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GTASource/game/event/EventPriorities.h
expvintl 419f2e4752 init
2025-02-23 17:40:52 +08:00

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#ifndef INC_EVENT_PRIORITIES_H
#define INC_EVENT_PRIORITIES_H
//////////////////////////////////////////////////////////////////////////
// Set all event priorities in the same place
// so we can order and compare them
//////////////////////////////////////////////////////////////////////////
enum eEventPriorityList
{
// Totally random ambient stuff
E_PRIORITY_RIDE_TRAIN,
E_PRIORITY_PED_TO_CHASE,
E_PRIORITY_PED_TO_FLEE,
E_PRIORITY_VEHICLE_TO_STEAL,
E_PRIORITY_SHOVE_PED,
E_PRIORITY_OPEN_DOOR,
// Investigate events
E_PRIORITY_COMMUNICATE_EVENT,
E_PRIORITY_SOUND_DYNAMIC,
E_PRIORITY_FIRE_NEARBY,
E_PRIORITY_PED_ON_CAR_ROOF,
// React to seeing other peds
E_PRIORITY_RAN_OVER_PED,
// Lower priority shocking events, mostly those that affect others
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.
E_PRIORITY_SHOCKING_EVENT_AFFECTS_OTHERS,
// Event reactions
E_PRIORITY_PED_DEAD,
E_PRIORITY_SEEN_COP,
E_PRIORITY_REACTION_COMBAT_VICTORY,
E_PRIORITY_FOOT_STEP_HEARD,
E_PRIORITY_WHISTLING_HEARD,
E_PRIORITY_SUSPICIOUS_ACTIVITY,
E_PRIORITY_UNIDENTIFIED_PED,
E_PRIORITY_REACTION_INVESTIGATE_DEAD_PED,
E_PRIORITY_REACTION_INVESTIGATE_LOW_THREAT,
E_PRIORITY_PED_LIKE,
E_PRIORITY_PED_RESPECT,
E_PRIORITY_PED_DISLIKE,
// predict collisions
E_PRIORITY_POTENTIAL_WALK_INTO_OBJECT,
E_PRIORITY_POTENTIAL_BE_WALKED_INTO,
E_PRIORITY_POTENTIAL_WALK_INTO_VEHICLE,
// Shocking events that pose a potential threat
E_PRIORITY_SHOCKING_EVENT_POTENTIALLY_DANGEROUS,
// Confrontations
E_PRIORITY_REQUEST_HELP_WITH_CONFRONTATION,
// Agitated
E_PRIORITY_AGITATED,
E_PRIORITY_AGITATED_ACTION,
// Higher priority shocking events, mostly those that pose an immediate threat
E_PRIORITY_SHOCKING_EVENT_DANGEROUS,
E_PRIORITY_SHOCKING_EVENT_SERIOUS_DANGER,
// Script events
E_PRIORITY_SCRIPT_WITH_DATA,
E_PRIORITY_SCENARIO_FORCE_ACTION,
E_PRIORITY_PED_WANTED,
E_PRIORITY_PED_HATE_BADLY_LIT,
E_PRIORITY_DISTURBANCE,
E_PRIORITY_EXPLOSION_HEARD,
E_PRIORITY_PED_HATE,
E_PRIORITY_CRIME_CRY_FOR_HELP,
E_PRIORITY_POTENTIAL_WALK_INTO_FIRE,
// React to someone else's threat response
E_PRIORITY_RESPONDED_TO_THREAT,
// React to melee attacks (dramatic event)
E_PRIORITY_MELEE_ACTION,
// React to gun shots (dramatic event)
E_PRIORITY_REVIVED_AFTER_REVIVED,
E_PRIORITY_SHOT_FRIENDLY_NEAR_MISS,
E_PRIORITY_SHOT_FIRED,
E_PRIORITY_SHOT_FIRED_WHIZZED_BY,
E_PRIORITY_SHOT_FIRED_BULLET_IMPACT,
E_PRIORITY_REACTION_INVESTIGATE_HIGH_THREAT,
// Events generated by reaction task
E_PRIORITY_REACTION_ENEMY_PED,
// Reaction to shouts from respected peds
E_PRIORITY_SHOUT_BLOCKING_LOS,
E_PRIORITY_SHOUT_TARGET_POSITION,
E_PRIORITY_RADIO_TARGET_POSITION,
E_PRIORITY_CALL_FOR_COVER,
E_PRIORITY_PROVIDING_COVER,
E_PRIORITY_INJURED_CALL_FOR_HELP,
// React getting car jacked in some way
E_PRIORITY_COP_CAR_BEING_STOLEN,
E_PRIORITY_PED_JACKING_MY_VEHICLE,
E_PRIORITY_PED_ENTERED_MY_VEHICLE,
E_PRIORITY_DRAGGED_OUT_CAR,
// High priority player commands
E_PRIORITY_LEADER_HOLSTERED_WEAPON,
E_PRIORITY_LEADER_UNHOLSTERED_WEAPON,
E_PRIORITY_LEADER_ENTERED_COVER,
E_PRIORITY_LEADER_LEFT_COVER,
E_PRIORITY_MUST_LEAVE_BOAT,
E_PRIORITY_LEADER_ENTERED_CAR_AS_DRIVER,
E_PRIORITY_LEADER_EXITED_CAR_AS_DRIVER,
E_PRIORITY_VEHICLE_DAMAGE,
E_PRIORITY_FRIENDLY_AIMED_AT,
E_PRIORITY_GUN_AIMED_AT,
E_PRIORITY_POTENTIAL_GET_RUN_OVER,
E_PRIORITY_POTENTIAL_BLAST,
E_PRIORITY_EXPLOSION,
E_PRIORITY_HELP_AMBIENT_FRIEND,
E_PRIORITY_PLAYER_DEATH,
// Car upside down
E_PRIORITY_CAR_UPSIDE_DOWN,
// Script event
E_PRIORITY_BLOCK_NON_TEMP_EVENTS,
E_PRIORITY_NEW_TASK,
E_PRIORITY_SCRIPT_COMMAND,
E_PRIORITY_GIVE_PED_TASK,
// Burning event
E_PRIORITY_VEHICLE_ON_FIRE,
// Bumped into something response
E_PRIORITY_BUILDING_COLLISION,
E_PRIORITY_VEHICLE_COLLISION,
E_PRIORITY_PED_COLLISION_WITH_PED,
// Physical events that take away control
E_PRIORITY_IN_AIR,
E_PRIORITY_IN_WATER,
E_PRIORITY_GET_OUT_OF_WATER,
// Stuck hanging in the air
E_PRIORITY_STUCK_IN_AIR,
// Physical events that do damage / move ped
E_PRIORITY_DAMAGE,
E_PRIORITY_HURT_TRANSITION,
E_PRIORITY_DAMAGE_BY_MELEE,
E_PRIORITY_ON_FIRE,
// 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.
E_PRIORITY_CLIMB_LADDER_ON_ROUTE,
E_PRIORITY_CLIMB_NAVMESH_ON_ROUTE,
// Stuck running into a wall. Needs to be higher than damage events, or peds will never get unstuck when chasing an attacker.
E_PRIORITY_STATIC_COUNT_REACHED_MAX,
// Raise the priority of a damage event, if the ped is being attacked
E_PRIORITY_DAMAGE_PAIRED_MOVE,
E_PRIORITY_COMBAT_TAUNT,
// Special script command that overrides nearly everything except nm
E_PRIORITY_SCRIPT_COMMAND_SP_NO_NM,
// Only allow nm behaviours to override nm getups. This prevents peds from popping up out of getup animations into standing
// damage anims, etc
E_PRIORITY_GETUP,
E_PRIORITY_WRITHE,
E_PRIORITY_SWITCH_2_NM,
// Cuffed prevents everything except ragdoll
E_PRIORITY_CUFFED,
E_PRIORITY_INCUSTODY,
// Raise the priority of a damage event, if the ped is ragdoll'ing
E_PRIORITY_DAMAGE_WITH_RAGDOLL,
// This is higher priority, the damage task will override it if
E_PRIORITY_SWITCH_2_NM_SCRIPT,
// Special script command that overrides nearly everything else
E_PRIORITY_SCRIPT_COMMAND_SP,
// All over
E_PRIORITY_INCAPACITATED,
E_PRIORITY_DEATH,
// Should be higher than an animated death
E_PRIORITY_DEATH_WITH_RAGDOLL,
// Dragged away by friendlies
E_PRIORITY_DRAGGING,
// New start in life
E_PRIORITY_REVIVED,
E_PRIORITY_MAX
};
#endif // INC_EVENT_PRIORITIES_H