };
IAgent.h
enum ESignalFilter { SIGNALFILTER_SENDER, SIGNALFILTER_LASTOP, SIGNALFILTER_GROUPONLY, SIGNALFILTER_FACTIONONLY, SIGNALFILTER_ANYONEINCOMM, SIGNALFILTER_TARGET, SIGNALFILTER_SUPERGROUP, SIGNALFILTER_SUPERFACTION, SIGNALFILTER_SUPERTARGET, SIGNALFILTER_NEARESTGROUP, SIGNALFILTER_NEARESTSPECIES, SIGNALFILTER_NEARESTINCOMM, SIGNALFILTER_HALFOFGROUP, SIGNALFILTER_LEADER, SIGNALFILTER_GROUPONLY_EXCEPT, SIGNALFILTER_ANYONEINCOMM_EXCEPT, SIGNALFILTER_LEADERENTITY, SIGNALFILTER_NEARESTINCOMM_FACTION, SIGNALFILTER_NEARESTINCOMM_LOOKING, SIGNALFILTER_FORMATION, SIGNALFILTER_FORMATION_EXCEPT, SIGNALFILTER_READABILITY = 100, SIGNALFILTER_READABILITYAT, SIGNALFILTER_READABILITYRESPONSE };
IAgent.h
Members |
Description |
SIGNALFILTER_READABILITYAT |
Readability anticipation. |
SIGNALFILTER_READABILITYRESPONSE |
Readability response. |
enum EStance { STANCE_NULL = -1, STANCE_STAND = 0, STANCE_CROUCH, STANCE_PRONE, STANCE_RELAXED, STANCE_STEALTH, STANCE_LOW_COVER, STANCE_ALERTED, STANCE_HIGH_COVER, STANCE_SWIM, STANCE_ZEROG, STANCE_LAST };
IAgent.h
Members |
Description |
STANCE_LAST |
This value must be last |
enum EUnitProperties { UPR_COMBAT_GROUND = 1, UPR_COMBAT_FLIGHT = 2, UPR_COMBAT_MARINE = 4, UPR_COMBAT_RECON = 8, UPR_ALL = -1 };
IAgent.h
Members |
Description |
UPR_COMBAT_GROUND = 1 |
The unit can take part in ground actions. |
UPR_COMBAT_FLIGHT = 2 |
The unit can take part in flight actions. |
UPR_COMBAT_MARINE = 4 |
The unit can take part in marine actions. |
UPR_COMBAT_RECON = 8 |
The unit can take part in recon actions. |
Unit properties for group behavior (see CLeader/CLeaderAction). These bit flags can be combined based on the unit capabilities.
enum EWaypointConnections { WPCON_DESIGNER_NONE, WPCON_DESIGNER_PARTIAL, WPCON_AUTO_NONE, WPCON_AUTO_PARTIAL, WPCON_MAXVALUE = WPCON_AUTO_PARTIAL };
IAISystem.h
The first word refers to how the nodes are initially connected The second word refers to how the node connections are subsequently modified - partial means that links only get disabled.
enum EWaypointLinkType { WLT_AUTO_PASS = 320, WLT_AUTO_IMPASS = -320, WLT_EDITOR_PASS = 321, WLT_EDITOR_IMPASS = -321, WLT_UNKNOWN_TYPE = 0 };
IAgent.h
enum EWaypointNodeType { WNT_UNSET, WNT_WAYPOINT, WNT_HIDE, WNT_ENTRYEXIT, WNT_EXITONLY, WNT_HIDESECONDARY };
IAgent.h
enum SAICollisionObjClassification { AICOL_SMALL, AICOL_MEDIUM, AICOL_LARGE };
IAISystem.h