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//! defined in C++
enum DayZAnimalBehaviourSlot
{
NONE,
CALM,
CALM_RESTING,
CALM_GRAZING,
CALM_TRAVELLING,
DRINKING,
NON_SPECIFIC_THREAT,
SPECIFIC_THREAT,
ALERTED,
ATTRACTED,
SCARED,
HUNTING,
EATING,
SIEGE,
FIREPLACE,
ENRAGED,
ENRAGED_TARGETLOST,
PREATTRACTED,
INTIMIDATE,
};
//! defined in C++
enum DayZAnimalBehaviourAction
{
NONE_INPUT,
SAFETY_INPUT,
GRAZE_WALKING_INPUT,
GRAZE_ON_SPOT_INPUT,
RESTING_INPUT,
TRAVELING_INPUT,
EATING_INPUT,
DRINKING_INPUT,
CHARGING,
APPROACHING_INPUT,
REACH_INPUT,
WALKING_INPUT,
IDLE1_INPUT,
IDLE2_INPUT,
IDLE3_INPUT,
THREAT_WALK_AWAY,
THREAT_WALK_TO,
THREAT_STAY_LOOKAT,
THREAT_STAY,
};
class DayZAnimalInputController : DayZCreatureAIInputController
{
proto native bool IsDead();
proto native bool IsAttack();
proto native void OverrideBehaviourAction(bool state, int action);
proto native int GetBehaviourAction();
//--------------------------------------------------------------
//! never created by script
private void DayZAnimalInputController()
{
}
//! never destroyed by script
private void ~DayZAnimalInputController()
{
}
};
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