/***
*
*	Copyright (c) 1996-2002, 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
#if !defined(SCRIPTEVENT_H)
#define SCRIPTEVENT_H

#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 25% of the time
#define SCRIPT_EVENT_NOT_DEAD		1010		// Bring back to life (for life/death sequences)
#endif // SCRIPTEVENT_H
