Shared conditions

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Following values are defined in ai_condition.h

Conditions

  • COND_NONE: A way for a function to return no condition to get
  • COND_IN_PVS
  • COND_IDLE_INTERRUPT: The schedule in question is a low priority idle and therefore a candidate for translation into something else
  • COND_LOW_PRIMARY_AMMO
  • COND_NO_PRIMARY_AMMO
  • COND_NO_SECONDARY_AMMO
  • COND_NO_WEAPON
  • COND_SEE_HATE
  • COND_SEE_FEAR
  • COND_SEE_DISLIKE
  • COND_ENEMY_WENT_NULL: Set in the edge case where you had an enemy last think, but don't have one this think.
  • COND_ENEMY_OCCLUDED: Can't see m_hEnemy
  • COND_TARGET_OCCLUDED: Can't see m_hTargetEnt
  • COND_HAVE_ENEMY_LOS
  • COND_HAVE_TARGET_LOS
  • COND_LIGHT_DAMAGE
  • COND_HEAVY_DAMAGE
  • COND_PHYSICS_DAMAGE
  • COND_REPEATED_DAMAGE: Damaged several times in a row
  • COND_CAN_RANGE_ATTACK1: Hitscan weapon only
  • COND_CAN_RANGE_ATTACK2: Grenade weapon only
  • COND_CAN_MELEE_ATTACK1
  • COND_CAN_MELEE_ATTACK2
  • COND_PROVOKED
  • COND_NEW_ENEMY
  • COND_ENEMY_TOO_FAR
  • COND_ENEMY_FACING_ME
  • COND_BEHIND_ENEMY
  • COND_ENEMY_DEAD
  • COND_ENEMY_UNREACHABLE: Not connected to me via node graph
  • COND_SEE_PLAYER
  • COND_LOST_PLAYER
  • COND_SEE_NEMESIS
  • COND_TASK_FAILED
  • COND_SCHEDULE_DONE: Just completed last task in schedule, so make it invalid by clearing it.
  • COND_TOO_CLOSE_TO_ATTACK
  • COND_TOO_FAR_TO_ATTACK
  • COND_NOT_FACING_ATTACK
  • COND_WEAPON_HAS_LOS
  • COND_WEAPON_BLOCKED_BY_FRIEND: Friend between weapon and target
  • COND_WEAPON_PLAYER_IN_SPREAD: Player in shooting direction
  • COND_WEAPON_PLAYER_NEAR_TARGET: Player near shooting position
  • COND_WEAPON_SIGHT_OCCLUDED
  • COND_BETTER_WEAPON_AVAILABLE
  • COND_HEALTH_ITEM_AVAILABLE: There's a healthkit available.
  • COND_GIVE_WAY: Another npc requested that I give way
  • COND_WAY_CLEAR: I no longer have to give way
  • COND_HEAR_THUMPER
  • COND_HEAR_BUGBAIT
  • COND_HEAR_SPOOKY: Zombies make this when Alyx is in darkness mode
  • COND_FLOATING_OFF_GROUND
  • COND_MOBBED_BY_ENEMIES: Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually).
  • COND_RECEIVED_ORDERS
  • COND_PLAYER_PUSHING
  • COND_TALKER_RESPOND_TO_QUESTION
  • COND_NO_CUSTOM_INTERRUPTS: Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility.

Sensing

  • COND_SEE_ENEMY
  • COND_LOST_ENEMY
  • COND_SMELL
  • COND_HEAR_DANGER
  • COND_HEAR_COMBAT
  • COND_HEAR_WORLD
  • COND_HEAR_PLAYER
  • COND_HEAR_BULLET_IMPACT
  • COND_HEAR_PHYSICS_DANGER
  • COND_HEAR_MOVE_AWAY: Described as scattering NPCs from the origin of this sound.
  • COND_NO_HEAR_DANGER: Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER

Squads

  • COND_PLAYER_ADDED_TO_SQUAD
  • COND_PLAYER_REMOVED_FROM_SQUAD

Debugging

  • COND_NPC_FREEZE: We received an npc_freeze command while we were unfrozen
  • COND_NPC_UNFREEZE: We received an npc_freeze command while we were frozen

See Also