/* NS2AMXDEFINES.INC * Various enums and definitions required for the ns2amx module. * Version 1.0 */ #if defined __ns2amxxdefines__ #endinput #endif #define __ns2amxxdefines__ 02 // Set this to either 3 or 2. If set to two, it will do NS 2.01 offsets. // If set to 3, it will do the most recent NS 3.0 offsets. #define NS_VERSION 3 // These values are customizable (for the custom menus) // If your menu uses the default menu scheme, then it will use this. #define NSMENU_X 0.2 #define NSMENU_Y 0.1 #define NSMENU_R 255 #define NSMENU_G 200 #define NSMENU_B 100 #if NS_VERSION == 3 #define PRIVATE_ALIEN_RES 0x190 #define PRIVATE_AMMO_LMG 0xE6 #define PRIVATE_AMMO_PISTOL 0xE7 #define PRIVATE_AMMO_SHOTGUN 0xE8 #define PRIVATE_AMMO_HMG 0xE9 #define PRIVATE_AMMO_GL 0xEA //Thanks, voogru #define PRIVATE_LEVELS_SPENT_WIN 0x62D #define PRIVATE_EXPERIENCE_WIN 0x615 #define PRIVATE_LEVELS_SPENT_LINUX 0x62D #define PRIVATE_EXPERIENCE_LINUX 0x612 #else #define PRIVATE_ALIEN_RES 0x18E #define PRIVATE_AMMO_LMG 0xE6 #define PRIVATE_AMMO_PISTOL 0xE7 #define PRIVATE_AMMO_SHOTGUN 0xE8 #define PRIVATE_AMMO_HMG 0xE9 #define PRIVATE_AMMO_GL 0xEA #endif // Used for anglevector() #define ANGLEVECTOR_FORWARD 1 #define ANGLEVECTOR_RIGHT 2 #define ANGLEVECTOR_UP 3 // used for gpglobals_return() #define GPGLOBALS_FORWARD 1 #define GPGLOBALS_RIGHT 2 #define GPGLOBALS_UP 3 // Used for get_class #define CLASS_UNKNOWN 0 #define CLASS_SKULK 1 #define CLASS_GORGE 2 #define CLASS_LERK 3 #define CLASS_FADE 4 #define CLASS_ONOS 5 #define CLASS_MARINE 6 #define CLASS_JETPACK 7 #define CLASS_HEAVY 8 #define CLASS_COMMANDER 9 #define CLASS_GESTATE 10 #define CLASS_DEAD 11 #define CLASS_NOTEAM 12 // used for trace_hull #define HULL_POINT 0 #define HULL_HUMAN 1 #define HULL_LARGE 2 #define HULL_HEAD 3 // Taken from the NS mini SDK enum { WEAPON_NONE = 0, WEAPON_CLAWS, WEAPON_SPIT, WEAPON_SPORES, WEAPON_SPIKE, WEAPON_BITE, WEAPON_BITE2, WEAPON_SWIPE, WEAPON_WEBSPINNER, WEAPON_METABOLIZE, WEAPON_PARASITE, WEAPON_BLINK, WEAPON_DIVINEWIND, WEAPON_KNIFE, WEAPON_PISTOL, WEAPON_MG, WEAPON_SHOTGUN, WEAPON_HMG, WEAPON_WELDER, WEAPON_MINE, WEAPON_GRENADE_GUN, WEAPON_LEAP, WEAPON_CHARGE, WEAPON_UMBRA, WEAPON_PRIMALSCREAM, WEAPON_BILEBOMB, WEAPON_ACIDROCKET, WEAPON_HEALINGSPRAY, WEAPON_HANDGRENADE, WEAPON_STOMP, WEAPON_DEVOUR, WEAPON_MAX } #define WEAPON_BABBLER WEAPON_HANDGRENADE // A few of the AvHSpecials.h iuser4 flags, modified for ease-of-use... enum { MASK_NONE = 0, MASK_SIGHTED = 1, MASK_DETECTED = 2, MASK_BUILDABLE = 4, MASK_BASEBUILD0 = 8, // Base build slot #0 MASK_WEAPONS1 = 8, // Marine weapons 1 MASK_CARAPACE = 8, // Alien carapace MASK_WEAPONS2 = 16, // Marines weapons 2 MASK_REGENERATION = 16, // Alien regeneration MASK_BASEBUILD1 = 16, // Base build slot #1 MASK_WEAPONS3 = 32, // Marine weapons 3 MASK_REDEMPTION = 32, // Alien redemption MASK_BASEBUILD2 = 32, // Base build slot #2 MASK_ARMOR1 = 64, // Marine armor 1 MASK_CELERITY = 64, // Alien celerity MASK_BASEBUILD3 = 64, // Base build slot #3 MASK_ARMOR2 = 128, // Marine armor 2 MASK_ADRENALINE = 128, // Alien adrenaline MASK_BASEBUILD4 = 128, // Base build slot #4 MASK_ARMOR3 = 256, // Marine armor 3 MASK_SILENCE = 256, // Alien silence MASK_BASEBUILD5 = 256, // Base build slot #5 MASK_JETPACK = 512, // Marine jetpacks MASK_CLOAKING = 512, // Alien cloaking MASK_BASEBUILD6 = 512, // Base build slot #6 MASK_FOCUS = 1024, // Alien focus MASK_MOTION = 1024, // Marine motion tracking MASK_BASEBUILD7 = 1024, // Base build slot #7 MASK_SCENTOFFEAR = 2048, // Alien scent of fear MASK_DEFENSE2 = 4096, // Defense level 2 MASK_DEFENSE3 = 8192, // Defense level 3 MASK_ELECTRICITY = 8192, // Electricy MASK_MOVEMENT2 = 16384, // Movement level 2, MASK_MOVEMENT3 = 32768, // Movement level 3 MASK_HEAVYARMOR = 32768, // Marine heavy armor MASK_SENSORY2 = 65536, // Sensory level 2 MASK_SENSORY3 = 131072, // Sensory level 3 MASK_ALIEN_MOVEMENT = 262144, // Onos is charging MASK_WALLSTICKING = 524288, // Flag for wall-sticking MASK_PRIMALSCREAM = 1048576, // Alien is in range of active primal scream MASK_UMBRA = 2097152, // In umbra MASK_DIGESTING = 4194304, // When set on a visible player, player is digesting. When set on invisible player, player is being digested MASK_RECYCLING = 8388608, // Building is recycling MASK_TOPDOWN = 16777216, // Commander view MASK_PLAYER_STUNNED = 33554432, // Player has been stunned by stomp MASK_ENSNARED = 67108864, // Webbed MASK_ALIEN_EMBRYO = 268435456, // Gestating MASK_SELECTABLE = 536870912, // ??? MASK_PARASITED = 1073741824, // Parasite flag MASK_SENSORY_NEARBY = 2147483648 // Sensory chamber in range } #if !defined NULL #define NULL 0 #endif #if !defined FALSE #define FALSE 0 #endif #if !defined TRUE #define TRUE 1 #endif