mirror of
https://github.com/alliedmodders/amxmodx.git
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691 lines
27 KiB
SourcePawn
691 lines
27 KiB
SourcePawn
// vim: set ts=4 sw=4 tw=99 noet:
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//
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// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
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// Copyright (C) The AMX Mod X Development Team.
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//
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// This software is licensed under the GNU General Public License, version 3 or higher.
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// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
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// https://alliedmods.net/amxmodx-license
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//
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// Half-Life SDK Constants
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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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/**
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* pev(entity, pev_button) or pev(entity, pev_oldbuttons) values
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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) // Used by client.dll for when scoreboard is held down
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/**
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* pev(entity, pev_flags) values
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*/
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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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/**
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* engfunc(EngFunc_WalkMove, entity, Float:yaw, Float:dist, iMode) iMode values
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*/
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#define WALKMOVE_NORMAL 0 // Normal walkmove
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#define WALKMOVE_WORLDONLY 1 // Doesn't hit ANY entities, no matter what the solid type
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#define WALKMOVE_CHECKONLY 2 // Move, but don't touch triggers
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/**
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* engfunc(EngFunc_MoveToOrigin, entity, Float:goal[3], Float:distance, moveType) moveType values
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*/
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#define MOVE_NORMAL 0 // normal move in the direction monster is facing
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#define MOVE_STRAFE 1 // moves in direction specified, no matter which way monster is facing
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/**
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* pev(entity, pev_movetype) values
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*/
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#define MOVETYPE_NONE 0 // Never moves
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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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/**
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* pev(entity, pev_solid) values
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*
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* @note Some movetypes will cause collisions independent of SOLID_NOT and
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* SOLID_TRIGGER when the entity moves. SOLID only effects OTHER entities
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* colliding with this one when they move - UGH!
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*/
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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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/**
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* pev(entity, pev_deadflag) values
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*/
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#define DEAD_NO 0 // Alive
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#define DEAD_DYING 1 // Playing death animation or still falling off of a ledge waiting to hit ground
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#define DEAD_DEAD 2 // Dead, lying still
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#define DEAD_RESPAWNABLE 3
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#define DEAD_DISCARDBODY 4
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/**
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* new Float:takedamage, pev(entity, pev_takedamage, takedamage) values
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*/
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#define DAMAGE_NO 0.0
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#define DAMAGE_YES 1.0
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#define DAMAGE_AIM 2.0
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/**
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* pev(entity, pev_effects) values
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*/
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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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/**
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* Spectating camera mode constants
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*
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* @note These constants are linked to different camera modes available when you
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* are spectating (either dead or when in spectator team). Usually this is
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* stored in the pev_iuser1 field in Counter-Strike and Half-Life games.
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*/
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#define OBS_NONE 0
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#define OBS_CHASE_LOCKED 1 // Locked Chase Cam
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#define OBS_CHASE_FREE 2 // Free Chase Cam
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#define OBS_ROAMING 3 // Free Look
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#define OBS_IN_EYE 4 // First Person
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#define OBS_MAP_FREE 5 // Free Overview
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#define OBS_MAP_CHASE 6 // Chase Overview
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/**
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* engfunc(EngFunc_PointContents, Float:origin) return values
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*/
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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 CONTENT_FLYFIELD -17
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#define CONTENT_GRAVITY_FLYFIELD -18
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#define CONTENT_FOG -19
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/**
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* Instant damage values for use with the 3rd parameter of the "Damage" client
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* message.
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*/
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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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#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 DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade
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#define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage
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/**
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* Valid constants for fNoMonsters parameter of EngFunc_TraceLine,
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* EngFunc_TraceMonsterHull, EngFunc_TraceHull and EngFunc_TraceSphere.
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*/
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#define DONT_IGNORE_MONSTERS 0
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#define IGNORE_MONSTERS 1
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#define IGNORE_MISSILE 2
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#define IGNORE_GLASS 0x100
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/**
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* The hullnumber paramater of EngFunc_TraceHull, EngFunc_TraceModel and
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* DLLFunc_GetHullBounds
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*/
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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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/**
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* global_get(glb_trace_flags)
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*/
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#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
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/**
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* Used with get/set_es(es_handle, ES_eFlags, ...) (entity_state data structure)
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*/
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#define EFLAG_SLERP 1 // Do studio interpolation of this entity
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/**
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* @section pev(entity, pev_spawnflags) values
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*/
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/**
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* func_train
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*/
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#define SF_TRAIN_WAIT_RETRIGGER 1
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#define SF_TRAIN_START_ON 4 // Train is initially moving
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#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
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/**
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* func_wall_toggle
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*/
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#define SF_WALL_START_OFF 0x0001
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/**
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* func_converyor
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*/
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#define SF_CONVEYOR_VISUAL 0x0001
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#define SF_CONVEYOR_NOTSOLID 0x0002
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/**
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* func_button
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*/
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#define SF_BUTTON_DONTMOVE 1
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#define SF_BUTTON_TOGGLE 32 // Button stays pushed until reactivated
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#define SF_BUTTON_SPARK_IF_OFF 64 // Button sparks in OFF state
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#define SF_BUTTON_TOUCH_ONLY 256 // Button only fires as a result of USE key.
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/**
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* func_rot_button
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*/
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#define SF_ROTBUTTON_NOTSOLID 1
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/**
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* env_global
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*/
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#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
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/**
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* multisource
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*/
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#define SF_MULTI_INIT 1
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/**
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* momentary_rot_button
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*/
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#define SF_MOMENTARY_DOOR 0x0001
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/**
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* button_target
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*/
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#define SF_BTARGET_USE 0x0001
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#define SF_BTARGET_ON 0x0002
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/**
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* func_door, func_water, func_door_rotating, momementary_door
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*/
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#define SF_DOOR_ROTATE_Y 0
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#define SF_DOOR_START_OPEN 1
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#define SF_DOOR_ROTATE_BACKWARDS 2
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#define SF_DOOR_PASSABLE 8
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#define SF_DOOR_ONEWAY 16
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#define SF_DOOR_NO_AUTO_RETURN 32
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#define SF_DOOR_ROTATE_Z 64
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#define SF_DOOR_ROTATE_X 128
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#define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button
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#define SF_DOOR_NOMONSTERS 512 // Monster can't open
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#define SF_DOOR_SILENT 0x80000000
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/**
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* gibshooter
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*/
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#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
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/**
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* env_funnel
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*/
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#define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them
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/**
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* env_bubbles
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*/
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#define SF_BUBBLES_STARTOFF 0x0001
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/**
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* env_blood
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*/
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#define SF_BLOOD_RANDOM 0x0001
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#define SF_BLOOD_STREAM 0x0002
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#define SF_BLOOD_PLAYER 0x0004
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#define SF_BLOOD_DECAL 0x0008
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/**
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* env_shake
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*/
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#define SF_SHAKE_EVERYONE 0x0001 // Don't check radius
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#define SF_SHAKE_DISRUPT 0x0002 // Disrupt controls
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#define SF_SHAKE_INAIR 0x0004 // Shake players in air
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/**
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* env_fade
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*/
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#define SF_FADE_IN 0x0001 // Fade in, not out
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#define SF_FADE_MODULATE 0x0002 // Modulate, don't blend
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#define SF_FADE_ONLYONE 0x0004
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/**
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* env_beam, env_lightning
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*/
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#define SF_BEAM_STARTON 0x0001
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#define SF_BEAM_TOGGLE 0x0002
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#define SF_BEAM_RANDOM 0x0004
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#define SF_BEAM_RING 0x0008
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#define SF_BEAM_SPARKSTART 0x0010
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#define SF_BEAM_SPARKEND 0x0020
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#define SF_BEAM_DECALS 0x0040
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#define SF_BEAM_SHADEIN 0x0080
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#define SF_BEAM_SHADEOUT 0x0100
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#define SF_BEAM_TEMPORARY 0x8000
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/**
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* env_sprite
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*/
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#define SF_SPRITE_STARTON 0x0001
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#define SF_SPRITE_ONCE 0x0002
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#define SF_SPRITE_TEMPORARY 0x8000
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/**
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* env_message
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*/
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#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
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#define SF_MESSAGE_ALL 0x0002 // Send to all clients
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/**
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* env_explosion
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*/
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#define SF_ENVEXPLOSION_NODAMAGE (1<<0) // When set, ENV_EXPLOSION will not actually inflict damage
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#define SF_ENVEXPLOSION_REPEATABLE (1<<1) // Can this entity be refired?
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#define SF_ENVEXPLOSION_NOFIREBALL (1<<2) // Don't draw the fireball
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#define SF_ENVEXPLOSION_NOSMOKE (1<<3) // Don't draw the smoke
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#define SF_ENVEXPLOSION_NODECAL (1<<4) // Don't make a scorch mark
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#define SF_ENVEXPLOSION_NOSPARKS (1<<5) // Don't make a scorch mark
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/**
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* func_tank
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*/
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#define SF_TANK_ACTIVE 0x0001
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#define SF_TANK_PLAYER 0x0002
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#define SF_TANK_HUMANS 0x0004
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#define SF_TANK_ALIENS 0x0008
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#define SF_TANK_LINEOFSIGHT 0x0010
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#define SF_TANK_CANCONTROL 0x0020
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#define SF_TANK_SOUNDON 0x8000
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/**
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* grenade
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*/
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#define SF_DETONATE 0x0001
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/**
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* item_suit
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*/
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#define SF_SUIT_SHORTLOGON 0x0001
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/**
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* game_score
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*/
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#define SF_SCORE_NEGATIVE 0x0001
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#define SF_SCORE_TEAM 0x0002
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/**
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* game_text
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*/
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#define SF_ENVTEXT_ALLPLAYERS 0x0001
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/**
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* game_team_master
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*/
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#define SF_TEAMMASTER_FIREONCE 0x0001
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#define SF_TEAMMASTER_ANYTEAM 0x0002
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/**
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* game_team_set
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*/
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#define SF_TEAMSET_FIREONCE 0x0001
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#define SF_TEAMSET_CLEARTEAM 0x0002
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/**
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* game_player_hurt
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*/
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#define SF_PKILL_FIREONCE 0x0001
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/**
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* game_counter
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*/
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#define SF_GAMECOUNT_FIREONCE 0x0001
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#define SF_GAMECOUNT_RESET 0x0002
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/**
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* game_player_equip
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*/
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#define SF_PLAYEREQUIP_USEONLY 0x0001
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/**
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* game_player_team
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*/
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#define SF_PTEAM_FIREONCE 0x0001
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#define SF_PTEAM_KILL 0x0002
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#define SF_PTEAM_GIB 0x0004
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/**
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* func_trackchange
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*/
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#define SF_PLAT_TOGGLE 0x0001
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#define SF_TRACK_ACTIVATETRAIN 0x00000001
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#define SF_TRACK_RELINK 0x00000002
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#define SF_TRACK_ROTMOVE 0x00000004
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#define SF_TRACK_STARTBOTTOM 0x00000008
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#define SF_TRACK_DONT_MOVE 0x00000010
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/**
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|
* func_tracktrain
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|
*/
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#define SF_TRACKTRAIN_NOPITCH 0x0001
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#define SF_TRACKTRAIN_NOCONTROL 0x0002
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#define SF_TRACKTRAIN_FORWARDONLY 0x0004
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#define SF_TRACKTRAIN_PASSABLE 0x0008
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#define SF_PATH_DISABLED 0x00000001
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#define SF_PATH_FIREONCE 0x00000002
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#define SF_PATH_ALTREVERSE 0x00000004
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#define SF_PATH_DISABLE_TRAIN 0x00000008
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#define SF_PATH_ALTERNATE 0x00008000
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#define SF_CORNER_WAITFORTRIG 0x001
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#define SF_CORNER_TELEPORT 0x002
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#define SF_CORNER_FIREONCE 0x004
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|
|
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/**
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|
* trigger_push
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|
*/
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|
#define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
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|
|
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/**
|
|
* trigger_hurt
|
|
*/
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|
#define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once
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#define SF_TRIGGER_HURT_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
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|
#define SF_TRIGGER_HURT_NO_CLIENTS 8 // Spawnflag that makes trigger_push spawn turned OFF
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|
#define SF_TRIGGER_HURT_CLIENTONLYFIRE 16 // Trigger hurt will only fire its target if it is hurting a client
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#define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // Only clients may touch this trigger
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|
|
|
/**
|
|
* trigger_auto
|
|
*/
|
|
#define SF_AUTO_FIREONCE 0x0001
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|
|
|
/**
|
|
* trigger_relay
|
|
*/
|
|
#define SF_RELAY_FIREONCE 0x0001
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|
|
|
/**
|
|
* multi_manager
|
|
*/
|
|
#define SF_MULTIMAN_CLONE 0x80000000
|
|
#define SF_MULTIMAN_THREAD 0x00000001
|
|
|
|
/**
|
|
* env_render
|
|
* @note These are flags to indicate masking off various render parameters that
|
|
* are usually copied to the targets
|
|
*/
|
|
#define SF_RENDER_MASKFX (1<<0)
|
|
#define SF_RENDER_MASKAMT (1<<1)
|
|
#define SF_RENDER_MASKMODE (1<<2)
|
|
#define SF_RENDER_MASKCOLOR (1<<3)
|
|
|
|
/**
|
|
* trigger_changelevel
|
|
*/
|
|
#define SF_CHANGELEVEL_USEONLY 0x0002
|
|
|
|
/**
|
|
* trigger_endsection
|
|
*/
|
|
#define SF_ENDSECTION_USEONLY 0x0001
|
|
|
|
/**
|
|
* trigger_camera
|
|
*/
|
|
#define SF_CAMERA_PLAYER_POSITION 1
|
|
#define SF_CAMERA_PLAYER_TARGET 2
|
|
#define SF_CAMERA_PLAYER_TAKECONTROL 4
|
|
|
|
/**
|
|
* func_rotating
|
|
*/
|
|
#define SF_BRUSH_ROTATE_Y_AXIS 0
|
|
#define SF_BRUSH_ROTATE_INSTANT 1
|
|
#define SF_BRUSH_ROTATE_BACKWARDS 2
|
|
#define SF_BRUSH_ROTATE_Z_AXIS 4
|
|
#define SF_BRUSH_ROTATE_X_AXIS 8
|
|
#define SF_PENDULUM_AUTO_RETURN 16
|
|
#define SF_PENDULUM_PASSABLE 32
|
|
#define SF_BRUSH_ROTATE_SMALLRADIUS 128
|
|
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
|
|
#define SF_BRUSH_ROTATE_LARGERADIUS 512
|
|
|
|
/**
|
|
* triggers
|
|
*/
|
|
#define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters allowed to fire this trigger
|
|
#define SF_TRIGGER_NOCLIENTS 2 // Players not allowed to fire this trigger
|
|
#define SF_TRIGGER_PUSHABLES 4 // Only pushables can fire this trigger
|
|
|
|
#define SF_TRIG_PUSH_ONCE 1
|
|
|
|
/**
|
|
* func_breakable
|
|
*/
|
|
#define SF_BREAK_TRIGGER_ONLY 1 // May only be broken by trigger
|
|
#define SF_BREAK_TOUCH 2 // Can be 'crashed through' by running player (plate glass)
|
|
#define SF_BREAK_PRESSURE 4 // Can be broken by a player standing on it
|
|
#define SF_BREAK_CROWBAR 256 // Instant break if hit with crowbar
|
|
|
|
/**
|
|
* func_pushable (also func_breakable, so don't collide with those flags)
|
|
*/
|
|
#define SF_PUSH_BREAKABLE 128
|
|
|
|
/**
|
|
* light_spawn
|
|
*/
|
|
#define SF_LIGHT_START_OFF 1
|
|
#define SPAWNFLAG_NOMESSAGE 1
|
|
#define SPAWNFLAG_NOTOUCH 1
|
|
#define SPAWNFLAG_DROIDONLY 4
|
|
#define SPAWNFLAG_USEONLY 1 // Can't be touched, must be used (buttons)
|
|
|
|
/**
|
|
* Monster Spawnflags
|
|
*/
|
|
#define SF_MONSTER_WAIT_TILL_SEEN 1 // Spawnflag that makes monsters wait until player can see them before attacking
|
|
#define SF_MONSTER_GAG 2 // No idle noises from this monster
|
|
#define SF_MONSTER_HITMONSTERCLIP 4
|
|
#define SF_MONSTER_PRISONER 16 // Monster won't attack anyone, no one will attacke him
|
|
#define SF_MONSTER_WAIT_FOR_SCRIPT 128 // Spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked
|
|
#define SF_MONSTER_PREDISASTER 256 // This is a predisaster scientist or barney; influences how they speak
|
|
#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
|
|
#define SF_MONSTER_FALL_TO_GROUND 0x80000000
|
|
#define SF_MONSTER_TURRET_AUTOACTIVATE 32
|
|
#define SF_MONSTER_TURRET_STARTINACTIVE 64
|
|
#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // Don't attack the player unless provoked
|
|
|
|
/**
|
|
* info_decal
|
|
*/
|
|
#define SF_DECAL_NOTINDEATHMATCH 2048
|
|
|
|
/**
|
|
* worldspawn
|
|
*/
|
|
#define SF_WORLD_DARK 0x0001 // Fade from black at startup
|
|
#define SF_WORLD_TITLE 0x0002 // Display game title at startup
|
|
#define SF_WORLD_FORCETEAM 0x0004 // Force teams
|
|
|
|
/**
|
|
* Set this bit on guns and stuff that should never respawn
|
|
*/
|
|
#define SF_NORESPAWN (1<<30)
|
|
|
|
/**
|
|
* @endsection
|
|
*/
|
|
|
|
/**
|
|
* Train status values
|
|
*/
|
|
#define TRAIN_ACTIVE 0x80
|
|
#define TRAIN_NEW 0xc0
|
|
|
|
#define TRAIN_OFF 0x00
|
|
#define TRAIN_NEUTRAL 0x01
|
|
#define TRAIN_SLOW 0x02
|
|
#define TRAIN_MEDIUM 0x03
|
|
#define TRAIN_FAST 0x04
|
|
#define TRAIN_BACK 0x05
|
|
|
|
/**
|
|
* Valve Mod Weapon Constants
|
|
*/
|
|
#define HLI_HEALTHKIT 1
|
|
#define HLI_ANTIDOTE 2
|
|
#define HLI_SECURITY 3
|
|
#define HLI_BATTERY 4
|
|
|
|
#define HLW_NONE 0
|
|
#define HLW_CROWBAR 1
|
|
#define HLW_GLOCK 2
|
|
#define HLW_PYTHON 3
|
|
#define HLW_MP5 4
|
|
#define HLW_CHAINGUN 5
|
|
#define HLW_CROSSBOW 6
|
|
#define HLW_SHOTGUN 7
|
|
#define HLW_RPG 8
|
|
#define HLW_GAUSS 9
|
|
#define HLW_EGON 10
|
|
#define HLW_HORNETGUN 11
|
|
#define HLW_HANDGRENADE 12
|
|
#define HLW_TRIPMINE 13
|
|
#define HLW_SATCHEL 14
|
|
#define HLW_SNARK 15
|
|
#define HLW_SUIT 31
|
|
#define HLW_ALLWEAPONS (~(1<<HLW_SUIT))
|
|
|
|
/**
|
|
* Item's flags
|
|
*/
|
|
#define ITEM_FLAG_SELECTONEMPTY (1<<0)
|
|
#define ITEM_FLAG_NOAUTORELOAD (1<<1)
|
|
#define ITEM_FLAG_NOAUTOSWITCHEMPTY (1<<2)
|
|
#define ITEM_FLAG_LIMITINWORLD (1<<3)
|
|
#define ITEM_FLAG_EXHAUSTIBLE (1<<4)
|
|
|
|
|
|
#define FEV_NOTHOST (1<<0) // Skip local host for event send.
|
|
#define FEV_RELIABLE (1<<1) // Send the event reliably. You must specify the origin and angles
|
|
// for this to work correctly on the server for anything
|
|
// that depends on the event origin/angles. I.e., the origin/angles are not
|
|
// taken from the invoking edict for reliable events.
|
|
#define FEV_GLOBAL (1<<2) // Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC
|
|
// sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ).
|
|
#define FEV_UPDATE (1<<3) // If this client already has one of these events in its queue, just update the event instead of sending it as a duplicate
|
|
#define FEV_HOSTONLY (1<<4) // Only send to entity specified as the invoker
|
|
#define FEV_SERVER (1<<5) // Only send if the event was created on the server.
|
|
#define FEV_CLIENT (1<<6) // Only issue event client side ( from shared code )
|
|
|
|
/**
|
|
* Cap bits to indicate what an object's capabilities are, currently used for
|
|
* save/restore and level transitions.
|
|
*/
|
|
#define FCAP_CUSTOMSAVE 0x00000001
|
|
#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
|
|
#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
|
|
#define FCAP_DONT_SAVE 0x80000000 // Don't save this
|
|
#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
|
|
#define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
|
|
#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
|
|
#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
|
|
#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
|