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enum DayZAnimalBehaviourSlot |
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{ |
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NONE, |
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CALM, |
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CALM_RESTING, |
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CALM_GRAZING, |
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CALM_TRAVELLING, |
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DRINKING, |
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NON_SPECIFIC_THREAT, |
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SPECIFIC_THREAT, |
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ALERTED, |
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ATTRACTED, |
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SCARED, |
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HUNTING, |
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EATING, |
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SIEGE, |
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FIREPLACE, |
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ENRAGED, |
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ENRAGED_TARGETLOST, |
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PREATTRACTED, |
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INTIMIDATE, |
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}; |
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enum DayZAnimalBehaviourAction |
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{ |
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NONE_INPUT, |
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SAFETY_INPUT, |
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GRAZE_WALKING_INPUT, |
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GRAZE_ON_SPOT_INPUT, |
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RESTING_INPUT, |
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TRAVELING_INPUT, |
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EATING_INPUT, |
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DRINKING_INPUT, |
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CHARGING, |
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APPROACHING_INPUT, |
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REACH_INPUT, |
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WALKING_INPUT, |
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IDLE1_INPUT, |
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IDLE2_INPUT, |
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IDLE3_INPUT, |
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THREAT_WALK_AWAY, |
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THREAT_WALK_TO, |
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THREAT_STAY_LOOKAT, |
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THREAT_STAY, |
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}; |
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class DayZAnimalInputController : DayZCreatureAIInputController |
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{ |
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proto native bool IsDead(); |
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proto native bool IsAttack(); |
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proto native void OverrideBehaviourAction(bool state, int action); |
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proto native int GetBehaviourAction(); |
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private void DayZAnimalInputController() |
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{ |
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} |
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private void ~DayZAnimalInputController() |
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{ |
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} |
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}; |
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