#ifndef __BSTATE_H__
#define __BSTATE_H__

//bstate.h
typedef enum //# bState_e
{//These take over only if script allows them to be autonomous
	BS_DEFAULT = 0,//# default behavior for that NPC
	BS_ADVANCE_FIGHT,//# Advance to captureGoal and shoot enemies if you can
	BS_SLEEP,//# Play awake script when startled by sound
	BS_FOLLOW_LEADER,//# Follow your leader and shoot any enemies you come across
	BS_JUMP,//# Face navgoal and jump to it.
	BS_SEARCH,//# Using current waypoint as a base, search the immediate branches of waypoints for enemies
	BS_WANDER,//# Wander down random waypoint paths
	BS_NOCLIP,//# Moves through walls, etc.
	BS_REMOVE,//# Waits for player to leave PVS then removes itself
	BS_CINEMATIC,//# Does nothing but face it's angles and move to a goal if it has one
	BS_FLEE,//# Run away!
	//# #eol
	//internal bStates only
	BS_WAIT,//# Does nothing but face it's angles
	BS_STAND_GUARD,
	BS_PATROL,
	BS_INVESTIGATE,//# head towards temp goal and look for enemies and listen for sounds
	BS_STAND_AND_SHOOT,
	BS_HUNT_AND_KILL,
	NUM_BSTATES
} bState_t;

#endif //#ifndef __BSTATE_H__
