/* * * 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 hash_types_e { CLASSNAME }; // Things that toggle (buttons/triggers/doors) need this enum TOGGLE_STATE { TS_AT_TOP, TS_AT_BOTTOM, TS_GOING_UP, TS_GOING_DOWN }; typedef struct hash_item_s { entvars_t *pev; struct hash_item_s *next; struct hash_item_s *lastHash; int pevIndex; } hash_item_t; typedef struct locksounds { string_t sLockedSound; string_t sLockedSentence; string_t sUnlockedSound; string_t sUnlockedSentence; int iLockedSentence; int iUnlockedSentence; float flwaitSound; float flwaitSentence; BYTE bEOFLocked; BYTE bEOFUnlocked; } locksound_t; typedef struct hudtextparms_s { float x; float y; int effect; byte r1,g1,b1,a1; byte r2,g2,b2,a2; float fadeinTime; float fadeoutTime; float holdTime; float fxTime; int channel; } hudtextparms_t; enum USE_TYPE { USE_OFF, USE_ON, USE_SET, USE_TOGGLE }; enum TRAIN_CODE { TRAIN_SAFE, TRAIN_BLOCKING, TRAIN_FOLLOWING }; enum IGNORE_MONSTERS { ignore_monsters = 1, dont_ignore_monsters = 0, missile = 2 }; enum IGNORE_GLASS { ignore_glass = 1, dont_ignore_glass = 0 }; enum { point_hull = 0, human_hull = 1, large_hull = 2, head_hull = 3 };