//! 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() { } };