From 9e9e3a9abde9d70bdc39bf4eece1037c676890d4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Valentin=20Gr=C3=BCnbacher?= Date: Mon, 4 Aug 2014 23:54:07 +0200 Subject: [PATCH] hlsdk_const: Fix up section heading to make docgen happy, purge tabs --- plugins/include/hlsdk_const.inc | 249 ++++++++++++++++---------------- 1 file changed, 124 insertions(+), 125 deletions(-) diff --git a/plugins/include/hlsdk_const.inc b/plugins/include/hlsdk_const.inc index 70dc8013..df9591a9 100644 --- a/plugins/include/hlsdk_const.inc +++ b/plugins/include/hlsdk_const.inc @@ -7,7 +7,7 @@ */ #if defined _hlsdk_const_included - #endinput + #endinput #endif #define _hlsdk_const_included @@ -34,25 +34,25 @@ /** * 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_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_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) @@ -68,62 +68,62 @@ /** * engfunc(EngFunc_WalkMove, entity, Float:yaw, Float:dist, iMode) iMode values */ -#define WALKMOVE_NORMAL 0 // Normal walkmove +#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 /** * 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_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) +#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! + * 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 +#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_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 +#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_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 @@ -132,9 +132,9 @@ /** * Spectating camera mode constants * - * @node 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. + * @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. */ #define OBS_NONE 0 #define OBS_CHASE_LOCKED 1 // Locked Chase Cam @@ -147,25 +147,25 @@ /** * 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_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 +#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 @@ -228,12 +228,11 @@ /** * @section pev(entity, pev_spawnflags) values - * @note Many of these flags apply to specific entities */ /** * func_train */ -#define SF_TRAIN_WAIT_RETRIGGER 1 +#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 @@ -252,8 +251,8 @@ * 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_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. /** @@ -286,11 +285,11 @@ * func_door, func_water, func_door_rotating, momementary_door */ #define SF_DOOR_ROTATE_Y 0 -#define SF_DOOR_START_OPEN 1 +#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_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 @@ -300,7 +299,7 @@ /** * gibshooter */ -#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired +#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired /** * env_funnel @@ -364,8 +363,8 @@ /** * 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_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 @@ -467,15 +466,15 @@ /** * trigger_push */ -#define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF +#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_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 /** @@ -530,7 +529,7 @@ #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_PENDULUM_PASSABLE 32 #define SF_BRUSH_ROTATE_SMALLRADIUS 128 #define SF_BRUSH_ROTATE_MEDIUMRADIUS 256 #define SF_BRUSH_ROTATE_LARGERADIUS 512 @@ -538,8 +537,8 @@ /** * 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_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 @@ -548,7 +547,7 @@ * 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_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 @@ -569,11 +568,11 @@ /** * 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_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_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 @@ -605,53 +604,53 @@ /** * Valve Mod Weapon Constants */ -#define HLI_HEALTHKIT 1 -#define HLI_ANTIDOTE 2 -#define HLI_SECURITY 3 -#define HLI_BATTERY 4 +#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<