amxmodx/plugins/include/hlsdk_const.inc

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// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
//
// Half-Life SDK Constants
//
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#if defined _hlsdk_const_included
#endinput
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#endif
#define _hlsdk_const_included
/**
* pev(entity, pev_button) or pev(entity, pev_oldbuttons) values
*/
#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) // Used by client.dll for when scoreboard is held down
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/**
* pev(entity, pev_flags) values
*/
#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
/**
* engfunc(EngFunc_WalkMove, entity, Float:yaw, Float:dist, iMode) iMode values
*/
#define WALKMOVE_NORMAL 0 // Normal walkmove
#define WALKMOVE_WORLDONLY 1 // Doesn't hit ANY entities, no matter what the solid type
#define WALKMOVE_CHECKONLY 2 // Move, but don't touch triggers
/**
* engfunc(EngFunc_MoveToOrigin, entity, Float:goal[3], Float:distance, moveType) moveType values
*/
#define MOVE_NORMAL 0 // normal move in the direction monster is facing
#define MOVE_STRAFE 1 // moves in direction specified, no matter which way monster is facing
/**
* pev(entity, pev_movetype) values
*/
#define MOVETYPE_NONE 0 // Never moves
#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)
/**
* pev(entity, pev_solid) values
*
* @note Some movetypes will cause collisions independent of SOLID_NOT and
* SOLID_TRIGGER when the entity moves. SOLID only effects OTHER entities
* colliding with this one when they move - UGH!
*/
#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
/**
* pev(entity, pev_deadflag) values
*/
#define DEAD_NO 0 // Alive
#define DEAD_DYING 1 // Playing death animation or still falling off of a ledge waiting to hit ground
#define DEAD_DEAD 2 // Dead, lying still
#define DEAD_RESPAWNABLE 3
#define DEAD_DISCARDBODY 4
/**
* new Float:takedamage, pev(entity, pev_takedamage, takedamage) values
*/
#define DAMAGE_NO 0.0
#define DAMAGE_YES 1.0
#define DAMAGE_AIM 2.0
/**
* pev(entity, pev_effects) values
*/
#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
#define EF_NODRAW 128 // Don't draw entity
/**
* Spectating camera mode constants
*
* @note These constants are linked to different camera modes available when you
* are spectating (either dead or when in spectator team). Usually this is
* stored in the pev_iuser1 field in Counter-Strike and Half-Life games.
*/
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#define OBS_NONE 0
#define OBS_CHASE_LOCKED 1 // Locked Chase Cam
#define OBS_CHASE_FREE 2 // Free Chase Cam
#define OBS_ROAMING 3 // Free Look
#define OBS_IN_EYE 4 // First Person
#define OBS_MAP_FREE 5 // Free Overview
#define OBS_MAP_CHASE 6 // Chase Overview
/**
* engfunc(EngFunc_PointContents, Float:origin) return values
*/
#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 CONTENT_FLYFIELD -17
#define CONTENT_GRAVITY_FLYFIELD -18
#define CONTENT_FOG -19
/**
* Instant damage values for use with the 3rd parameter of the "Damage" client
* message.
*/
#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
#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 DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade
#define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage
/**
* Gib values used on client kill based on instant damage values
*/
#define GIB_NORMAL 0 // Gib if entity was overkilled
#define GIB_NEVER 1 // Never gib, no matter how much death damage is done ( freezing, etc )
#define GIB_ALWAYS 2 // Always gib ( Houndeye Shock, Barnacle Bite )
#define GIB_TRY_HEALTH -9000 // Gib players if their health is under this value. (GIB_NEVER overrides this value)
/**
* Valid constants for fNoMonsters parameter of EngFunc_TraceLine,
* EngFunc_TraceMonsterHull, EngFunc_TraceHull and EngFunc_TraceSphere.
*/
#define DONT_IGNORE_MONSTERS 0
#define IGNORE_MONSTERS 1
#define IGNORE_MISSILE 2
#define IGNORE_GLASS 0x100
/**
* The hullnumber paramater of EngFunc_TraceHull, EngFunc_TraceModel and
* DLLFunc_GetHullBounds
*/
#define HULL_POINT 0
#define HULL_HUMAN 1
#define HULL_LARGE 2
#define HULL_HEAD 3
/**
* global_get(glb_trace_flags)
*/
#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
/**
* Used with get/set_es(es_handle, ES_eFlags, ...) (entity_state data structure)
*/
#define EFLAG_SLERP 1 // Do studio interpolation of this entity
/**
* @section pev(entity, pev_spawnflags) values
*/
/**
* func_train
*/
#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
/**
* func_wall_toggle
*/
#define SF_WALL_START_OFF 0x0001
#define SF_WALL_NOTSOLID 0x0008
/**
* func_converyor
*/
#define SF_CONVEYOR_VISUAL 0x0001
#define SF_CONVEYOR_NOTSOLID 0x0002
/**
* func_button
*/
#define SF_BUTTON_DONTMOVE 1
#define SF_BUTTON_TOGGLE 32 // Button stays pushed until reactivated
#define SF_BUTTON_SPARK_IF_OFF 64 // Button sparks in OFF state
#define SF_BUTTON_TOUCH_ONLY 256 // Button only fires as a result of USE key.
/**
* func_rot_button
*/
#define SF_ROTBUTTON_NOTSOLID 1
#define SF_ROTBUTTON_BACKWARDS 2
/**
* env_global
*/
#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
/**
* multisource
*/
#define SF_MULTI_INIT 1
/**
* momentary_rot_button
*/
#define SF_MOMENTARY_DOOR 0x0001
/**
* button_target
*/
#define SF_BTARGET_USE 0x0001
#define SF_BTARGET_ON 0x0002
/**
* func_door, func_water, func_door_rotating, momementary_door
*/
#define SF_DOOR_ROTATE_Y 0
#define SF_DOOR_START_OPEN 1
#define SF_DOOR_ROTATE_BACKWARDS 2
#define SF_DOOR_PASSABLE 8
#define SF_DOOR_ONEWAY 16
#define SF_DOOR_NO_AUTO_RETURN 32
#define SF_DOOR_ROTATE_Z 64
#define SF_DOOR_ROTATE_X 128
#define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button
#define SF_DOOR_NOMONSTERS 512 // Monster can't open
#define SF_DOOR_TOUCH_ONLY_CLIENTS 1024 // Only clients can touch
#define SF_DOOR_SILENT 0x80000000 // This bit marks that func_door are actually func_water
/**
* gibshooter
*/
#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
/**
* env_funnel
*/
#define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them
/**
* env_bubbles
*/
#define SF_BUBBLES_STARTOFF 0x0001
/**
* env_blood
*/
#define SF_BLOOD_RANDOM 0x0001
#define SF_BLOOD_STREAM 0x0002
#define SF_BLOOD_PLAYER 0x0004
#define SF_BLOOD_DECAL 0x0008
/**
* env_shake
*/
#define SF_SHAKE_EVERYONE 0x0001 // Don't check radius
#define SF_SHAKE_DISRUPT 0x0002 // Disrupt controls
#define SF_SHAKE_INAIR 0x0004 // Shake players in air
/**
* env_fade
*/
#define SF_FADE_IN 0x0001 // Fade in, not out
#define SF_FADE_MODULATE 0x0002 // Modulate, don't blend
#define SF_FADE_ONLYONE 0x0004
/**
* env_beam, env_lightning
*/
#define SF_BEAM_STARTON 0x0001
#define SF_BEAM_TOGGLE 0x0002
#define SF_BEAM_RANDOM 0x0004
#define SF_BEAM_RING 0x0008
#define SF_BEAM_SPARKSTART 0x0010
#define SF_BEAM_SPARKEND 0x0020
#define SF_BEAM_DECALS 0x0040
#define SF_BEAM_SHADEIN 0x0080
#define SF_BEAM_SHADEOUT 0x0100
#define SF_BEAM_TEMPORARY 0x8000
/**
* env_sprite
*/
#define SF_SPRITE_STARTON 0x0001
#define SF_SPRITE_ONCE 0x0002
#define SF_SPRITE_TEMPORARY 0x8000
/**
* env_message
*/
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
#define SF_MESSAGE_ALL 0x0002 // Send to all clients
/**
* env_explosion
*/
#define SF_ENVEXPLOSION_NODAMAGE (1<<0) // When set, ENV_EXPLOSION will not actually inflict damage
#define SF_ENVEXPLOSION_REPEATABLE (1<<1) // Can this entity be refired?
#define SF_ENVEXPLOSION_NOFIREBALL (1<<2) // Don't draw the fireball
#define SF_ENVEXPLOSION_NOSMOKE (1<<3) // Don't draw the smoke
#define SF_ENVEXPLOSION_NODECAL (1<<4) // Don't make a scorch mark
#define SF_ENVEXPLOSION_NOSPARKS (1<<5) // Don't make a scorch mark
/**
* func_tank
*/
#define SF_TANK_ACTIVE 0x0001
#define SF_TANK_PLAYER 0x0002
#define SF_TANK_HUMANS 0x0004
#define SF_TANK_ALIENS 0x0008
#define SF_TANK_LINEOFSIGHT 0x0010
#define SF_TANK_CANCONTROL 0x0020
#define SF_TANK_SOUNDON 0x8000
/**
* grenade
*/
#define SF_DETONATE 0x0001
/**
* item_suit
*/
#define SF_SUIT_SHORTLOGON 0x0001
/**
* game_score
*/
#define SF_SCORE_NEGATIVE 0x0001
#define SF_SCORE_TEAM 0x0002
/**
* game_text
*/
#define SF_ENVTEXT_ALLPLAYERS 0x0001
/**
* game_team_master
*/
#define SF_TEAMMASTER_FIREONCE 0x0001
#define SF_TEAMMASTER_ANYTEAM 0x0002
/**
* game_team_set
*/
#define SF_TEAMSET_FIREONCE 0x0001
#define SF_TEAMSET_CLEARTEAM 0x0002
/**
* game_player_hurt
*/
#define SF_PKILL_FIREONCE 0x0001
/**
* game_counter
*/
#define SF_GAMECOUNT_FIREONCE 0x0001
#define SF_GAMECOUNT_RESET 0x0002
/**
* game_player_equip
*/
#define SF_PLAYEREQUIP_USEONLY 0x0001
/**
* game_player_team
*/
#define SF_PTEAM_FIREONCE 0x0001
#define SF_PTEAM_KILL 0x0002
#define SF_PTEAM_GIB 0x0004
/**
* func_trackchange
*/
#define SF_PLAT_TOGGLE 0x0001
#define SF_TRACK_ACTIVATETRAIN 0x00000001
#define SF_TRACK_RELINK 0x00000002
#define SF_TRACK_ROTMOVE 0x00000004
#define SF_TRACK_STARTBOTTOM 0x00000008
#define SF_TRACK_DONT_MOVE 0x00000010
/**
* func_tracktrain
*/
#define SF_TRACKTRAIN_NOPITCH 0x0001
#define SF_TRACKTRAIN_NOCONTROL 0x0002
#define SF_TRACKTRAIN_FORWARDONLY 0x0004
#define SF_TRACKTRAIN_PASSABLE 0x0008
#define SF_PATH_DISABLED 0x00000001
#define SF_PATH_FIREONCE 0x00000002
#define SF_PATH_ALTREVERSE 0x00000004
#define SF_PATH_DISABLE_TRAIN 0x00000008
#define SF_PATH_ALTERNATE 0x00008000
#define SF_CORNER_WAITFORTRIG 0x001
#define SF_CORNER_TELEPORT 0x002
#define SF_CORNER_FIREONCE 0x004
/**
* func_plat
*/
#define SF_PLAT_TOGGLE 0x0001
/**
* path_track
*/
#define SF_PATH_DISABLED 0x00000001
#define SF_PATH_FIREONCE 0x00000002
#define SF_PATH_ALTREVERSE 0x00000004
#define SF_PATH_DISABLE_TRAIN 0x00000008
#define SF_PATH_ALTERNATE 0x00008000
/**
* path_corner
*/
#define SF_CORNER_WAITFORTRIG 0x001
#define SF_CORNER_TELEPORT 0x002
#define SF_CORNER_FIREONCE 0x004
/**
* trigger_push
*/
#define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
/**
* trigger_hurt
*/
#define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once
#define SF_TRIGGER_HURT_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
#define SF_TRIGGER_HURT_NO_CLIENTS 8 // Spawnflag that makes trigger_push spawn turned OFF
#define SF_TRIGGER_HURT_CLIENTONLYFIRE 16 // Trigger hurt will only fire its target if it is hurting a client
#define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // Only clients may touch this trigger
/**
* trigger_auto
*/
#define SF_AUTO_FIREONCE 0x0001
#define SF_AUTO_NORESET 0x0002
/**
* trigger_relay
*/
#define SF_RELAY_FIREONCE 0x0001
/**
* multi_manager
*/
#define SF_MULTIMAN_CLONE 0x80000000
#define SF_MULTIMAN_THREAD 0x00000001
/**
* env_render
* @note These are flags to indicate masking off various render parameters that
* are usually copied to the targets
*/
#define SF_RENDER_MASKFX (1<<0)
#define SF_RENDER_MASKAMT (1<<1)
#define SF_RENDER_MASKMODE (1<<2)
#define SF_RENDER_MASKCOLOR (1<<3)
/**
* trigger_changelevel
*/
#define SF_CHANGELEVEL_USEONLY 0x0002
/**
* trigger_endsection
*/
#define SF_ENDSECTION_USEONLY 0x0001
/**
* trigger_camera
*/
#define SF_CAMERA_PLAYER_POSITION 1
#define SF_CAMERA_PLAYER_TARGET 2
#define SF_CAMERA_PLAYER_TAKECONTROL 4
/**
* func_rotating
*/
#define SF_BRUSH_ROTATE_Y_AXIS 0
#define SF_BRUSH_ROTATE_INSTANT 1
#define SF_BRUSH_ROTATE_BACKWARDS 2
#define SF_BRUSH_ROTATE_Z_AXIS 4
#define SF_BRUSH_ROTATE_X_AXIS 8
#define SF_PENDULUM_AUTO_RETURN 16
#define SF_PENDULUM_PASSABLE 32
#define SF_BRUSH_ROTATE_SMALLRADIUS 128
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
#define SF_BRUSH_ROTATE_LARGERADIUS 512
/**
* triggers
*/
#define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters allowed to fire this trigger
#define SF_TRIGGER_NOCLIENTS 2 // Players not allowed to fire this trigger
#define SF_TRIGGER_PUSHABLES 4 // Only pushables can fire this trigger
#define SF_TRIG_PUSH_ONCE 1
/**
* trigger_multiple
*/
#define SF_TRIGGER_MULTIPLE_NOTOUCH 0x0001
/**
* trigger_counter
*/
#define SF_TRIGGER_COUNTER_NOMESSAGE 0x0001
/**
* func_breakable
*/
#define SF_BREAK_TRIGGER_ONLY 1 // May only be broken by trigger
#define SF_BREAK_TOUCH 2 // Can be 'crashed through' by running player (plate glass)
#define SF_BREAK_PRESSURE 4 // Can be broken by a player standing on it
#define SF_BREAK_CROWBAR 256 // Instant break if hit with crowbar
/**
* func_pushable (also func_breakable, so don't collide with those flags)
*/
#define SF_PUSH_BREAKABLE 128
/**
* light_spawn
*/
#define SF_LIGHT_START_OFF 1
#define SPAWNFLAG_NOMESSAGE 1
#define SPAWNFLAG_NOTOUCH 1
#define SPAWNFLAG_DROIDONLY 4
#define SPAWNFLAG_USEONLY 1 // Can't be touched, must be used (buttons)
/**
* Monster Spawnflags
*/
#define SF_MONSTER_WAIT_TILL_SEEN 1 // Spawnflag that makes monsters wait until player can see them before attacking
#define SF_MONSTER_GAG 2 // No idle noises from this monster
#define SF_MONSTER_HITMONSTERCLIP 4
#define SF_MONSTER_PRISONER 16 // Monster won't attack anyone, no one will attacke him
#define SF_MONSTER_WAIT_FOR_SCRIPT 128 // Spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked
#define SF_MONSTER_PREDISASTER 256 // This is a predisaster scientist or barney; influences how they speak
#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
#define SF_MONSTER_FALL_TO_GROUND 0x80000000
#define SF_MONSTER_TURRET_AUTOACTIVATE 32
#define SF_MONSTER_TURRET_STARTINACTIVE 64
#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // Don't attack the player unless provoked
/**
* info_decal
*/
#define SF_DECAL_NOTINDEATHMATCH 2048
/**
* worldspawn
*/
#define SF_WORLD_DARK 0x0001 // Fade from black at startup
#define SF_WORLD_TITLE 0x0002 // Display game title at startup
#define SF_WORLD_FORCETEAM 0x0004 // Force teams
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/**
* Set this bit on guns and stuff that should never respawn
*/
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#define SF_NORESPAWN (1<<30)
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/**
* @endsection
*/
/**
* Train status values
*/
#define TRAIN_ACTIVE 0x80
#define TRAIN_NEW 0xc0
#define TRAIN_OFF 0x00
#define TRAIN_NEUTRAL 0x01
#define TRAIN_SLOW 0x02
#define TRAIN_MEDIUM 0x03
#define TRAIN_FAST 0x04
#define TRAIN_BACK 0x05
/**
* Valve Mod Weapon Constants
*/
#define HLI_HEALTHKIT 1
#define HLI_ANTIDOTE 2
#define HLI_SECURITY 3
#define HLI_BATTERY 4
#define HLW_NONE 0
#define HLW_CROWBAR 1
#define HLW_GLOCK 2
#define HLW_PYTHON 3
#define HLW_MP5 4
#define HLW_CHAINGUN 5
#define HLW_CROSSBOW 6
#define HLW_SHOTGUN 7
#define HLW_RPG 8
#define HLW_GAUSS 9
#define HLW_EGON 10
#define HLW_HORNETGUN 11
#define HLW_HANDGRENADE 12
#define HLW_TRIPMINE 13
#define HLW_SATCHEL 14
#define HLW_SNARK 15
#define HLW_SUIT 31
#define HLW_ALLWEAPONS (~(1<<HLW_SUIT))
/**
* Item's flags
*/
#define ITEM_FLAG_SELECTONEMPTY (1<<0)
#define ITEM_FLAG_NOAUTORELOAD (1<<1)
#define ITEM_FLAG_NOAUTOSWITCHEMPTY (1<<2)
#define ITEM_FLAG_LIMITINWORLD (1<<3)
#define ITEM_FLAG_EXHAUSTIBLE (1<<4)
/**
* PlaybackEvent flags
*/
#define FEV_NOTHOST (1<<0) // Skip local host for event send.
#define FEV_RELIABLE (1<<1) // Send the event reliably. You must specify the origin and angles
// for this to work correctly on the server for anything
// that depends on the event origin/angles. I.e., the origin/angles are not
// taken from the invoking edict for reliable events.
#define FEV_GLOBAL (1<<2) // Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC
// sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ).
#define FEV_UPDATE (1<<3) // If this client already has one of these events in its queue, just update the event instead of sending it as a duplicate
#define FEV_HOSTONLY (1<<4) // Only send to entity specified as the invoker
#define FEV_SERVER (1<<5) // Only send if the event was created on the server.
#define FEV_CLIENT (1<<6) // Only issue event client side ( from shared code )
2007-05-16 20:28:44 +04:00
/**
* Cap bits to indicate what an object's capabilities are, currently used for
* save/restore and level transitions.
*/
#define FCAP_CUSTOMSAVE 0x00000001
#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
#define FCAP_DONT_SAVE 0x80000000 // Don't save this
#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
#define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
#define FCAP_MUST_RESET 0x00000100 // Should reset on the new round
#define FCAP_MUST_RELEASE 0x00000200 // Should release on the new round
#define FCAP_DONT_SAVE 0x80000000 // Don't save this
// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
/**
* All monsters need this data
*/
#define DONT_BLEED -1
#define BLOOD_COLOR_RED 247
#define BLOOD_COLOR_YELLOW 195
#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
/**
* Player physics flags
*/
#define PFLAG_ONLADDER (1<<0)
#define PFLAG_ONSWING (1<<0)
#define PFLAG_ONTRAIN (1<<1)
#define PFLAG_ONBARNACLE (1<<2)
#define PFLAG_DUCKING (1<<3) // In the process of ducking, but totally squatted yet
#define PFLAG_USING (1<<4) // Using a continuous entity
#define PFLAG_OBSERVER (1<<5) // Player is locked in stationary cam mode. Spectators can move, observers can't.
/**
* Player hide HUD values
*/
#define HIDEHUD_WEAPONS (1<<0)
#define HIDEHUD_FLASHLIGHT (1<<1)
#define HIDEHUD_ALL (1<<2)
#define HIDEHUD_HEALTH (1<<3)
#define HIDEHUD_TIMER (1<<4)
#define HIDEHUD_MONEY (1<<5)
#define HIDEHUD_CROSSHAIR (1<<6)
#define HIDEHUD_OBSERVER_CROSSHAIR (1<<7)
/**
* Entity classification
*/
#define CLASS_NONE 0
#define CLASS_MACHINE 1
#define CLASS_PLAYER 2
#define CLASS_HUMAN_PASSIVE 3
#define CLASS_HUMAN_MILITARY 4
#define CLASS_ALIEN_MILITARY 5
#define CLASS_ALIEN_PASSIVE 6
#define CLASS_ALIEN_MONSTER 7
#define CLASS_ALIEN_PREY 8
#define CLASS_ALIEN_PREDATOR 9
#define CLASS_INSECT 10
#define CLASS_PLAYER_ALLY 11
#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
#define CLASS_VEHICLE 14
#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
/**
* Entities that toggle (buttons/triggers/doors) need this
*/
#define TS_AT_TOP 0
#define TS_AT_BOTTOM 1
#define TS_GOING_UP 2
#define TS_GOING_DOWN 3
/**
* Entity use states (buttons/triggers/platforms)
*/
#define USE_OFF 0
#define USE_ON 1
#define USE_SET 2
#define USE_TOGGLE 3