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/** 
 * @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