/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once enum GameEventType { EVENT_INVALID = 0, EVENT_WEAPON_FIRED, // tell bots the player is attack (argumens: 1 = attacker, 2 = NULL) EVENT_WEAPON_FIRED_ON_EMPTY, // tell bots the player is attack without clip ammo (argumens: 1 = attacker, 2 = NULL) EVENT_WEAPON_RELOADED, // tell bots the player is reloading his weapon (argumens: 1 = reloader, 2 = NULL) EVENT_HE_GRENADE_EXPLODED, // tell bots the HE grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL) EVENT_FLASHBANG_GRENADE_EXPLODED, // tell bots the flashbang grenade is exploded (argumens: 1 = grenade thrower, 2 = explosion origin) EVENT_SMOKE_GRENADE_EXPLODED, // tell bots the smoke grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL) EVENT_GRENADE_BOUNCED, EVENT_BEING_SHOT_AT, EVENT_PLAYER_BLINDED_BY_FLASHBANG, // tell bots the player is flashed (argumens: 1 = flashed player, 2 = NULL) EVENT_PLAYER_FOOTSTEP, // tell bots the player is running (argumens: 1 = runner, 2 = NULL) EVENT_PLAYER_JUMPED, // tell bots the player is jumped (argumens: 1 = jumper, 2 = NULL) EVENT_PLAYER_DIED, // tell bots the player is killed (argumens: 1 = victim, 2 = killer) EVENT_PLAYER_LANDED_FROM_HEIGHT, // tell bots the player is fell with some damage (argumens: 1 = felled player, 2 = NULL) EVENT_PLAYER_TOOK_DAMAGE, // tell bots the player is take damage (argumens: 1 = victim, 2 = attacker) EVENT_HOSTAGE_DAMAGED, // tell bots the player has injured a hostage (argumens: 1 = hostage, 2 = injurer) EVENT_HOSTAGE_KILLED, // tell bots the player has killed a hostage (argumens: 1 = hostage, 2 = killer) EVENT_DOOR, // tell bots the door is moving (argumens: 1 = door, 2 = NULL) EVENT_BREAK_GLASS, // tell bots the glass has break (argumens: 1 = glass, 2 = NULL) EVENT_BREAK_WOOD, // tell bots the wood has break (argumens: 1 = wood, 2 = NULL) EVENT_BREAK_METAL, // tell bots the metal/computer has break (argumens: 1 = metal/computer, 2 = NULL) EVENT_BREAK_FLESH, // tell bots the flesh has break (argumens: 1 = flesh, 2 = NULL) EVENT_BREAK_CONCRETE, // tell bots the concrete has break (argumens: 1 = concrete, 2 = NULL) EVENT_BOMB_PLANTED, // tell bots the bomb has been planted (argumens: 1 = planter, 2 = NULL) EVENT_BOMB_DROPPED, // tell bots the bomb has been dropped (argumens: 1 = NULL, 2 = NULL) EVENT_BOMB_PICKED_UP, // let the bots hear the bomb pickup (argumens: 1 = player that pickup c4, 2 = NULL) EVENT_BOMB_BEEP, // let the bots hear the bomb beeping (argumens: 1 = c4, 2 = NULL) EVENT_BOMB_DEFUSING, // tell the bots someone has started defusing (argumens: 1 = defuser, 2 = NULL) EVENT_BOMB_DEFUSE_ABORTED, // tell the bots someone has aborted defusing (argumens: 1 = NULL, 2 = NULL) EVENT_BOMB_DEFUSED, // tell the bots the bomb is defused (argumens: 1 = defuser, 2 = NULL) EVENT_BOMB_EXPLODED, // let the bots hear the bomb exploding (argumens: 1 = NULL, 2 = NULL) EVENT_HOSTAGE_USED, // tell bots the hostage is used (argumens: 1 = user, 2 = NULL) EVENT_HOSTAGE_RESCUED, // tell bots the hostage is rescued (argumens: 1 = rescuer (CBasePlayer *), 2 = hostage (CHostage *)) EVENT_ALL_HOSTAGES_RESCUED, // tell bots the all hostages are rescued (argumens: 1 = NULL, 2 = NULL) EVENT_VIP_ESCAPED, // tell bots the VIP is escaped (argumens: 1 = NULL, 2 = NULL) EVENT_VIP_ASSASSINATED, // tell bots the VIP is assassinated (argumens: 1 = NULL, 2 = NULL) EVENT_TERRORISTS_WIN, // tell bots the terrorists won the round (argumens: 1 = NULL, 2 = NULL) EVENT_CTS_WIN, // tell bots the CTs won the round (argumens: 1 = NULL, 2 = NULL) EVENT_ROUND_DRAW, // tell bots the round was a draw (argumens: 1 = NULL, 2 = NULL) EVENT_ROUND_WIN, // tell carreer the round was a win (argumens: 1 = NULL, 2 = NULL) EVENT_ROUND_LOSS, // tell carreer the round was a loss (argumens: 1 = NULL, 2 = NULL) EVENT_ROUND_START, // tell bots the round was started (when freeze period is expired) (argumens: 1 = NULL, 2 = NULL) EVENT_PLAYER_SPAWNED, // tell bots the player is spawned (argumens: 1 = spawned player, 2 = NULL) EVENT_CLIENT_CORPSE_SPAWNED, EVENT_BUY_TIME_START, EVENT_PLAYER_LEFT_BUY_ZONE, EVENT_DEATH_CAMERA_START, EVENT_KILL_ALL, EVENT_ROUND_TIME, EVENT_DIE, EVENT_KILL, EVENT_HEADSHOT, EVENT_KILL_FLASHBANGED, EVENT_TUTOR_BUY_MENU_OPENNED, EVENT_TUTOR_AUTOBUY, EVENT_PLAYER_BOUGHT_SOMETHING, EVENT_TUTOR_NOT_BUYING_ANYTHING, EVENT_TUTOR_NEED_TO_BUY_PRIMARY_WEAPON, EVENT_TUTOR_NEED_TO_BUY_PRIMARY_AMMO, EVENT_TUTOR_NEED_TO_BUY_SECONDARY_AMMO, EVENT_TUTOR_NEED_TO_BUY_ARMOR, EVENT_TUTOR_NEED_TO_BUY_DEFUSE_KIT, EVENT_TUTOR_NEED_TO_BUY_GRENADE, EVENT_CAREER_TASK_DONE, EVENT_START_RADIO_1, EVENT_RADIO_COVER_ME, EVENT_RADIO_YOU_TAKE_THE_POINT, EVENT_RADIO_HOLD_THIS_POSITION, EVENT_RADIO_REGROUP_TEAM, EVENT_RADIO_FOLLOW_ME, EVENT_RADIO_TAKING_FIRE, EVENT_START_RADIO_2, EVENT_RADIO_GO_GO_GO, EVENT_RADIO_TEAM_FALL_BACK, EVENT_RADIO_STICK_TOGETHER_TEAM, EVENT_RADIO_GET_IN_POSITION_AND_WAIT, EVENT_RADIO_STORM_THE_FRONT, EVENT_RADIO_REPORT_IN_TEAM, EVENT_START_RADIO_3, EVENT_RADIO_AFFIRMATIVE, EVENT_RADIO_ENEMY_SPOTTED, EVENT_RADIO_NEED_BACKUP, EVENT_RADIO_SECTOR_CLEAR, EVENT_RADIO_IN_POSITION, EVENT_RADIO_REPORTING_IN, EVENT_RADIO_GET_OUT_OF_THERE, EVENT_RADIO_NEGATIVE, EVENT_RADIO_ENEMY_DOWN, EVENT_END_RADIO, EVENT_NEW_MATCH, // tell bots the game is new (argumens: 1 = NULL, 2 = NULL) EVENT_PLAYER_CHANGED_TEAM, // tell bots the player is switch his team (also called from ClientPutInServer()) (argumens: 1 = switcher, 2 = NULL) EVENT_BULLET_IMPACT, // tell bots the player is shoot at wall (argumens: 1 = shooter, 2 = shoot trace end position) EVENT_GAME_COMMENCE, // tell bots the game is commencing (argumens: 1 = NULL, 2 = NULL) EVENT_WEAPON_ZOOMED, // tell bots the player is switch weapon zoom (argumens: 1 = zoom switcher, 2 = NULL) EVENT_HOSTAGE_CALLED_FOR_HELP, // tell bots the hostage is talking (argumens: 1 = listener, 2 = NULL) NUM_GAME_EVENTS, }; extern const char *GameEventName[ NUM_GAME_EVENTS + 1 ];