/** * @file lltaskname.h * @brief This contains the current list of valid tasks and is inluded * into both simulator and viewer * * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc. * $License$ */ #ifndef LL_LLTASKNAME_H #define LL_LLTASKNAME_H // Current valid tasks // If you add a taskname here you will have to // 1) Add an initializer to init_object() in llscript.cpp // 1.1) Add to object_type_to_task_name() in llregion.cpp // 2) Add display code to LLStupidObject::render2(LLAgent* agentp) in llstupidobject.cpp // 3) Add any additional code to support new opcodes you create typedef enum e_lltask_name { LLTASK_NULL = 0, // Not a valid task LLTASK_AGENT = 1, // The player's agent in Linden World LLTASK_CHILD_AGENT = 2, // Child agents sent to adjacent regions // LLTASK_BASIC_SHOT, // Simple shot that moves in a straight line // LLTASK_BIG_SHOT, // Big shot that uses gravity LLTASK_TREE = 5, // A tree // LLTASK_BIRD, // a bird // LLTASK_ATOR, // a predator // LLTASK_SMOKE, // Smoke poof // LLTASK_SPARK, // Little spark // LLTASK_ROCK, // Rock LLTASK_GRASS = 11, // Grass LLTASK_PSYS = 12, // particle system test example // LLTASK_ORACLE, // LLTASK_DEMON, // Maxwell's demon // LLTASK_LSL_TEST, // Linden Scripting Language Test Object LLTASK_PRIMITIVE = 16, // LLTASK_GHOST = 17, // a ghost (Boo!) LLTASK_TREE_NEW = 18 } ELLTaskName; #endif