diff --git a/src/game/chr/chr.c b/src/game/chr/chr.c index 366324469..a87e328e4 100644 --- a/src/game/chr/chr.c +++ b/src/game/chr/chr.c @@ -35437,7 +35437,7 @@ glabel func0f03cb74 void func0f03ccdc(struct chrdata *chr) { - if (chr->actiontype == ACT_DEAD || chr->actiontype == ACT_31) { + if (chr->actiontype == ACT_DEAD || chr->actiontype == ACT_DRUGGEDKO) { chr->unk02c = 1; } } diff --git a/src/game/chr/chraicommands.c b/src/game/chr/chraicommands.c index 5129f98ee..719dd0bfa 100644 --- a/src/game/chr/chraicommands.c +++ b/src/game/chr/chraicommands.c @@ -737,7 +737,7 @@ bool aiIfChrUnloaded(void) struct chrdata *chr = chrFindById(g_Vars.chrdata, cmd[2]); if ((!chr || !chr->pos || chr->pos->type != POSITIONTYPE_PLAYER) && - (!chr || !chr->unk020 || chr->actiontype == ACT_31 || chr->actiontype == ACT_30 || chr->actiontype == ACT_32)) { + (!chr || !chr->unk020 || chr->actiontype == ACT_DRUGGEDKO || chr->actiontype == ACT_DRUGGEDDROP || chr->actiontype == ACT_DRUGGEDCOMINGUP)) { g_Vars.aioffset = chraiGoToLabel(g_Vars.ailist, g_Vars.aioffset, cmd[3]); } else { g_Vars.aioffset += 4; @@ -11106,9 +11106,9 @@ bool aiSetChrPresetToUnalertedTeammate(void) chrIsDead(chr) == false && chr->actiontype != ACT_DEAD && chr->actiontype != ACT_DIE && - chr->actiontype != ACT_31 && - chr->actiontype != ACT_30 && - chr->actiontype != ACT_32 && + chr->actiontype != ACT_DRUGGEDKO && + chr->actiontype != ACT_DRUGGEDDROP && + chr->actiontype != ACT_DRUGGEDCOMINGUP && chr->alertness < 100 && (g_Vars.chrdata->squadron == chr->squadron || g_Vars.chrdata->squadron == 0xff) && g_Vars.chrdata->chrnum != chr->chrnum) { diff --git a/src/include/constants.h b/src/include/constants.h index c2124dcdb..29d353246 100644 --- a/src/include/constants.h +++ b/src/include/constants.h @@ -5,65 +5,44 @@ #define true 1 // These actions are assigned to chr->actiontype -#define ACT_STAND 1 -#define ACT_KNEEL 2 -#define ACT_ANIM 3 -#define ACT_DIE 4 -#define ACT_DEAD 5 -#define ACT_ARGH 6 -#define ACT_PREARGH 7 -#define ACT_ATTACK 8 -#define ACT_ATTACKWALK 9 -#define ACT_ATTACKROLL 10 -#define ACT_11 11 -#define ACT_12 12 -#define ACT_13 13 -#define ACT_PATROL 14 -#define ACT_GOPOS 15 -#define ACT_SURRENDER 16 -#define ACT_17 17 -#define ACT_18 18 -#define ACT_19 19 -#define ACT_20 20 -#define ACT_21 21 -#define ACT_22 22 -#define ACT_23 23 -#define ACT_24 24 -#define ACT_25 25 -#define ACT_26 26 -#define ACT_27 27 -#define ACT_28 28 -#define ACT_29 29 -#define ACT_30 30 -#define ACT_31 31 -#define ACT_32 32 -#define ACT_33 33 - -// These numbers aren't right, but the names are here for reference -// and the order of them might be useful too. -//#define ACT_RUNPOS 11 -//#define ACT_PATROL 12 -//#define ACT_GOPOS 13 -//#define ACT_SURRENDER 14 -//#define ACT_LOOKATTARGET 15 -//#define ACT_SURPRISED 16 -//#define ACT_STARTALARM 17 -//#define ACT_THROWGRENADE 18 -//#define ACT_TURNDIR 19 -//#define ACT_TEST 20 -//#define ACT_BONDINTRO 21 -//#define ACT_BONDDIE 22 -//#define ACT_BONDMULTI 23 -//#define ACT_NULL 24 -//#define ACT_BOT_ATTACKSTAND 25 -//#define ACT_BOT_ATTACKKNEEL 26 -//#define ACT_BOT_ATTACKSTRAFE 27 -//#define ACT_DRUGGEDDROP 28 -//#define ACT_DRUGGEDKO 29 -//#define ACT_DRUGGEDCOMINGUP 30 -//#define ACT_ATTACKAMOUNT 31 -//#define ACT_ROBOTATTACK 32 -//#define ACT_SKJUMP 33 +#define ACT_INIT 0 +#define ACT_STAND 1 +#define ACT_KNEEL 2 +#define ACT_ANIM 3 +#define ACT_DIE 4 +#define ACT_DEAD 5 +#define ACT_ARGH 6 +#define ACT_PREARGH 7 +#define ACT_ATTACK 8 +#define ACT_ATTACKWALK 9 +#define ACT_ATTACKROLL 10 +#define ACT_SIDESTEP 11 +#define ACT_JUMPOUT 12 +#define ACT_RUNPOS 13 +#define ACT_PATROL 14 +#define ACT_GOPOS 15 +#define ACT_SURRENDER 16 +#define ACT_LOOKATTARGET 17 +#define ACT_SURPRISED 18 +#define ACT_STARTALARM 19 +#define ACT_THROWGRENADE 20 +#define ACT_TURNDIR 21 +#define ACT_TEST 22 +#define ACT_BONDINTRO 23 +#define ACT_BONDDIE 24 +#define ACT_BONDMULTI 25 +#define ACT_NULL 26 +#define ACT_BOT_ATTACKSTAND 27 +#define ACT_BOT_ATTACKKNEEL 28 +#define ACT_BOT_ATTACKSTRAFE 29 +#define ACT_DRUGGEDDROP 30 +#define ACT_DRUGGEDKO 31 +#define ACT_DRUGGEDCOMINGUP 32 +#define ACT_ATTACKAMOUNT 33 +#define ACT_ROBOTATTACK 34 +#define ACT_SKJUMP 35 +#define ACT_PUNCH 36 +#define ACT_CUTFIRE 37 // These actions are assigned to chr->myaction #define ACTION_SCAN 0x01