#ifndef NS_CONST_H #define NS_CONST_H // Offsets (used in NPData.cpp) #define OFFSET_WIN_RESOURCES 1816 //454 * 4 // est: 454 // CONFIRMED #define OFFSET_LIN_RESOURCES 1836 //459 * 4 // no change #define OFFSET_WIN_WEAPDMG 408 //100 * 4 // est: 102 // CONFIRMED #define OFFSET_LIN_WEAPDMG 424 //106 * 4 // Changed + 8 Bytes #define OFFSET_WIN_WEAPRANGE 404 //99 * 4 // est: 101 // CONFIRMED #define OFFSET_LIN_WEAPRANGE 420 //105 * 4 // Changed + 8 Bytes #define OFFSET_WIN_WEAPCLIP 364 //91 * 4 // est: 91 // CONFIRMED #define OFFSET_LIN_WEAPCLIP 380 //95 * 4 // no change #define OFFSET_WIN_HIVE_TRAIT 488 //121 * 4 // est: 122 // CONFIRMED #define OFFSET_LIN_HIVE_TRAIT 504 //126 * 4 // Changed + 4 bytes #define OFFSET_WIN_SCORE 6588 //1639 * 4 // est: 1647 // CONFIRMED #define OFFSET_LIN_SCORE 6608 //1644 * 4 // Changed + 32 bytes #define OFFSET_WIN_EXP 6512 //1620 * 4 // est: 1628 // CONFIRMED #define OFFSET_LIN_EXP 6532 //1633 * 4 // Changed + 32 bytes #define OFFSET_WIN_POINTS 6520 //1622 * 4 // est: 1630 // CONFIRMED #define OFFSET_LIN_POINTS 6540 //1635 * 4 // Changed + 32 bytes #define OFFSET_WIN_AMMO_LMG 1116 //279 * 4 // est: 279 // CONFIRMED #define OFFSET_LIN_AMMO_LMG 1136 //284 * 4 // no change #define OFFSET_WIN_AMMO_PISTOL 1120 //280 * 4 // est: 280 // CONFIRMED #define OFFSET_LIN_AMMO_PISTOL 1140 //285 * 4 // no change #define OFFSET_WIN_AMMO_SHOTGUN 1124 //281 * 4 // est: 281 // CONFIRMED #define OFFSET_LIN_AMMO_SHOTGUN 1144 //286 * 4 // no change #define OFFSET_WIN_AMMO_HMG 1128 //282 * 4 // est: 282 // CONFIRMED #define OFFSET_LIN_AMMO_HMG 1148 //287 * 4 // no change #define OFFSET_WIN_AMMO_GL 1132 //283 * 4 // est: 283 // CONFIRMED #define OFFSET_LIN_AMMO_GL 1152 //288 * 4 // no change #define OFFSET_WIN_AMMO_HG 1136 //284 * 4 // est: 284 // CONFIRMED #define OFFSET_LIN_AMMO_HG 1156 //289 * 4 // no change #define OFFSET_WIN_DEATHS 1380 //345 * 4 // est: 345 // CONFIRMED #define OFFSET_LIN_DEATHS 1400 //350 * 4 // no change #define OFFSET_WIN_STRUCTOWNER 324 //81 * 4 // est: 81 // CONFIRMED #define OFFSET_LIN_STRUCTOWNER 340 //85 * 4 // no change #define OFFSET_WIN_HIVEABILITY 6248 //1555 * 4 // est: 1562 // CONFIRMED #define OFFSET_LIN_HIVEABILITY 6268 //1567 * 4 // Changed + 28 bytes 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 = 134217728, //268435456, // Gestating MASK_SELECTABLE = 268435456, //536870912, // ??? MASK_PARASITED = 536870912, //1073741824, // Parasite flag MASK_SENSORY_NEARBY = 1073741824 //2147483648 // Sensory chamber in range }; typedef enum { AVH_USER3_NONE = 0, AVH_USER3_MARINE_PLAYER, AVH_USER3_COMMANDER_PLAYER, AVH_USER3_ALIEN_PLAYER1, AVH_USER3_ALIEN_PLAYER2, AVH_USER3_ALIEN_PLAYER3, AVH_USER3_ALIEN_PLAYER4, AVH_USER3_ALIEN_PLAYER5, AVH_USER3_ALIEN_EMBRYO, AVH_USER3_SPAWN_TEAMONE, AVH_USER3_SPAWN_TEAMTWO, AVH_USER3_PARTICLE_ON, // only valid for AvHParticleEntity: entindex as int in fuser1, template index stored in fuser2 AVH_USER3_PARTICLE_OFF, // only valid for AvHParticleEntity: particle system handle in fuser1 AVH_USER3_WELD, // float progress (0 - 100) stored in fuser1 AVH_USER3_ALPHA, // fuser1 indicates how much alpha this entity toggles to in commander mode, fuser2 for players AVH_USER3_MARINEITEM, // Something a friendly marine can pick up AVH_USER3_WAYPOINT, AVH_USER3_HIVE, AVH_USER3_NOBUILD, AVH_USER3_USEABLE, AVH_USER3_AUDIO_ON, AVH_USER3_AUDIO_OFF, AVH_USER3_FUNC_RESOURCE, AVH_USER3_COMMANDER_STATION, AVH_USER3_TURRET_FACTORY, AVH_USER3_ARMORY, AVH_USER3_ADVANCED_ARMORY, AVH_USER3_ARMSLAB, AVH_USER3_PROTOTYPE_LAB, AVH_USER3_OBSERVATORY, AVH_USER3_CHEMLAB, AVH_USER3_MEDLAB, AVH_USER3_NUKEPLANT, AVH_USER3_TURRET, AVH_USER3_SIEGETURRET, AVH_USER3_RESTOWER, AVH_USER3_PLACEHOLDER, AVH_USER3_INFANTRYPORTAL, AVH_USER3_NUKE, AVH_USER3_BREAKABLE, AVH_USER3_UMBRA, AVH_USER3_PHASEGATE, AVH_USER3_DEFENSE_CHAMBER, AVH_USER3_MOVEMENT_CHAMBER, AVH_USER3_OFFENSE_CHAMBER, AVH_USER3_SENSORY_CHAMBER, AVH_USER3_ALIENRESTOWER, AVH_USER3_HEAVY, AVH_USER3_JETPACK, AVH_USER3_ADVANCED_TURRET_FACTORY, AVH_USER3_SPAWN_READYROOM, AVH_USER3_CLIENT_COMMAND, AVH_USER3_FUNC_ILLUSIONARY, AVH_USER3_MENU_BUILD, AVH_USER3_MENU_BUILD_ADVANCED, AVH_USER3_MENU_ASSIST, AVH_USER3_MENU_EQUIP, AVH_USER3_MINE, AVH_USER3_MAX } AvHUser3; 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_LMG, 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_GRENADE, WEAPON_STOMP, WEAPON_DEVOUR, WEAPON_MAX }; enum { PLAYERCLASS_NONE = 0, PLAYERCLASS_ALIVE_MARINE, PLAYERCLASS_ALIVE_JETPACK, PLAYERCLASS_ALIVE_HEAVY_MARINE, PLAYERCLASS_ALIVE_LEVEL1, PLAYERCLASS_ALIVE_LEVEL2, PLAYERCLASS_ALIVE_LEVEL3, PLAYERCLASS_ALIVE_LEVEL4, PLAYERCLASS_ALIVE_LEVEL5, PLAYERCLASS_ALIVE_DIGESTING, PLAYERCLASS_ALIVE_GESTATING, PLAYERCLASS_DEAD_MARINE, PLAYERCLASS_DEAD_ALIEN, PLAYERCLASS_COMMANDER, PLAYERCLASS_REINFORCING, PLAYERCLASS_SPECTATOR, PLAYERCLASS_READY, }; enum classes { CLASS_UNKNOWN = 0, CLASS_SKULK, CLASS_GORGE, CLASS_LERK, CLASS_FADE, CLASS_ONOS, CLASS_MARINE, CLASS_JETPACK, CLASS_HEAVY, CLASS_COMMANDER, CLASS_GESTATE, CLASS_DEAD, CLASS_NOTEAM }; #endif