amxmodx/dlls/fakemeta/pev.h

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#ifndef _INCLUDE_PEV_H
#define _INCLUDE_PEV_H
#define RETURNTYPE_INT 2
#define RETURNTYPE_FLOAT 3
#define RETURNTYPE_VECTOR 3
#define RETURNTYPE_STRING 4
#define VALUETYPE_INT 1
#define VALUETYPE_FLOAT 2
#define VALUETYPE_VECTOR 3
#define VALUETYPE_EDICT 4
#define VALUETYPE_STRING 5
#define VALUETYPE_BYTE 6
enum pev_pointers
{
pev_string_start = 0,
classname,
globalname,
model,
target,
targetname,
netname,
message,
noise,
noise1,
noise2,
noise3,
pev_string_end,
pev_edict_start,
chain,
dmg_inflictor,
enemy,
aiment,
owner,
groundentity,
euser1,
euser2,
euser3,
euser4,
pev_edict_end,
pev_float_start,
impacttime,
starttime,
idealpitch,
ideal_yaw,
pitch_speed,
yaw_speed,
ltime,
nextthink,
gravity,
friction,
frame,
animtime,
framerate,
scale,
renderamt,
health,
frags,
takedamage,
max_health,
teleport_time,
armortype,
armorvalue,
dmg_take,
dmg_save,
dmg,
dmgtime,
speed,
air_finished,
pain_finished,
radsuit_finished,
maxspeed,
fov,
flFallVelocity,
fuser1,
fuser2,
fuser3,
fuser4,
pev_float_end,
pev_int_start,
fixangle,
modelindex,
viewmodel,
weaponmodel,
movetype,
solid,
skin,
body,
effects,
light_level,
sequence,
gaitsequence,
rendermode,
renderfx,
weapons,
deadflag,
button,
impulse,
spawnflags,
flags,
colormap,
team,
waterlevel,
watertype,
playerclass,
weaponanim,
pushmsec,
bInDuck,
flTimeStepSound,
flSwimTime,
flDuckTime,
iStepLeft,
gamestate,
oldbuttons,
groupinfo,
iuser1,
iuser2,
iuser3,
iuser4,
pev_int_end,
pev_byte_start,
controller_0,
controller_1,
controller_2,
controller_3,
blending_0,
blending_1,
pev_byte_end,
pev_bytearray_start,
controller,
blending,
pev_bytearray_end,
pev_vecarray_start,
origin,
oldorigin,
velocity,
basevelocity,
clbasevelocity,
movedir,
angles,
avelocity,
v_angle,
endpos,
startpos,
absmin,
absmax,
mins,
maxs,
size,
rendercolor,
view_ofs,
vuser1,
vuser2,
vuser3,
vuser4,
punchangle,
pev_vecarray_end
};
#endif //_INCLUDE_PEV_H