
// Reaktionen auf Spieler-Aktion...
CONST INT FWD			= 1;		// ...Schritt nach vorne
CONST INT BACK			= 2;		// ...Schritt zurück
CONST INT PA			= 3;		// ...Parade
CONST INT WAIT			= 4;		// ...Nichtstun (1/4 Sekunde)
CONST INT WEAP_UP		= 5;		// ...Waffe mit CTRL anheben/anvisieren
CONST INT AT			= 6;		// ...Attacke/Schlag

CONST INT FA_MAX		= 7;		// maximale Anzahl der alternativen Reaktionen bei schlechterer Kampfqualität

CLASS C_FA {
	
	VAR INT fa	[FA_MAX];
};

INSTANCE W2_FOE_FWD (C_FA)
{
	fa[0]	=	AT;
	fa[1]	=	BACK;
};

INSTANCE W2_FOE_BACK (C_FA)
{
	fa[0]	=	WAIT;
	fa[1]	=	AT;
};

INSTANCE W2_FOE_PA (C_FA)
{
	fa[0]	=	AT;
	fa[1]	=	WAIT;
	fa[2]	=	WEAP_UP;
};

INSTANCE W2_FOE_WAIT (C_FA)
{
	fa[0]	=	AT;
	fa[1]	=	WEAP_UP;
	fa[2]	=	PA;
};

INSTANCE W2_FOE_WEAP_UP (C_FA)
{
	fa[0]	=	PA;
};

INSTANCE W2_FOE_AT_PRE_HIT (C_FA)
{
	fa[0]	=	PA;
};

INSTANCE W2_FOE_AT_PRE_MISS (C_FA)
{
	fa[0]	=	WAIT;
	fa[1]	=	AT;
};

INSTANCE W2_FOE_AT_AFT_MISS (C_FA)
{
	fa[0]	=	WAIT;
	fa[1]	=	AT;
};

INSTANCE W2_FOE_HIT_STUMBLE (C_FA)
{
	fa[0]	=	WAIT;
	fa[1]	=	BACK;
};

INSTANCE W2_FOE_ON_GROUND (C_FA)
{
	fa[0]	=	WAIT;
};
