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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#define SPEAK_NORMAL 0
#define SPEAK_MUTED 1
#define SPEAK_ALL 2
#define SPEAK_LISTENALL 4
#define CAMERA_NONE 0
#define CAMERA_3RDPERSON 1
#define CAMERA_UPLEFT 2
#define CAMERA_TOPDOWN 3
#define BLOCK_NOT 0
#define BLOCK_ONCE 1
#define BLOCK_SET 2
enum {
ARG_BYTE = 1, /* int */
ARG_CHAR, /* int */
ARG_SHORT, /* int */
ARG_LONG, /* int */
ARG_ANGLE, /* float */
ARG_COORD, /* float */
ARG_STRING, /* string */
ARG_ENTITY, /* int */
}
/* 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,
}
#define IN_ATTACK (1<<0)
#define IN_JUMP (1<<1)
#define IN_DUCK (1<<2)
#define IN_FORWARD (1<<3)
#define IN_BACK (1<<4)
#define IN_USE (1<<5)
#define IN_CANCEL (1<<6)
#define IN_LEFT (1<<7)
#define IN_RIGHT (1<<8)
#define IN_MOVELEFT (1<<9)
#define IN_MOVERIGHT (1<<10)
#define IN_ATTACK2 (1<<11)
#define IN_RUN (1<<12)
#define IN_RELOAD (1<<13)
#define IN_ALT1 (1<<14)
#define IN_SCORE (1<<15)
#define FL_FLY (1<<0) /* Changes the SV_Movestep() behavior to not need to be on ground */
#define FL_SWIM (1<<1) /* Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) */
#define FL_CONVEYOR (1<<2)
#define FL_CLIENT (1<<3)
#define FL_INWATER (1<<4)
#define FL_MONSTER (1<<5)
#define FL_GODMODE (1<<6)
#define FL_NOTARGET (1<<7)
#define FL_SKIPLOCALHOST (1<<8) /* Don't send entity to local host, it's predicting this entity itself */
#define FL_ONGROUND (1<<9) /* At rest / on the ground */
#define FL_PARTIALGROUND (1<<10) /* not all corners are valid */
#define FL_WATERJUMP (1<<11) /* player jumping out of water */
#define FL_FROZEN (1<<12) /* Player is frozen for 3rd person camera */
#define FL_FAKECLIENT (1<<13) /* JAC: fake client, simulated server side; don't send network messages to them */
#define FL_DUCKING (1<<14) /* Player flag -- Player is fully crouched */
#define FL_FLOAT (1<<15) /* Apply floating force to this entity when in water */
#define FL_GRAPHED (1<<16) /* worldgraph has this ent listed as something that blocks a connection */
#define FL_IMMUNE_WATER (1<<17)
#define FL_IMMUNE_SLIME (1<<18)
#define FL_IMMUNE_LAVA (1<<19)
#define FL_PROXY (1<<20) /* This is a spectator proxy */
#define FL_ALWAYSTHINK (1<<21) /* Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path) */
#define FL_BASEVELOCITY (1<<22) /* Base velocity has been applied this frame (used to convert base velocity into momentum) */
#define FL_MONSTERCLIP (1<<23) /* Only collide in with monsters who have FL_MONSTERCLIP set */
#define FL_ONTRAIN (1<<24) /* Player is _controlling_ a train, so movement commands should be ignored on client during prediction. */
#define FL_WORLDBRUSH (1<<25) /* Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) */
#define FL_SPECTATOR (1<<26) /* This client is a spectator, don't run touch functions, etc. */
#define FL_CUSTOMENTITY (1<<29) /* This is a custom entity */
#define FL_KILLME (1<<30) /* This entity is marked for death -- This allows the engine to kill ents at the appropriate time */
#define FL_DORMANT (1<<31) /* Entity is dormant, no updates to client */
#define SOLID_NOT 0 /* no interaction with other objects */
#define SOLID_TRIGGER 1 /* touch on edge, but not blocking */
#define SOLID_BBOX 2 /* touch on edge, block */
#define SOLID_SLIDEBOX 3 /* touch on edge, but not an onground */
#define SOLID_BSP 4 /* bsp clip, touch on edge, block */
#define MOVETYPE_NONE 0 /* never moves */
#define MOVETYPE_ANGLENOCLIP 1
#define MOVETYPE_ANGLECLIP 2
#define MOVETYPE_WALK 3 /* Player only - moving on the ground */
#define MOVETYPE_STEP 4 /* gravity, special edge handling -- monsters use this */
#define MOVETYPE_FLY 5 /* No gravity, but still collides with stuff */
#define MOVETYPE_TOSS 6 /* gravity/collisions */
#define MOVETYPE_PUSH 7 /* no clip to world, push and crush */
#define MOVETYPE_NOCLIP 8 /* No gravity, no collisions, still do velocity/avelocity */
#define MOVETYPE_FLYMISSILE 9 /* extra size to monsters */
#define MOVETYPE_BOUNCE 10 /* Just like Toss, but reflect velocity when contacting surfaces */
#define MOVETYPE_BOUNCEMISSILE 11 /* bounce w/o gravity */
#define MOVETYPE_FOLLOW 12 /* track movement of aiment */
#define MOVETYPE_PUSHSTEP 13 /* BSP model that needs physics/world collisions (uses nearest hull for world collision) */
#define CONTENTS_EMPTY -1
#define CONTENTS_SOLID -2
#define CONTENTS_WATER -3
#define CONTENTS_SLIME -4
#define CONTENTS_LAVA -5
#define CONTENTS_SKY -6
#define CONTENTS_ORIGIN -7 /* removed at csg time */
#define CONTENTS_CLIP -8 /* changed to contents_solid */
#define CONTENTS_CURRENT_0 -9
#define CONTENTS_CURRENT_90 -10
#define CONTENTS_CURRENT_180 -11
#define CONTENTS_CURRENT_270 -12
#define CONTENTS_CURRENT_UP -13
#define CONTENTS_CURRENT_DOWN -14
#define CONTENTS_TRANSLUCENT -15
#define CONTENTS_LADDER -16
#define DMG_GENERIC 0 /* generic damage was done */
#define DMG_CRUSH (1<<0) /* crushed by falling or moving object */
#define DMG_BULLET (1<<1) /* shot */
#define DMG_SLASH (1<<2) /* cut, clawed, stabbed */
#define DMG_BURN (1<<3) /* heat burned */
#define DMG_FREEZE (1<<4) /* frozen */
#define DMG_FALL (1<<5) /* fell too far */
#define DMG_BLAST (1<<6) /* explosive blast damage */
#define DMG_CLUB (1<<7) /* crowbar, punch, headbutt */
#define DMG_SHOCK (1<<8) /* electric shock */
#define DMG_SONIC (1<<9) /* sound pulse shockwave */
#define DMG_ENERGYBEAM (1<<10) /* laser or other high energy beam */
#define DMG_NEVERGIB (1<<12) /* with this bit OR'd in, no damage type will be able to gib victims upon death */
#define DMG_ALWAYSGIB (1<<13) /* with this bit OR'd in, any damage type can be made to gib victims upon death */
#define DMG_DROWN (1<<14) /* Drowning */
/* time-based damage */
#define DMG_TIMEBASED (~(0x3fff)) /* mask for time-based damage */
/* TF Additions */
#define DMG_PARALYZE (1<<15) /* slows affected creature down */
#define DMG_NERVEGAS (1<<16) /* nerve toxins, very bad */
#define DMG_POISON (1<<17) /* blood poisioning */
#define DMG_RADIATION (1<<18) /* radiation exposure */
#define DMG_DROWNRECOVER (1<<19) /* drowning recovery */
#define DMG_ACID (1<<20) /* toxic chemicals or acid burns */
#define DMG_SLOWBURN (1<<21) /* in an oven */
#define DMG_SLOWFREEZE (1<<22) /* in a subzero freezer */
#define DMG_MORTAR (1<<23) /* Hit by air raid (done to distinguish grenade from mortar) */
#define EF_BRIGHTFIELD 1 /* swirling cloud of particles */
#define EF_MUZZLEFLASH 2 /* single frame ELIGHT on entity attachment 0 */
#define EF_BRIGHTLIGHT 4 /* DLIGHT centered at entity origin */
#define EF_DIMLIGHT 8 /* player flashlight */
#define EF_INVLIGHT 16 /* get lighting from ceiling */
#define EF_NOINTERP 32 /* don't interpolate the next frame */
#define EF_LIGHT 64 /* rocket flare glow sprite */
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#define EF_NODRAW 128 /* don't draw entity */
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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,
usercmd_forwardmove, // Float
usercmd_sidemove, // Float
usercmd_upmove, // Float
usercmd_float_end,
usercmd_int_start,
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,
usercmd_viewangles, // Vector
usercmd_impact_position, // vec
usercmd_vec_end
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};
enum {
EngFunc_PrecacheModel, // int ) (char* s);
EngFunc_PrecacheSound, // int ) (char* s);
EngFunc_SetModel, // void ) (edict_t *e, const char *m);
EngFunc_ModelIndex, // int ) (const char *m);
EngFunc_ModelFrames, // int ) (int modelIndex);
EngFunc_SetSize, // void ) (edict_t *e, const float *rgflMin, const float *rgflMax);
EngFunc_ChangeLevel, // void ) (char* s1, char* s2);
EngFunc_VecToYaw, // float) (const float *rgflVector);
EngFunc_VecToAngles, // void ) (const float *rgflVectorIn, float *rgflVectorOut);
EngFunc_MoveToOrigin, // void ) (edict_t *ent, const float *pflGoal, float dist, int iMoveType);
EngFunc_ChangeYaw, // void ) (edict_t* ent);
EngFunc_ChangePitch, // void ) (edict_t* ent);
EngFunc_FindEntityByString, // edict) (edict_t *pEdictStartSearchAfter, const char *pszField, const char *pszValue);
EngFunc_GetEntityIllum, // int ) (edict_t* pEnt);
EngFunc_FindEntityInSphere, // edict) (edict_t *pEdictStartSearchAfter, const float *org, float rad);
EngFunc_FindClientInPVS, // edict) (edict_t *pEdict);
EngFunc_EntitiesInPVS, // edict) (edict_t *pplayer);
EngFunc_MakeVectors, // void ) (const float *rgflVector);
EngFunc_AngleVectors, // void ) (const float *rgflVector, float *forward, float *right, float *up);
EngFunc_CreateEntity, // edict) (void);
EngFunc_RemoveEntity, // void ) (edict_t* e);
EngFunc_CreateNamedEntity, // edict) (int className);
EngFunc_MakeStatic, // void ) (edict_t *ent);
EngFunc_EntIsOnFloor, // int ) (edict_t *e);
EngFunc_DropToFloor, // int ) (edict_t* e);
EngFunc_WalkMove, // int ) (edict_t *ent, float yaw, float dist, int iMode);
EngFunc_SetOrigin, // void ) (edict_t *e, const float *rgflOrigin);
EngFunc_EmitSound, // void ) (edict_t *entity, int channel, const char *sample, /*int*/float volume, float attenuation, int fFlags, int pitch);
EngFunc_EmitAmbientSound, // void ) (edict_t *entity, float *pos, const char *samp, float vol, float attenuation, int fFlags, int pitch);
EngFunc_TraceLine, // void ) (const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr);
EngFunc_TraceToss, // void ) (edict_t* pent, edict_t* pentToIgnore, TraceResult *ptr);
EngFunc_TraceMonsterHull, // int ) (edict_t *pEdict, const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr);
EngFunc_TraceHull, // void ) (const float *v1, const float *v2, int fNoMonsters, int hullNumber, edict_t *pentToSkip, TraceResult *ptr);
EngFunc_TraceModel, // void ) (const float *v1, const float *v2, int hullNumber, edict_t *pent, TraceResult *ptr);
EngFunc_TraceTexture, // const char *) (edict_t *pTextureEntity, const float *v1, const float *v2 );
EngFunc_TraceSphere, // void ) (const float *v1, const float *v2, int fNoMonsters, float radius, edict_t *pentToSkip, TraceResult *ptr);
EngFunc_GetAimVector, // void ) (edict_t* ent, float speed, float *rgflReturn);
EngFunc_ParticleEffect, // void ) (const float *org, const float *dir, float color, float count);
EngFunc_LightStyle, // void ) (int style, char* val);
EngFunc_DecalIndex, // int ) (const char *name);
EngFunc_PointContents, // int ) (const float *rgflVector);
EngFunc_FreeEntPrivateData, // void ) (edict_t *pEdict);
EngFunc_SzFromIndex, // const char * ) (int iString);
EngFunc_AllocString, // int ) (const char *szValue);
EngFunc_RegUserMsg, // int ) (const char *pszName, int iSize);
EngFunc_AnimationAutomove, // void ) (const edict_t* pEdict, float flTime);
EngFunc_GetBonePosition, // void ) (const edict_t* pEdict, int iBone, float *rgflOrigin, float *rgflAngles );
EngFunc_GetAttachment, // void ) (const edict_t *pEdict, int iAttachment, float *rgflOrigin, float *rgflAngles );
EngFunc_SetView, // void ) (const edict_t *pClient, const edict_t *pViewent );
EngFunc_Time, // float) ( void );
EngFunc_CrosshairAngle, // void ) (const edict_t *pClient, float pitch, float yaw);
EngFunc_FadeClientVolume, // void ) (const edict_t *pEdict, int fadePercent, int fadeOutSeconds, int holdTime, int fadeInSeconds);
EngFunc_SetClientMaxspeed, // void ) (const edict_t *pEdict, float fNewMaxspeed);
EngFunc_CreateFakeClient, // edict) (const char *netname); // returns NULL if fake client can't be created
EngFunc_RunPlayerMove, // void ) (edict_t *fakeclient, const float *viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, byte msec );
EngFunc_NumberOfEntities, // int ) (void);
EngFunc_StaticDecal, // void ) ( const float *origin, int decalIndex, int entityIndex, int modelIndex );
EngFunc_PrecacheGeneric, // int ) (char* s);
EngFunc_BuildSoundMsg, // void ) (edict_t *entity, int channel, const char *sample, /*int*/float volume, float attenuation, int fFlags, int pitch, int msg_dest, int msg_type, const float *pOrigin, edict_t *ed);
EngFunc_GetPhysicsKeyValue, // const char* ) ( const edict_t *pClient, const char *key );
EngFunc_SetPhysicsKeyValue, // void ) ( const edict_t *pClient, const char *key, const char *value );
EngFunc_GetPhysicsInfoString,// const char* ) ( const edict_t *pClient );
EngFunc_PrecacheEvent, // unsigned short ) ( int type, const char*psz );
EngFunc_PlaybackEvent, // void ) ( int flags, const edict_t *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
EngFunc_CheckVisibility, //) ( const edict_t *entity, unsigned char *pset );
EngFunc_GetCurrentPlayer, //) ( void );
EngFunc_CanSkipPlayer, //) ( const edict_t *player );
EngFunc_SetGroupMask, //) ( int mask, int op );
EngFunc_GetClientListening, // bool (int iReceiver, int iSender)
EngFunc_SetClientListening, // bool (int iReceiver, int iSender, bool Listen)
EngFunc_MessageBegin, // void (int msg_dest, int msg_type, const float *pOrigin, edict_t *ed)
EngFunc_WriteCoord, // void (float)
EngFunc_WriteAngle, // void (float)
EngFunc_InfoKeyValue, // char* ) (char *infobuffer, char *key);
EngFunc_SetKeyValue, // void ) (char *infobuffer, char *key, char *value);
EngFunc_SetClientKeyValue // void ) (int clientIndex, char *infobuffer, char *key, char *value);
};
enum
{
DLLFunc_GameInit, // void) ( void );
DLLFunc_Spawn, // int ) ( edict_t *pent );
DLLFunc_Think, // void ) ( edict_t *pent );
DLLFunc_Use, // void ) ( edict_t *pentUsed, edict_t *pentOther );
DLLFunc_Touch, // void ) ( edict_t *pentTouched, edict_t *pentOther );
DLLFunc_Blocked, // void ) ( edict_t *pentBlocked, edict_t *pentOther );
DLLFunc_KeyValue, // void ) ( edict_t *pentKeyvalue, KeyValueData *pkvd );
DLLFunc_SetAbsBox, // void ) ( edict_t *pent );
DLLFunc_ClientConnect, // bool) ( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] );
DLLFunc_ClientDisconnect, // void ) ( edict_t *pEntity );
DLLFunc_ClientKill, // void ) ( edict_t *pEntity );
DLLFunc_ClientPutInServer, // void ) ( edict_t *pEntity );
DLLFunc_ClientCommand, // void ) ( edict_t *pEntity );
DLLFunc_ServerDeactivate, // void) ( void );
DLLFunc_PlayerPreThink, // void ) ( edict_t *pEntity );
DLLFunc_PlayerPostThink, // void ) ( edict_t *pEntity );
DLLFunc_StartFrame, // void ) ( void );
DLLFunc_ParmsNewLevel, // void ) ( void );
DLLFunc_ParmsChangeLevel, // void ) ( void );
DLLFunc_GetGameDescription, // const char * )( void );
DLLFunc_SpectatorConnect, // void) ( edict_t *pEntity );
DLLFunc_SpectatorDisconnect, // void ) ( edict_t *pEntity );
DLLFunc_SpectatorThink, // void ) ( edict_t *pEntity );
DLLFunc_Sys_Error, // void ) ( const char *error_string );
DLLFunc_PM_FindTextureType, // char )( char *name );
DLLFunc_RegisterEncoders, // void ) ( void );
DLLFunc_GetHullBounds, // int) ( int hullnumber, float *mins, float *maxs );
DLLFunc_CreateInstancedBaseline, // void ) ( void );
DLLFunc_pfnAllowLagCompensation, // int )( void );
// I know this does not fit with DLLFUNC(), but I dont want another native just for it.
MetaFunc_CallGameEntity // bool (plid_t plid, const char *entStr,entvars_t *pev);
};
// 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
};