179 lines
5.6 KiB
C
179 lines
5.6 KiB
C
#ifndef INC_EVENT_PRIORITIES_H
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#define INC_EVENT_PRIORITIES_H
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//////////////////////////////////////////////////////////////////////////
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// Set all event priorities in the same place
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// so we can order and compare them
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//////////////////////////////////////////////////////////////////////////
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enum eEventPriorityList
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{
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// Totally random ambient stuff
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E_PRIORITY_RIDE_TRAIN,
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E_PRIORITY_PED_TO_CHASE,
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E_PRIORITY_PED_TO_FLEE,
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E_PRIORITY_VEHICLE_TO_STEAL,
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E_PRIORITY_SHOVE_PED,
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E_PRIORITY_OPEN_DOOR,
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// Investigate events
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E_PRIORITY_COMMUNICATE_EVENT,
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E_PRIORITY_SOUND_DYNAMIC,
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E_PRIORITY_FIRE_NEARBY,
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E_PRIORITY_PED_ON_CAR_ROOF,
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// React to seeing other peds
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E_PRIORITY_RAN_OVER_PED,
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// Lower priority shocking events, mostly those that affect others
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E_PRIORITY_SHOCKING_EVENT_INTERESTING, // Note: we may want to move these around relative to other events, they don't all have to be together.
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E_PRIORITY_SHOCKING_EVENT_AFFECTS_OTHERS,
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// Event reactions
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E_PRIORITY_PED_DEAD,
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E_PRIORITY_SEEN_COP,
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E_PRIORITY_REACTION_COMBAT_VICTORY,
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E_PRIORITY_FOOT_STEP_HEARD,
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E_PRIORITY_WHISTLING_HEARD,
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E_PRIORITY_SUSPICIOUS_ACTIVITY,
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E_PRIORITY_UNIDENTIFIED_PED,
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E_PRIORITY_REACTION_INVESTIGATE_DEAD_PED,
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E_PRIORITY_REACTION_INVESTIGATE_LOW_THREAT,
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E_PRIORITY_PED_LIKE,
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E_PRIORITY_PED_RESPECT,
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E_PRIORITY_PED_DISLIKE,
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// predict collisions
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E_PRIORITY_POTENTIAL_WALK_INTO_OBJECT,
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E_PRIORITY_POTENTIAL_BE_WALKED_INTO,
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E_PRIORITY_POTENTIAL_WALK_INTO_VEHICLE,
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// Shocking events that pose a potential threat
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E_PRIORITY_SHOCKING_EVENT_POTENTIALLY_DANGEROUS,
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// Confrontations
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E_PRIORITY_REQUEST_HELP_WITH_CONFRONTATION,
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// Agitated
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E_PRIORITY_AGITATED,
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E_PRIORITY_AGITATED_ACTION,
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// Higher priority shocking events, mostly those that pose an immediate threat
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E_PRIORITY_SHOCKING_EVENT_DANGEROUS,
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E_PRIORITY_SHOCKING_EVENT_SERIOUS_DANGER,
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// Script events
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E_PRIORITY_SCRIPT_WITH_DATA,
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E_PRIORITY_SCENARIO_FORCE_ACTION,
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E_PRIORITY_PED_WANTED,
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E_PRIORITY_PED_HATE_BADLY_LIT,
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E_PRIORITY_DISTURBANCE,
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E_PRIORITY_EXPLOSION_HEARD,
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E_PRIORITY_PED_HATE,
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E_PRIORITY_CRIME_CRY_FOR_HELP,
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E_PRIORITY_POTENTIAL_WALK_INTO_FIRE,
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// React to someone else's threat response
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E_PRIORITY_RESPONDED_TO_THREAT,
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// React to melee attacks (dramatic event)
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E_PRIORITY_MELEE_ACTION,
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// React to gun shots (dramatic event)
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E_PRIORITY_REVIVED_AFTER_REVIVED,
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E_PRIORITY_SHOT_FRIENDLY_NEAR_MISS,
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E_PRIORITY_SHOT_FIRED,
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E_PRIORITY_SHOT_FIRED_WHIZZED_BY,
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E_PRIORITY_SHOT_FIRED_BULLET_IMPACT,
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E_PRIORITY_REACTION_INVESTIGATE_HIGH_THREAT,
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// Events generated by reaction task
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E_PRIORITY_REACTION_ENEMY_PED,
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// Reaction to shouts from respected peds
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E_PRIORITY_SHOUT_BLOCKING_LOS,
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E_PRIORITY_SHOUT_TARGET_POSITION,
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E_PRIORITY_RADIO_TARGET_POSITION,
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E_PRIORITY_CALL_FOR_COVER,
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E_PRIORITY_PROVIDING_COVER,
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E_PRIORITY_INJURED_CALL_FOR_HELP,
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// React getting car jacked in some way
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E_PRIORITY_COP_CAR_BEING_STOLEN,
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E_PRIORITY_PED_JACKING_MY_VEHICLE,
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E_PRIORITY_PED_ENTERED_MY_VEHICLE,
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E_PRIORITY_DRAGGED_OUT_CAR,
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// High priority player commands
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E_PRIORITY_LEADER_HOLSTERED_WEAPON,
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E_PRIORITY_LEADER_UNHOLSTERED_WEAPON,
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E_PRIORITY_LEADER_ENTERED_COVER,
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E_PRIORITY_LEADER_LEFT_COVER,
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E_PRIORITY_MUST_LEAVE_BOAT,
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E_PRIORITY_LEADER_ENTERED_CAR_AS_DRIVER,
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E_PRIORITY_LEADER_EXITED_CAR_AS_DRIVER,
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E_PRIORITY_VEHICLE_DAMAGE,
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E_PRIORITY_FRIENDLY_AIMED_AT,
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E_PRIORITY_GUN_AIMED_AT,
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E_PRIORITY_POTENTIAL_GET_RUN_OVER,
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E_PRIORITY_POTENTIAL_BLAST,
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E_PRIORITY_EXPLOSION,
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E_PRIORITY_HELP_AMBIENT_FRIEND,
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E_PRIORITY_PLAYER_DEATH,
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// Car upside down
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E_PRIORITY_CAR_UPSIDE_DOWN,
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// Script event
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E_PRIORITY_BLOCK_NON_TEMP_EVENTS,
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E_PRIORITY_NEW_TASK,
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E_PRIORITY_SCRIPT_COMMAND,
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E_PRIORITY_GIVE_PED_TASK,
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// Burning event
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E_PRIORITY_VEHICLE_ON_FIRE,
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// Bumped into something response
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E_PRIORITY_BUILDING_COLLISION,
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E_PRIORITY_VEHICLE_COLLISION,
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E_PRIORITY_PED_COLLISION_WITH_PED,
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// Physical events that take away control
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E_PRIORITY_IN_AIR,
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E_PRIORITY_IN_WATER,
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E_PRIORITY_GET_OUT_OF_WATER,
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// Stuck hanging in the air
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E_PRIORITY_STUCK_IN_AIR,
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// Physical events that do damage / move ped
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E_PRIORITY_DAMAGE,
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E_PRIORITY_HURT_TRANSITION,
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E_PRIORITY_DAMAGE_BY_MELEE,
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E_PRIORITY_ON_FIRE,
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// Time to climb a ladder during a route task. Needs to be higher than damage events, or peds will never be able to navigate climbs & drops when chasing an attacker.
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E_PRIORITY_CLIMB_LADDER_ON_ROUTE,
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E_PRIORITY_CLIMB_NAVMESH_ON_ROUTE,
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// Stuck running into a wall. Needs to be higher than damage events, or peds will never get unstuck when chasing an attacker.
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E_PRIORITY_STATIC_COUNT_REACHED_MAX,
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// Raise the priority of a damage event, if the ped is being attacked
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E_PRIORITY_DAMAGE_PAIRED_MOVE,
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E_PRIORITY_COMBAT_TAUNT,
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// Special script command that overrides nearly everything except nm
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E_PRIORITY_SCRIPT_COMMAND_SP_NO_NM,
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// Only allow nm behaviours to override nm getups. This prevents peds from popping up out of getup animations into standing
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// damage anims, etc
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E_PRIORITY_GETUP,
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E_PRIORITY_WRITHE,
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E_PRIORITY_SWITCH_2_NM,
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// Cuffed prevents everything except ragdoll
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E_PRIORITY_CUFFED,
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E_PRIORITY_INCUSTODY,
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// Raise the priority of a damage event, if the ped is ragdoll'ing
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E_PRIORITY_DAMAGE_WITH_RAGDOLL,
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// This is higher priority, the damage task will override it if
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E_PRIORITY_SWITCH_2_NM_SCRIPT,
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// Special script command that overrides nearly everything else
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E_PRIORITY_SCRIPT_COMMAND_SP,
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// All over
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E_PRIORITY_INCAPACITATED,
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E_PRIORITY_DEATH,
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// Should be higher than an animated death
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E_PRIORITY_DEATH_WITH_RAGDOLL,
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// Dragged away by friendlies
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E_PRIORITY_DRAGGING,
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// New start in life
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E_PRIORITY_REVIVED,
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E_PRIORITY_MAX
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};
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#endif // INC_EVENT_PRIORITIES_H
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