/***
 *
 *	Copyright (c) 1996-2001, Valve LLC. All rights reserved.
 *
 *	This product contains software technology licensed from Id
 *	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc.
 *	All Rights Reserved.
 *
 *   Use, distribution, and modification of this source code and/or resulting
 *   object code is restricted to non-commercial enhancements to products from
 *   Valve LLC.  All other use, distribution, or modification is prohibited
 *   without written permission from Valve LLC.
 *
 ****/

#pragma once

#define SCRIPT_EVENT_DEAD 1000				 //!< character is now dead
#define SCRIPT_EVENT_NOINTERRUPT 1001		 //!< does not allow interrupt
#define SCRIPT_EVENT_CANINTERRUPT 1002		 //!< will allow interrupt
#define SCRIPT_EVENT_FIREEVENT 1003			 //!< event now fires
#define SCRIPT_EVENT_SOUND 1004				 //!< Play named wave file (on CHAN_BODY)
#define SCRIPT_EVENT_SENTENCE 1005			 //!< Play named sentence
#define SCRIPT_EVENT_INAIR 1006				 //!< Leave the character in air at the end of the sequence (don't find the floor)
#define SCRIPT_EVENT_ENDANIMATION 1007		 //!< Set the animation by name after the sequence completes
#define SCRIPT_EVENT_SOUND_VOICE 1008		 //!< Play named wave file (on CHAN_VOICE)
#define SCRIPT_EVENT_SENTENCE_RND1 1009		 //!< Play sentence group 33% of the time
#define SCRIPT_EVENT_NOT_DEAD 1010			 //!< Bring back to life (for life/death sequences)
#define SCRIPT_EVENT_SOUND_VOICE_BODY 1011	 //!< Play named wave file with normal attenuation (on CHAN_BODY)
#define SCRIPT_EVENT_SOUND_VOICE_VOICE 1012	 //!< Play named wave file with normal attenuation (on CHAN_VOICE)
#define SCRIPT_EVENT_SOUND_VOICE_WEAPON 1013 //!< Play named wave file with normal attenuation (on CHAN_WEAPON)
