amxmodx/plugins/include/engine_const.inc

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/* Engine constants
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*
* by the AMX Mod X Development Team
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*
* This file is provided as is (no warranties).
*/
#if defined _engine_const_included
#endinput
#endif
#define _engine_const_included
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#include <hlsdk_const>
#define SPEAK_NORMAL 0
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#define SPEAK_MUTED 1
#define SPEAK_ALL 2
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#define SPEAK_LISTENALL 4
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#define CAMERA_NONE 0
#define CAMERA_3RDPERSON 1
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#define CAMERA_UPLEFT 2
#define CAMERA_TOPDOWN 3
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/* Int */
enum {
EV_INT_gamestate = 0,
EV_INT_oldbuttons,
EV_INT_groupinfo,
EV_INT_iuser1,
EV_INT_iuser2,
EV_INT_iuser3,
EV_INT_iuser4,
EV_INT_weaponanim,
EV_INT_pushmsec,
EV_INT_bInDuck,
EV_INT_flTimeStepSound,
EV_INT_flSwimTime,
EV_INT_flDuckTime,
EV_INT_iStepLeft,
EV_INT_movetype,
EV_INT_solid,
EV_INT_skin,
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EV_INT_body,
EV_INT_effects,
EV_INT_light_level,
EV_INT_sequence,
EV_INT_gaitsequence,
EV_INT_modelindex,
EV_INT_playerclass,
EV_INT_waterlevel,
EV_INT_watertype,
EV_INT_spawnflags,
EV_INT_flags,
EV_INT_colormap,
EV_INT_team,
EV_INT_fixangle,
EV_INT_weapons,
EV_INT_rendermode,
EV_INT_renderfx,
EV_INT_button,
EV_INT_impulse,
EV_INT_deadflag,
}
/* Float */
enum {
EV_FL_impacttime = 0,
EV_FL_starttime,
EV_FL_idealpitch,
EV_FL_pitch_speed,
EV_FL_ideal_yaw,
EV_FL_yaw_speed,
EV_FL_ltime,
EV_FL_nextthink,
EV_FL_gravity,
EV_FL_friction,
EV_FL_frame,
EV_FL_animtime,
EV_FL_framerate,
EV_FL_health,
EV_FL_frags,
EV_FL_takedamage,
EV_FL_max_health,
EV_FL_teleport_time,
EV_FL_armortype,
EV_FL_armorvalue,
EV_FL_dmg_take,
EV_FL_dmg_save,
EV_FL_dmg,
EV_FL_dmgtime,
EV_FL_speed,
EV_FL_air_finished,
EV_FL_pain_finished,
EV_FL_radsuit_finished,
EV_FL_scale,
EV_FL_renderamt,
EV_FL_maxspeed,
EV_FL_fov,
EV_FL_flFallVelocity,
EV_FL_fuser1,
EV_FL_fuser2,
EV_FL_fuser3,
EV_FL_fuser4,
}
/* Vector */
enum {
EV_VEC_origin = 0,
EV_VEC_oldorigin,
EV_VEC_velocity,
EV_VEC_basevelocity,
EV_VEC_clbasevelocity,
EV_VEC_movedir,
EV_VEC_angles,
EV_VEC_avelocity,
EV_VEC_punchangle,
EV_VEC_v_angle,
EV_VEC_endpos,
EV_VEC_startpos,
EV_VEC_absmin,
EV_VEC_absmax,
EV_VEC_mins,
EV_VEC_maxs,
EV_VEC_size,
EV_VEC_rendercolor,
EV_VEC_view_ofs,
EV_VEC_vuser1,
EV_VEC_vuser2,
EV_VEC_vuser3,
EV_VEC_vuser4,
}
/* Edict */
enum {
EV_ENT_chain = 0,
EV_ENT_dmg_inflictor,
EV_ENT_enemy,
EV_ENT_aiment,
EV_ENT_owner,
EV_ENT_groundentity,
EV_ENT_pContainingEntity,
EV_ENT_euser1,
EV_ENT_euser2,
EV_ENT_euser3,
EV_ENT_euser4,
}
/* String */
enum {
EV_SZ_classname = 0,
EV_SZ_globalname,
EV_SZ_model,
EV_SZ_target,
EV_SZ_targetname,
EV_SZ_netname,
EV_SZ_message,
EV_SZ_noise,
EV_SZ_noise1,
EV_SZ_noise2,
EV_SZ_noise3,
EV_SZ_viewmodel,
EV_SZ_weaponmodel,
}
/* Byte */
enum {
EV_BYTE_controller1 = 0,
EV_BYTE_controller2,
EV_BYTE_controller3,
EV_BYTE_controller4,
EV_BYTE_blending1,
EV_BYTE_blending2,
}
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#if defined _jghg_enums
#endinput
#endif
#define _jghg_enums
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enum {
// Edict
GL_trace_ent = 0,
// Float
GL_coop,
GL_deathmatch,
GL_force_retouch,
GL_found_secrets,
GL_frametime,
GL_serverflags,
GL_teamplay,
GL_time,
GL_trace_allsolid,
GL_trace_fraction,
GL_trace_inopen,
GL_trace_inwater,
GL_trace_plane_dist,
GL_trace_startsolid,
// Int
GL_cdAudioTrack,
GL_maxClients,
GL_maxEntities,
GL_msg_entity,
GL_trace_flags,
GL_trace_hitgroup,
// String
GL_pStringBase,
GL_mapname,
GL_startspot,
// Vector
GL_trace_endpos,
GL_trace_plane_normal,
GL_v_forward,
GL_v_right,
GL_v_up,
GL_vecLandmarkOffset,
// Void (not supported)
GL_pSaveData
}
enum
{
usercmd_float_start,
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usercmd_forwardmove, // Float
usercmd_sidemove, // Float
usercmd_upmove, // Float
usercmd_float_end,
usercmd_int_start,
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usercmd_lerp_msec, // short
usercmd_msec, // byte
usercmd_lightlevel, // byte
usercmd_buttons, // unsigned short
usercmd_impulse, // byte
usercmd_weaponselect, // byte
usercmd_impact_index, // int
usercmd_int_end,
usercmd_vec_start,
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usercmd_viewangles, // Vector
usercmd_impact_position, // vec
usercmd_vec_end
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};
// Used by the traceresult() native.
enum
{
TR_AllSolid, // (int) if true, plane is not valid
TR_StartSolid, // (int) if true, the initial point was in a solid area
TR_InOpen, // (int)
TR_InWater, // (int)
TR_Fraction, // (float) time completed, 1.0 = didn't hit anything
TR_EndPos, // (vector) final position
TR_PlaneDist, // (float)
TR_PlaneNormal, // (vector) surface normal at impact
TR_Hit, // (entity) entity the surface is on
TR_Hitgroup // (int) 0 == generic, non zero is specific body part
};
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