2
0
mirror of https://github.com/s1lentq/CSSDK.git synced 2024-10-16 15:26:55 +03:00

Just cosmetic changes.

This commit is contained in:
s1lent 2017-09-26 07:04:43 +07:00
parent 13d1d80f77
commit a09ee09284
No known key found for this signature in database
GPG Key ID: 0FE401DC73916B5C
7 changed files with 20 additions and 24 deletions

View File

@ -660,14 +660,6 @@
// volume values
#define VOL_NORM 1.0
// plats
#define PLAT_LOW_TRIGGER 1
// Trains
#define SF_TRAIN_WAIT_RETRIGGER 1
#define SF_TRAIN_START_ON 4 // Train is initially moving
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
// buttons
#ifndef IN_BUTTONS_H
#include "in_buttons.h"

View File

@ -35,9 +35,9 @@ const float BUTTON_SOUNDWAIT = 0.5f;
#define SF_DOOR_START_OPEN BIT(0)
#define SF_DOOR_PASSABLE BIT(3)
#define SF_DOOR_NO_AUTO_RETURN BIT(5)
#define SF_DOOR_USE_ONLY BIT(8) // door must be opened by player's use button.
#define SF_DOOR_TOUCH_ONLY_CLIENTS BIT(10) // Only clients can touch
#define SF_DOOR_ACTUALLY_WATER BIT(31) // This bit marks that func_door are actually func_water
#define SF_DOOR_USE_ONLY BIT(8) // door must be opened by player's use button.
#define SF_DOOR_TOUCH_ONLY_CLIENTS BIT(10) // Only clients can touch
#define SF_DOOR_ACTUALLY_WATER BIT(31) // This bit marks that func_door are actually func_water
class CBaseDoor: public CBaseToggle {
public:

View File

@ -229,7 +229,7 @@ public:
bool m_bSetModel;
};
#define SF_GIBSHOOTER_REPEATABLE BIT(0)
#define SF_GIBSHOOTER_REPEATABLE BIT(0) // Allows a gibshooter to be refired
class CGibShooter: public CBaseDelay {
public:
@ -294,9 +294,9 @@ public:
void SetBloodAmount(float amount) { pev->dmg = amount; }
};
#define SF_SHAKE_EVERYONE BIT(0)
#define SF_SHAKE_DISRUPT BIT(1)
#define SF_SHAKE_INAIR BIT(2)
#define SF_SHAKE_EVERYONE BIT(0) // Don't check radius
#define SF_SHAKE_DISRUPT BIT(1) // Disrupt controls
#define SF_SHAKE_INAIR BIT(2) // Shake players in air
class CShake: public CPointEntity {
public:
@ -315,8 +315,8 @@ public:
void SetRadius(float radius) { pev->dmg = radius; }
};
#define SF_FADE_IN BIT(0)
#define SF_FADE_MODULATE BIT(1)
#define SF_FADE_IN BIT(0) // Fade in, not out
#define SF_FADE_MODULATE BIT(1) // Modulate, don't blend
#define SF_FADE_ONLYONE BIT(2)
class CFade: public CPointEntity {
@ -343,7 +343,7 @@ public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
#define SF_FUNNEL_REVERSE BIT(0)
#define SF_FUNNEL_REVERSE BIT(0) // Funnel effect repels particles instead of attracting them
class CEnvFunnel: public CBaseDelay {
public:

View File

@ -28,7 +28,7 @@
#pragma once
#define SF_LIGHT_START_OFF 1
#define SF_LIGHT_START_OFF BIT(0)
class CLight: public CPointEntity {
public:

View File

@ -156,9 +156,9 @@ public:
bool RemoveOnFire() const { return (pev->spawnflags & SF_PKILL_FIREONCE) == SF_PKILL_FIREONCE; }
};
#define SF_GAMECOUNT_FIREONCE BIT(0) // Remove entity after firing.
#define SF_GAMECOUNT_RESET BIT(1) // Reset entity Initial value after fired.
#define SF_GAMECOUNT_RESET BIT(2) // Fire a target when initial value is higher than limit value.
#define SF_GAMECOUNT_FIREONCE BIT(0) // Remove entity after firing.
#define SF_GAMECOUNT_RESET BIT(1) // Reset entity Initial value after fired.
#define SF_GAMECOUNT_OVER_LIMIT BIT(2) // Fire a target when initial value is higher than limit value.
// Counts events and fires target
class CGameCounter: public CRulePointEntity {
@ -175,7 +175,7 @@ public:
int CountValue() const { return int(pev->frags); }
int LimitValue() const { return int(pev->health); }
bool HitLimit() const { return CountValue() == LimitValue(); }
bool HitLimit() const { return ((pev->spawnflags & SF_GAMECOUNT_OVER_LIMIT) == SF_GAMECOUNT_OVER_LIMIT) ? (CountValue() >= LimitValue()) : (CountValue() == LimitValue()); }
private:
void SetCountValue(int value) { pev->frags = value; }

View File

@ -80,6 +80,10 @@ public:
Vector m_start;
};
#define SF_TRAIN_WAIT_RETRIGGER BIT(0)
#define SF_TRAIN_START_ON BIT(2) // Train is initially moving
#define SF_TRAIN_PASSABLE BIT(3) // Train is not solid -- used to make water trains
class CFuncTrain: public CBasePlatTrain {
public:
virtual void Spawn() = 0;

View File

@ -61,7 +61,7 @@ const float MAX_DIST_RELOAD_SOUND = 512.0f;
#define WEAPON_ACTIVITY_VOLUME 64
// spawn flags
#define SF_DETONATE 0x0001 // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
#define SF_DETONATE BIT(0) // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
// custom enum
enum ArmorType