hlsdk_const: Fix up section heading to make docgen happy, purge tabs

This commit is contained in:
Valentin Grünbacher 2014-08-04 23:54:07 +02:00
parent 63cf35b904
commit 9e9e3a9abd

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@ -7,7 +7,7 @@
*/ */
#if defined _hlsdk_const_included #if defined _hlsdk_const_included
#endinput #endinput
#endif #endif
#define _hlsdk_const_included #define _hlsdk_const_included
@ -34,25 +34,25 @@
/** /**
* pev(entity, pev_flags) values * pev(entity, pev_flags) values
*/ */
#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground #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_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_CONVEYOR (1<<2)
#define FL_CLIENT (1<<3) #define FL_CLIENT (1<<3)
#define FL_INWATER (1<<4) #define FL_INWATER (1<<4)
#define FL_MONSTER (1<<5) #define FL_MONSTER (1<<5)
#define FL_GODMODE (1<<6) #define FL_GODMODE (1<<6)
#define FL_NOTARGET (1<<7) #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_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_ONGROUND (1<<9) // At rest / on the ground
#define FL_PARTIALGROUND (1<<10) // Not all corners are valid #define FL_PARTIALGROUND (1<<10) // Not all corners are valid
#define FL_WATERJUMP (1<<11) // Player jumping out of water #define FL_WATERJUMP (1<<11) // Player jumping out of water
#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera #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_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_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_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_GRAPHED (1<<16) // Worldgraph has this ent listed as something that blocks a connection
#define FL_IMMUNE_WATER (1<<17) #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_IMMUNE_LAVA (1<<19)
#define FL_PROXY (1<<20) // This is a spectator proxy #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_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 * 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_WORLDONLY 1 // Doesn't hit ANY entities, no matter what the solid type
#define WALKMOVE_CHECKONLY 2 // Move, but don't touch triggers #define WALKMOVE_CHECKONLY 2 // Move, but don't touch triggers
/** /**
* pev(entity, pev_movetype) values * pev(entity, pev_movetype) values
*/ */
#define MOVETYPE_NONE 0 // Never moves #define MOVETYPE_NONE 0 // Never moves
#define MOVETYPE_WALK 3 // Player only - moving on the ground #define MOVETYPE_WALK 3 // Player only - moving on the ground
#define MOVETYPE_STEP 4 // Gravity, special edge handling -- monsters use this #define MOVETYPE_STEP 4 // Gravity, special edge handling -- monsters use this
#define MOVETYPE_FLY 5 // No gravity, but still collides with stuff #define MOVETYPE_FLY 5 // No gravity, but still collides with stuff
#define MOVETYPE_TOSS 6 // Gravity/Collisions #define MOVETYPE_TOSS 6 // Gravity/Collisions
#define MOVETYPE_PUSH 7 // No clip to world, push and crush #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_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity
#define MOVETYPE_FLYMISSILE 9 // Extra size to monsters #define MOVETYPE_FLYMISSILE 9 // Extra size to monsters
#define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces #define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces
#define MOVETYPE_BOUNCEMISSILE 11 // Bounce w/o gravity #define MOVETYPE_BOUNCEMISSILE 11 // Bounce w/o gravity
#define MOVETYPE_FOLLOW 12 // Track movement of aiment #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 * pev(entity, pev_solid) values
* *
* @note Some movetypes will cause collisions independent of SOLID_NOT and * @note Some movetypes will cause collisions independent of SOLID_NOT and
* SOLID_TRIGGER when the entity moves. SOLID only effects OTHER entities * SOLID_TRIGGER when the entity moves. SOLID only effects OTHER entities
* colliding with this one when they move - UGH! * colliding with this one when they move - UGH!
*/ */
#define SOLID_NOT 0 // No interaction with other objects #define SOLID_NOT 0 // No interaction with other objects
#define SOLID_TRIGGER 1 // Touch on edge, but not blocking #define SOLID_TRIGGER 1 // Touch on edge, but not blocking
#define SOLID_BBOX 2 // Touch on edge, block #define SOLID_BBOX 2 // Touch on edge, block
#define SOLID_SLIDEBOX 3 // Touch on edge, but not an onground #define SOLID_SLIDEBOX 3 // Touch on edge, but not an onground
#define SOLID_BSP 4 // BSP clip, touch on edge, block #define SOLID_BSP 4 // BSP clip, touch on edge, block
/** /**
* pev(entity, pev_deadflag) values * pev(entity, pev_deadflag) values
*/ */
#define DEAD_NO 0 // Alive #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_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_DEAD 2 // Dead, lying still
#define DEAD_RESPAWNABLE 3 #define DEAD_RESPAWNABLE 3
#define DEAD_DISCARDBODY 4 #define DEAD_DISCARDBODY 4
/** /**
* new Float:takedamage, pev(entity, pev_takedamage, takedamage) values * new Float:takedamage, pev(entity, pev_takedamage, takedamage) values
*/ */
#define DAMAGE_NO 0.0 #define DAMAGE_NO 0.0
#define DAMAGE_YES 1.0 #define DAMAGE_YES 1.0
#define DAMAGE_AIM 2.0 #define DAMAGE_AIM 2.0
/** /**
* pev(entity, pev_effects) values * pev(entity, pev_effects) values
*/ */
#define EF_BRIGHTFIELD 1 // Swirling cloud of particles #define EF_BRIGHTFIELD 1 // Swirling cloud of particles
#define EF_MUZZLEFLASH 2 // Single frame ELIGHT on entity attachment 0 #define EF_MUZZLEFLASH 2 // Single frame ELIGHT on entity attachment 0
#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin #define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
#define EF_DIMLIGHT 8 // Player flashlight #define EF_DIMLIGHT 8 // Player flashlight
#define EF_INVLIGHT 16 // Get lighting from ceiling #define EF_INVLIGHT 16 // Get lighting from ceiling
#define EF_NOINTERP 32 // Don't interpolate the next frame #define EF_NOINTERP 32 // Don't interpolate the next frame
#define EF_LIGHT 64 // Rocket flare glow sprite #define EF_LIGHT 64 // Rocket flare glow sprite
@ -132,9 +132,9 @@
/** /**
* Spectating camera mode constants * Spectating camera mode constants
* *
* @node These constants are linked to different camera modes available when you * @note These constants are linked to different camera modes available when you
* are spectating (either dead or when in spectator team). Usually this is * 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. * stored in the pev_iuser1 field in Counter-Strike and Half-Life games.
*/ */
#define OBS_NONE 0 #define OBS_NONE 0
#define OBS_CHASE_LOCKED 1 // Locked Chase Cam #define OBS_CHASE_LOCKED 1 // Locked Chase Cam
@ -147,25 +147,25 @@
/** /**
* engfunc(EngFunc_PointContents, Float:origin) return values * engfunc(EngFunc_PointContents, Float:origin) return values
*/ */
#define CONTENTS_EMPTY -1 #define CONTENTS_EMPTY -1
#define CONTENTS_SOLID -2 #define CONTENTS_SOLID -2
#define CONTENTS_WATER -3 #define CONTENTS_WATER -3
#define CONTENTS_SLIME -4 #define CONTENTS_SLIME -4
#define CONTENTS_LAVA -5 #define CONTENTS_LAVA -5
#define CONTENTS_SKY -6 #define CONTENTS_SKY -6
#define CONTENTS_ORIGIN -7 // Removed at csg time #define CONTENTS_ORIGIN -7 // Removed at csg time
#define CONTENTS_CLIP -8 // Changed to contents_solid #define CONTENTS_CLIP -8 // Changed to contents_solid
#define CONTENTS_CURRENT_0 -9 #define CONTENTS_CURRENT_0 -9
#define CONTENTS_CURRENT_90 -10 #define CONTENTS_CURRENT_90 -10
#define CONTENTS_CURRENT_180 -11 #define CONTENTS_CURRENT_180 -11
#define CONTENTS_CURRENT_270 -12 #define CONTENTS_CURRENT_270 -12
#define CONTENTS_CURRENT_UP -13 #define CONTENTS_CURRENT_UP -13
#define CONTENTS_CURRENT_DOWN -14 #define CONTENTS_CURRENT_DOWN -14
#define CONTENTS_TRANSLUCENT -15 #define CONTENTS_TRANSLUCENT -15
#define CONTENTS_LADDER -16 #define CONTENTS_LADDER -16
#define CONTENT_FLYFIELD -17 #define CONTENT_FLYFIELD -17
#define CONTENT_GRAVITY_FLYFIELD -18 #define CONTENT_GRAVITY_FLYFIELD -18
#define CONTENT_FOG -19 #define CONTENT_FOG -19
/** /**
* Instant damage values for use with the 3rd parameter of the "Damage" client * Instant damage values for use with the 3rd parameter of the "Damage" client
@ -228,12 +228,11 @@
/** /**
* @section pev(entity, pev_spawnflags) values * @section pev(entity, pev_spawnflags) values
* @note Many of these flags apply to specific entities
*/ */
/** /**
* func_train * 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_START_ON 4 // Train is initially moving
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains #define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
@ -252,8 +251,8 @@
* func_button * func_button
*/ */
#define SF_BUTTON_DONTMOVE 1 #define SF_BUTTON_DONTMOVE 1
#define SF_BUTTON_TOGGLE 32 // Button stays pushed until reactivated #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_SPARK_IF_OFF 64 // Button sparks in OFF state
#define SF_BUTTON_TOUCH_ONLY 256 // Button only fires as a result of USE key. #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 * func_door, func_water, func_door_rotating, momementary_door
*/ */
#define SF_DOOR_ROTATE_Y 0 #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_ROTATE_BACKWARDS 2
#define SF_DOOR_PASSABLE 8 #define SF_DOOR_PASSABLE 8
#define SF_DOOR_ONEWAY 16 #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_Z 64
#define SF_DOOR_ROTATE_X 128 #define SF_DOOR_ROTATE_X 128
#define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button #define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button
@ -300,7 +299,7 @@
/** /**
* gibshooter * 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 * env_funnel
@ -364,8 +363,8 @@
/** /**
* env_explosion * env_explosion
*/ */
#define SF_ENVEXPLOSION_NODAMAGE (1<<0) // When set, ENV_EXPLOSION will not actually inflict damage #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_REPEATABLE (1<<1) // Can this entity be refired?
#define SF_ENVEXPLOSION_NOFIREBALL (1<<2) // Don't draw the fireball #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_NOSMOKE (1<<3) // Don't draw the smoke
#define SF_ENVEXPLOSION_NODECAL (1<<4) // Don't make a scorch mark #define SF_ENVEXPLOSION_NODECAL (1<<4) // Don't make a scorch mark
@ -467,15 +466,15 @@
/** /**
* trigger_push * 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 * trigger_hurt
*/ */
#define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once #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_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_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_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 #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_Z_AXIS 4
#define SF_BRUSH_ROTATE_X_AXIS 8 #define SF_BRUSH_ROTATE_X_AXIS 8
#define SF_PENDULUM_AUTO_RETURN 16 #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_SMALLRADIUS 128
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256 #define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
#define SF_BRUSH_ROTATE_LARGERADIUS 512 #define SF_BRUSH_ROTATE_LARGERADIUS 512
@ -538,8 +537,8 @@
/** /**
* triggers * triggers
*/ */
#define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters 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_NOCLIENTS 2 // Players not allowed to fire this trigger
#define SF_TRIGGER_PUSHABLES 4 // Only pushables can fire this trigger #define SF_TRIGGER_PUSHABLES 4 // Only pushables can fire this trigger
#define SF_TRIG_PUSH_ONCE 1 #define SF_TRIG_PUSH_ONCE 1
@ -548,7 +547,7 @@
* func_breakable * func_breakable
*/ */
#define SF_BREAK_TRIGGER_ONLY 1 // May only be broken by trigger #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_PRESSURE 4 // Can be broken by a player standing on it
#define SF_BREAK_CROWBAR 256 // Instant break if hit with crowbar #define SF_BREAK_CROWBAR 256 // Instant break if hit with crowbar
@ -569,11 +568,11 @@
/** /**
* Monster Spawnflags * Monster Spawnflags
*/ */
#define SF_MONSTER_WAIT_TILL_SEEN 1 // Spawnflag that makes monsters wait until player can see them before attacking #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_GAG 2 // No idle noises from this monster
#define SF_MONSTER_HITMONSTERCLIP 4 #define SF_MONSTER_HITMONSTERCLIP 4
#define SF_MONSTER_PRISONER 16 // Monster won't attack anyone, no one will attacke him #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_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_FADECORPSE 512 // Fade out corpse after death
#define SF_MONSTER_FALL_TO_GROUND 0x80000000 #define SF_MONSTER_FALL_TO_GROUND 0x80000000
@ -605,53 +604,53 @@
/** /**
* Valve Mod Weapon Constants * Valve Mod Weapon Constants
*/ */
#define HLI_HEALTHKIT 1 #define HLI_HEALTHKIT 1
#define HLI_ANTIDOTE 2 #define HLI_ANTIDOTE 2
#define HLI_SECURITY 3 #define HLI_SECURITY 3
#define HLI_BATTERY 4 #define HLI_BATTERY 4
#define HLW_NONE 0 #define HLW_NONE 0
#define HLW_CROWBAR 1 #define HLW_CROWBAR 1
#define HLW_GLOCK 2 #define HLW_GLOCK 2
#define HLW_PYTHON 3 #define HLW_PYTHON 3
#define HLW_MP5 4 #define HLW_MP5 4
#define HLW_CHAINGUN 5 #define HLW_CHAINGUN 5
#define HLW_CROSSBOW 6 #define HLW_CROSSBOW 6
#define HLW_SHOTGUN 7 #define HLW_SHOTGUN 7
#define HLW_RPG 8 #define HLW_RPG 8
#define HLW_GAUSS 9 #define HLW_GAUSS 9
#define HLW_EGON 10 #define HLW_EGON 10
#define HLW_HORNETGUN 11 #define HLW_HORNETGUN 11
#define HLW_HANDGRENADE 12 #define HLW_HANDGRENADE 12
#define HLW_TRIPMINE 13 #define HLW_TRIPMINE 13
#define HLW_SATCHEL 14 #define HLW_SATCHEL 14
#define HLW_SNARK 15 #define HLW_SNARK 15
#define HLW_SUIT 31 #define HLW_SUIT 31
#define HLW_ALLWEAPONS (~(1<<HLW_SUIT)) #define HLW_ALLWEAPONS (~(1<<HLW_SUIT))
#define FEV_NOTHOST (1<<0) // Skip local host for event send. #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 #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 // for this to work correctly on the server for anything
// that depends on the event origin/angles. I.e., the origin/angles are not // that depends on the event origin/angles. I.e., the origin/angles are not
// taken from the invoking edict for reliable events. // 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 #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. ). // 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_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_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_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 ) #define FEV_CLIENT (1<<6) // Only issue event client side ( from shared code )
/** /**
* Cap bits to indicate what an object's capabilities are, currently used for * Cap bits to indicate what an object's capabilities are, currently used for
* save/restore and level transitions. * save/restore and level transitions.
*/ */
#define FCAP_CUSTOMSAVE 0x00000001 #define FCAP_CUSTOMSAVE 0x00000001
#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions #define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore #define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
#define FCAP_DONT_SAVE 0x80000000 // Don't save this #define FCAP_DONT_SAVE 0x80000000 // Don't save this
#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player #define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
#define FCAP_CONTINUOUS_USE 0x00000010 // 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_ONOFF_USE 0x00000020 // can be used by the player
#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains) #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_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)