Tended to request at29593

This commit is contained in:
David Anderson 2006-05-16 21:42:06 +00:00
parent dc785a4369
commit b953f285d0
3 changed files with 158 additions and 144 deletions

View File

@ -10,6 +10,8 @@
#endif
#define _engine_const_included
#include <hlsdk_const>
#define SPEAK_NORMAL 0
#define SPEAK_MUTED 1
#define SPEAK_ALL 2
@ -171,129 +173,6 @@ enum {
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 */
#define EF_NODRAW 128 /* don't draw entity */
#if defined _jghg_enums
#endinput
#endif
@ -363,7 +242,6 @@ enum
usercmd_viewangles, // Vector
usercmd_impact_position, // vec
usercmd_vec_end
};
// Used by the traceresult() native.
@ -380,9 +258,4 @@ enum
TR_Hit, // (entity) entity the surface is on
TR_Hitgroup // (int) 0 == generic, non zero is specific body part
};
// used for tracehull
#define HULL_POINT 0
#define HULL_HUMAN 1
#define HULL_LARGE 2
#define HULL_HEAD 3

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@ -11,6 +11,7 @@
#define FMV_FLOAT 2
#define FMV_CELL 3
#include <hlsdk_const>
/* The actual return value of the function, use these instead of PLUGIN_HANDLED etc when
* returning from registered forwards.

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@ -0,0 +1,140 @@
/**
* These are defines from HLSDK
*/
#if defined _hlsdk_const_included
#endinput
#endif
#define _hlsdk_const_included
#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 */
#define EF_NODRAW 128 /* don't draw entity */
// used for tracehull
#define HULL_POINT 0
#define HULL_HUMAN 1
#define HULL_LARGE 2
#define HULL_HEAD 3