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Tended to request at29593
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@ -10,6 +10,8 @@
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#endif
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#define _engine_const_included
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#include <hlsdk_const>
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#define SPEAK_NORMAL 0
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#define SPEAK_MUTED 1
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#define SPEAK_ALL 2
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@ -171,129 +173,6 @@ enum {
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EV_BYTE_blending2,
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}
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#define IN_ATTACK (1<<0)
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#define IN_JUMP (1<<1)
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#define IN_DUCK (1<<2)
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#define IN_FORWARD (1<<3)
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#define IN_BACK (1<<4)
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#define IN_USE (1<<5)
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#define IN_CANCEL (1<<6)
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#define IN_LEFT (1<<7)
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#define IN_RIGHT (1<<8)
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#define IN_MOVELEFT (1<<9)
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#define IN_MOVERIGHT (1<<10)
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#define IN_ATTACK2 (1<<11)
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#define IN_RUN (1<<12)
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#define IN_RELOAD (1<<13)
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#define IN_ALT1 (1<<14)
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#define IN_SCORE (1<<15)
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#define FL_FLY (1<<0) /* Changes the SV_Movestep() behavior to not need to be on ground */
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#define FL_SWIM (1<<1) /* Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) */
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#define FL_CONVEYOR (1<<2)
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#define FL_CLIENT (1<<3)
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#define FL_INWATER (1<<4)
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#define FL_MONSTER (1<<5)
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#define FL_GODMODE (1<<6)
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#define FL_NOTARGET (1<<7)
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#define FL_SKIPLOCALHOST (1<<8) /* Don't send entity to local host, it's predicting this entity itself */
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#define FL_ONGROUND (1<<9) /* At rest / on the ground */
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#define FL_PARTIALGROUND (1<<10) /* not all corners are valid */
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#define FL_WATERJUMP (1<<11) /* player jumping out of water */
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#define FL_FROZEN (1<<12) /* Player is frozen for 3rd person camera */
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#define FL_FAKECLIENT (1<<13) /* JAC: fake client, simulated server side; don't send network messages to them */
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#define FL_DUCKING (1<<14) /* Player flag -- Player is fully crouched */
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#define FL_FLOAT (1<<15) /* Apply floating force to this entity when in water */
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#define FL_GRAPHED (1<<16) /* worldgraph has this ent listed as something that blocks a connection */
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#define FL_IMMUNE_WATER (1<<17)
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#define FL_IMMUNE_SLIME (1<<18)
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#define FL_IMMUNE_LAVA (1<<19)
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#define FL_PROXY (1<<20) /* This is a spectator proxy */
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#define FL_ALWAYSTHINK (1<<21) /* Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path) */
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#define FL_BASEVELOCITY (1<<22) /* Base velocity has been applied this frame (used to convert base velocity into momentum) */
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#define FL_MONSTERCLIP (1<<23) /* Only collide in with monsters who have FL_MONSTERCLIP set */
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#define FL_ONTRAIN (1<<24) /* Player is _controlling_ a train, so movement commands should be ignored on client during prediction. */
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#define FL_WORLDBRUSH (1<<25) /* Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) */
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#define FL_SPECTATOR (1<<26) /* This client is a spectator, don't run touch functions, etc. */
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#define FL_CUSTOMENTITY (1<<29) /* This is a custom entity */
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#define FL_KILLME (1<<30) /* This entity is marked for death -- This allows the engine to kill ents at the appropriate time */
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#define FL_DORMANT (1<<31) /* Entity is dormant, no updates to client */
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#define SOLID_NOT 0 /* no interaction with other objects */
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#define SOLID_TRIGGER 1 /* touch on edge, but not blocking */
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#define SOLID_BBOX 2 /* touch on edge, block */
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#define SOLID_SLIDEBOX 3 /* touch on edge, but not an onground */
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#define SOLID_BSP 4 /* bsp clip, touch on edge, block */
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#define MOVETYPE_NONE 0 /* never moves */
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#define MOVETYPE_ANGLENOCLIP 1
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#define MOVETYPE_ANGLECLIP 2
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#define MOVETYPE_WALK 3 /* Player only - moving on the ground */
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#define MOVETYPE_STEP 4 /* gravity, special edge handling -- monsters use this */
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#define MOVETYPE_FLY 5 /* No gravity, but still collides with stuff */
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#define MOVETYPE_TOSS 6 /* gravity/collisions */
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#define MOVETYPE_PUSH 7 /* no clip to world, push and crush */
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#define MOVETYPE_NOCLIP 8 /* No gravity, no collisions, still do velocity/avelocity */
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#define MOVETYPE_FLYMISSILE 9 /* extra size to monsters */
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#define MOVETYPE_BOUNCE 10 /* Just like Toss, but reflect velocity when contacting surfaces */
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#define MOVETYPE_BOUNCEMISSILE 11 /* bounce w/o gravity */
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#define MOVETYPE_FOLLOW 12 /* track movement of aiment */
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#define MOVETYPE_PUSHSTEP 13 /* BSP model that needs physics/world collisions (uses nearest hull for world collision) */
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#define CONTENTS_EMPTY -1
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#define CONTENTS_SOLID -2
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#define CONTENTS_WATER -3
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#define CONTENTS_SLIME -4
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#define CONTENTS_LAVA -5
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#define CONTENTS_SKY -6
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#define CONTENTS_ORIGIN -7 /* removed at csg time */
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#define CONTENTS_CLIP -8 /* changed to contents_solid */
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#define CONTENTS_CURRENT_0 -9
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#define CONTENTS_CURRENT_90 -10
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#define CONTENTS_CURRENT_180 -11
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#define CONTENTS_CURRENT_270 -12
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#define CONTENTS_CURRENT_UP -13
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#define CONTENTS_CURRENT_DOWN -14
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#define CONTENTS_TRANSLUCENT -15
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#define CONTENTS_LADDER -16
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#define DMG_GENERIC 0 /* generic damage was done */
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#define DMG_CRUSH (1<<0) /* crushed by falling or moving object */
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#define DMG_BULLET (1<<1) /* shot */
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#define DMG_SLASH (1<<2) /* cut, clawed, stabbed */
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#define DMG_BURN (1<<3) /* heat burned */
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#define DMG_FREEZE (1<<4) /* frozen */
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#define DMG_FALL (1<<5) /* fell too far */
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#define DMG_BLAST (1<<6) /* explosive blast damage */
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#define DMG_CLUB (1<<7) /* crowbar, punch, headbutt */
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#define DMG_SHOCK (1<<8) /* electric shock */
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#define DMG_SONIC (1<<9) /* sound pulse shockwave */
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#define DMG_ENERGYBEAM (1<<10) /* laser or other high energy beam */
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#define DMG_NEVERGIB (1<<12) /* with this bit OR'd in, no damage type will be able to gib victims upon death */
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#define DMG_ALWAYSGIB (1<<13) /* with this bit OR'd in, any damage type can be made to gib victims upon death */
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#define DMG_DROWN (1<<14) /* Drowning */
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/* time-based damage */
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#define DMG_TIMEBASED (~(0x3fff)) /* mask for time-based damage */
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/* TF Additions */
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#define DMG_PARALYZE (1<<15) /* slows affected creature down */
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#define DMG_NERVEGAS (1<<16) /* nerve toxins, very bad */
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#define DMG_POISON (1<<17) /* blood poisioning */
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#define DMG_RADIATION (1<<18) /* radiation exposure */
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#define DMG_DROWNRECOVER (1<<19) /* drowning recovery */
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#define DMG_ACID (1<<20) /* toxic chemicals or acid burns */
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#define DMG_SLOWBURN (1<<21) /* in an oven */
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#define DMG_SLOWFREEZE (1<<22) /* in a subzero freezer */
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#define DMG_MORTAR (1<<23) /* Hit by air raid (done to distinguish grenade from mortar) */
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#define EF_BRIGHTFIELD 1 /* swirling cloud of particles */
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#define EF_MUZZLEFLASH 2 /* single frame ELIGHT on entity attachment 0 */
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#define EF_BRIGHTLIGHT 4 /* DLIGHT centered at entity origin */
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#define EF_DIMLIGHT 8 /* player flashlight */
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#define EF_INVLIGHT 16 /* get lighting from ceiling */
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#define EF_NOINTERP 32 /* don't interpolate the next frame */
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#define EF_LIGHT 64 /* rocket flare glow sprite */
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#define EF_NODRAW 128 /* don't draw entity */
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#if defined _jghg_enums
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#endinput
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#endif
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@ -363,7 +242,6 @@ enum
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usercmd_viewangles, // Vector
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usercmd_impact_position, // vec
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usercmd_vec_end
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};
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// Used by the traceresult() native.
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@ -380,9 +258,4 @@ enum
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TR_Hit, // (entity) entity the surface is on
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TR_Hitgroup // (int) 0 == generic, non zero is specific body part
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};
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// used for tracehull
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#define HULL_POINT 0
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#define HULL_HUMAN 1
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#define HULL_LARGE 2
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#define HULL_HEAD 3
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@ -11,6 +11,7 @@
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#define FMV_FLOAT 2
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#define FMV_CELL 3
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#include <hlsdk_const>
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/* The actual return value of the function, use these instead of PLUGIN_HANDLED etc when
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* returning from registered forwards.
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140
plugins/include/hlsdk_const.inc
Normal file
140
plugins/include/hlsdk_const.inc
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@ -0,0 +1,140 @@
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/**
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* These are defines from HLSDK
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*/
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#if defined _hlsdk_const_included
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#endinput
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#endif
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#define _hlsdk_const_included
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#define IN_ATTACK (1<<0)
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#define IN_JUMP (1<<1)
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#define IN_DUCK (1<<2)
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#define IN_FORWARD (1<<3)
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#define IN_BACK (1<<4)
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#define IN_USE (1<<5)
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#define IN_CANCEL (1<<6)
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#define IN_LEFT (1<<7)
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#define IN_RIGHT (1<<8)
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#define IN_MOVELEFT (1<<9)
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#define IN_MOVERIGHT (1<<10)
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#define IN_ATTACK2 (1<<11)
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#define IN_RUN (1<<12)
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#define IN_RELOAD (1<<13)
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#define IN_ALT1 (1<<14)
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#define IN_SCORE (1<<15)
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#define FL_FLY (1<<0) /* Changes the SV_Movestep() behavior to not need to be on ground */
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#define FL_SWIM (1<<1) /* Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) */
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#define FL_CONVEYOR (1<<2)
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#define FL_CLIENT (1<<3)
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#define FL_INWATER (1<<4)
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#define FL_MONSTER (1<<5)
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#define FL_GODMODE (1<<6)
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#define FL_NOTARGET (1<<7)
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#define FL_SKIPLOCALHOST (1<<8) /* Don't send entity to local host, it's predicting this entity itself */
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#define FL_ONGROUND (1<<9) /* At rest / on the ground */
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#define FL_PARTIALGROUND (1<<10) /* not all corners are valid */
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#define FL_WATERJUMP (1<<11) /* player jumping out of water */
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#define FL_FROZEN (1<<12) /* Player is frozen for 3rd person camera */
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#define FL_FAKECLIENT (1<<13) /* JAC: fake client, simulated server side; don't send network messages to them */
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#define FL_DUCKING (1<<14) /* Player flag -- Player is fully crouched */
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#define FL_FLOAT (1<<15) /* Apply floating force to this entity when in water */
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#define FL_GRAPHED (1<<16) /* worldgraph has this ent listed as something that blocks a connection */
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#define FL_IMMUNE_WATER (1<<17)
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#define FL_IMMUNE_SLIME (1<<18)
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#define FL_IMMUNE_LAVA (1<<19)
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#define FL_PROXY (1<<20) /* This is a spectator proxy */
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#define FL_ALWAYSTHINK (1<<21) /* Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path) */
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#define FL_BASEVELOCITY (1<<22) /* Base velocity has been applied this frame (used to convert base velocity into momentum) */
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#define FL_MONSTERCLIP (1<<23) /* Only collide in with monsters who have FL_MONSTERCLIP set */
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#define FL_ONTRAIN (1<<24) /* Player is _controlling_ a train, so movement commands should be ignored on client during prediction. */
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#define FL_WORLDBRUSH (1<<25) /* Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) */
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#define FL_SPECTATOR (1<<26) /* This client is a spectator, don't run touch functions, etc. */
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#define FL_CUSTOMENTITY (1<<29) /* This is a custom entity */
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#define FL_KILLME (1<<30) /* This entity is marked for death -- This allows the engine to kill ents at the appropriate time */
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#define FL_DORMANT (1<<31) /* Entity is dormant, no updates to client */
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#define SOLID_NOT 0 /* no interaction with other objects */
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#define SOLID_TRIGGER 1 /* touch on edge, but not blocking */
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#define SOLID_BBOX 2 /* touch on edge, block */
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#define SOLID_SLIDEBOX 3 /* touch on edge, but not an onground */
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#define SOLID_BSP 4 /* bsp clip, touch on edge, block */
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#define MOVETYPE_NONE 0 /* never moves */
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#define MOVETYPE_ANGLENOCLIP 1
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#define MOVETYPE_ANGLECLIP 2
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#define MOVETYPE_WALK 3 /* Player only - moving on the ground */
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#define MOVETYPE_STEP 4 /* gravity, special edge handling -- monsters use this */
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#define MOVETYPE_FLY 5 /* No gravity, but still collides with stuff */
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#define MOVETYPE_TOSS 6 /* gravity/collisions */
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#define MOVETYPE_PUSH 7 /* no clip to world, push and crush */
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#define MOVETYPE_NOCLIP 8 /* No gravity, no collisions, still do velocity/avelocity */
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#define MOVETYPE_FLYMISSILE 9 /* extra size to monsters */
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#define MOVETYPE_BOUNCE 10 /* Just like Toss, but reflect velocity when contacting surfaces */
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#define MOVETYPE_BOUNCEMISSILE 11 /* bounce w/o gravity */
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#define MOVETYPE_FOLLOW 12 /* track movement of aiment */
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#define MOVETYPE_PUSHSTEP 13 /* BSP model that needs physics/world collisions (uses nearest hull for world collision) */
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#define CONTENTS_EMPTY -1
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#define CONTENTS_SOLID -2
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#define CONTENTS_WATER -3
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#define CONTENTS_SLIME -4
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#define CONTENTS_LAVA -5
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#define CONTENTS_SKY -6
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#define CONTENTS_ORIGIN -7 /* removed at csg time */
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#define CONTENTS_CLIP -8 /* changed to contents_solid */
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#define CONTENTS_CURRENT_0 -9
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#define CONTENTS_CURRENT_90 -10
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#define CONTENTS_CURRENT_180 -11
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#define CONTENTS_CURRENT_270 -12
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#define CONTENTS_CURRENT_UP -13
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#define CONTENTS_CURRENT_DOWN -14
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#define CONTENTS_TRANSLUCENT -15
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#define CONTENTS_LADDER -16
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#define DMG_GENERIC 0 /* generic damage was done */
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#define DMG_CRUSH (1<<0) /* crushed by falling or moving object */
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#define DMG_BULLET (1<<1) /* shot */
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#define DMG_SLASH (1<<2) /* cut, clawed, stabbed */
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#define DMG_BURN (1<<3) /* heat burned */
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#define DMG_FREEZE (1<<4) /* frozen */
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#define DMG_FALL (1<<5) /* fell too far */
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#define DMG_BLAST (1<<6) /* explosive blast damage */
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#define DMG_CLUB (1<<7) /* crowbar, punch, headbutt */
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#define DMG_SHOCK (1<<8) /* electric shock */
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#define DMG_SONIC (1<<9) /* sound pulse shockwave */
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#define DMG_ENERGYBEAM (1<<10) /* laser or other high energy beam */
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#define DMG_NEVERGIB (1<<12) /* with this bit OR'd in, no damage type will be able to gib victims upon death */
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#define DMG_ALWAYSGIB (1<<13) /* with this bit OR'd in, any damage type can be made to gib victims upon death */
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#define DMG_DROWN (1<<14) /* Drowning */
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/* time-based damage */
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#define DMG_TIMEBASED (~(0x3fff)) /* mask for time-based damage */
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/* TF Additions */
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#define DMG_PARALYZE (1<<15) /* slows affected creature down */
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#define DMG_NERVEGAS (1<<16) /* nerve toxins, very bad */
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#define DMG_POISON (1<<17) /* blood poisioning */
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#define DMG_RADIATION (1<<18) /* radiation exposure */
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#define DMG_DROWNRECOVER (1<<19) /* drowning recovery */
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#define DMG_ACID (1<<20) /* toxic chemicals or acid burns */
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#define DMG_SLOWBURN (1<<21) /* in an oven */
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#define DMG_SLOWFREEZE (1<<22) /* in a subzero freezer */
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#define DMG_MORTAR (1<<23) /* Hit by air raid (done to distinguish grenade from mortar) */
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#define EF_BRIGHTFIELD 1 /* swirling cloud of particles */
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#define EF_MUZZLEFLASH 2 /* single frame ELIGHT on entity attachment 0 */
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#define EF_BRIGHTLIGHT 4 /* DLIGHT centered at entity origin */
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#define EF_DIMLIGHT 8 /* player flashlight */
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#define EF_INVLIGHT 16 /* get lighting from ceiling */
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#define EF_NOINTERP 32 /* don't interpolate the next frame */
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#define EF_LIGHT 64 /* rocket flare glow sprite */
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#define EF_NODRAW 128 /* don't draw entity */
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// used for tracehull
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#define HULL_POINT 0
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#define HULL_HUMAN 1
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#define HULL_LARGE 2
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#define HULL_HEAD 3
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