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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
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