mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-26 06:45:37 +03:00
af29e2fb81
Added natural selection includes
382 lines
11 KiB
PHP
Executable File
382 lines
11 KiB
PHP
Executable File
/* Engine constants
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*
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* by the AMX Mod X Development Team
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*
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* This file is provided as is (no warranties).
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*/
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#if defined _engine_const_included
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#endinput
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#endif
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#define _engine_const_included
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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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#define SPEAK_LISTENALL 4
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#define CAMERA_NONE 0
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#define CAMERA_3RDPERSON 1
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#define CAMERA_UPLEFT 2
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#define CAMERA_TOPDOWN 3
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#define BLOCK_NOT 0
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#define BLOCK_ONCE 1
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#define BLOCK_SET 2
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enum {
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ARG_BYTE = 1, /* int */
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ARG_CHAR, /* int */
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ARG_SHORT, /* int */
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ARG_LONG, /* int */
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ARG_ANGLE, /* float */
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ARG_COORD, /* float */
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ARG_STRING, /* string */
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ARG_ENTITY, /* int */
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}
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/* Int */
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enum {
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EV_INT_gamestate = 0,
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EV_INT_oldbuttons,
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EV_INT_groupinfo,
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EV_INT_iuser1,
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EV_INT_iuser2,
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EV_INT_iuser3,
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EV_INT_iuser4,
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EV_INT_weaponanim,
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EV_INT_pushmsec,
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EV_INT_bInDuck,
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EV_INT_flTimeStepSound,
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EV_INT_flSwimTime,
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EV_INT_flDuckTime,
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EV_INT_iStepLeft,
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EV_INT_movetype,
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EV_INT_solid,
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EV_INT_skin,
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EV_INT_body,
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EV_INT_effects,
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EV_INT_light_level,
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EV_INT_sequence,
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EV_INT_gaitsequence,
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EV_INT_modelindex,
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EV_INT_playerclass,
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EV_INT_waterlevel,
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EV_INT_watertype,
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EV_INT_spawnflags,
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EV_INT_flags,
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EV_INT_colormap,
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EV_INT_team,
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EV_INT_fixangle,
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EV_INT_weapons,
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EV_INT_rendermode,
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EV_INT_renderfx,
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EV_INT_button,
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EV_INT_impulse,
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EV_INT_deadflag,
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}
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/* Float */
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enum {
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EV_FL_impacttime = 0,
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EV_FL_starttime,
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EV_FL_idealpitch,
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EV_FL_pitch_speed,
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EV_FL_ideal_yaw,
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EV_FL_yaw_speed,
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EV_FL_ltime,
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EV_FL_nextthink,
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EV_FL_gravity,
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EV_FL_friction,
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EV_FL_frame,
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EV_FL_animtime,
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EV_FL_framerate,
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EV_FL_health,
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EV_FL_frags,
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EV_FL_takedamage,
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EV_FL_max_health,
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EV_FL_teleport_time,
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EV_FL_armortype,
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EV_FL_armorvalue,
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EV_FL_dmg_take,
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EV_FL_dmg_save,
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EV_FL_dmg,
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EV_FL_dmgtime,
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EV_FL_speed,
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EV_FL_air_finished,
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EV_FL_pain_finished,
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EV_FL_radsuit_finished,
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EV_FL_scale,
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EV_FL_renderamt,
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EV_FL_maxspeed,
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EV_FL_fov,
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EV_FL_flFallVelocity,
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EV_FL_fuser1,
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EV_FL_fuser2,
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EV_FL_fuser3,
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EV_FL_fuser4,
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}
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/* Vector */
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enum {
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EV_VEC_origin = 0,
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EV_VEC_oldorigin,
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EV_VEC_velocity,
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EV_VEC_basevelocity,
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EV_VEC_clbasevelocity,
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EV_VEC_movedir,
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EV_VEC_angles,
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EV_VEC_avelocity,
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EV_VEC_punchangle,
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EV_VEC_v_angle,
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EV_VEC_endpos,
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EV_VEC_startpos,
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EV_VEC_absmin,
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EV_VEC_absmax,
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EV_VEC_mins,
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EV_VEC_maxs,
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EV_VEC_size,
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EV_VEC_rendercolor,
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EV_VEC_view_ofs,
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EV_VEC_vuser1,
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EV_VEC_vuser2,
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EV_VEC_vuser3,
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EV_VEC_vuser4,
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}
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/* Edict */
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enum {
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EV_ENT_chain = 0,
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EV_ENT_dmg_inflictor,
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EV_ENT_enemy,
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EV_ENT_aiment,
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EV_ENT_owner,
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EV_ENT_groundentity,
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EV_ENT_pContainingEntity,
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EV_ENT_euser1,
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EV_ENT_euser2,
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EV_ENT_euser3,
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EV_ENT_euser4,
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}
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/* String */
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enum {
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EV_SZ_classname = 0,
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EV_SZ_globalname,
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EV_SZ_model,
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EV_SZ_target,
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EV_SZ_targetname,
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EV_SZ_netname,
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EV_SZ_message,
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EV_SZ_noise,
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EV_SZ_noise1,
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EV_SZ_noise2,
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EV_SZ_noise3,
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EV_SZ_viewmodel,
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EV_SZ_weaponmodel,
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}
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/* Byte */
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enum {
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EV_BYTE_controller1 = 0,
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EV_BYTE_controller2,
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EV_BYTE_controller3,
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EV_BYTE_controller4,
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EV_BYTE_blending1,
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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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#define _jghg_enums
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enum {
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// Edict
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GL_trace_ent = 0,
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// Float
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GL_coop,
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GL_deathmatch,
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GL_force_retouch,
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GL_found_secrets,
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GL_frametime,
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GL_serverflags,
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GL_teamplay,
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GL_time,
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GL_trace_allsolid,
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GL_trace_fraction,
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GL_trace_inopen,
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GL_trace_inwater,
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GL_trace_plane_dist,
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GL_trace_startsolid,
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// Int
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GL_cdAudioTrack,
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GL_maxClients,
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GL_maxEntities,
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GL_msg_entity,
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GL_trace_flags,
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GL_trace_hitgroup,
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// String
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GL_pStringBase,
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GL_mapname,
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GL_startspot,
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// Vector
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GL_trace_endpos,
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GL_trace_plane_normal,
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GL_v_forward,
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GL_v_right,
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GL_v_up,
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GL_vecLandmarkOffset,
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// Void (not supported)
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GL_pSaveData
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}
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enum
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{
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usercmd_float_start,
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usercmd_forwardmove, // Float
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usercmd_sidemove, // Float
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usercmd_upmove, // Float
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usercmd_float_end,
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usercmd_int_start,
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usercmd_lerp_msec, // short
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usercmd_msec, // byte
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usercmd_lightlevel, // byte
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usercmd_buttons, // unsigned short
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usercmd_impulse, // byte
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usercmd_weaponselect, // byte
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usercmd_impact_index, // int
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usercmd_int_end,
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usercmd_vec_start,
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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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}; |