amxmodx/plugins/include/message_const.inc
2007-08-10 04:52:12 +00:00

802 lines
27 KiB
PHP

/* Message constants
*
* by the AMX Mod X Development Team
*
* This file is provided as is (no warranties).
*
*/
#if defined _message_const_included
#endinput
#endif
#define _message_const_included
/* Destination types for message_begin() */
#define MSG_BROADCAST 0 // Unreliable to all
#define MSG_ONE 1 // Reliable to one (msg_entity)
#define MSG_ALL 2 // Reliable to all
#define MSG_INIT 3 // Write to the init string
#define MSG_PVS 4 // Ents in PVS of org
#define MSG_PAS 5 // Ents in PAS of org
#define MSG_PVS_R 6 // Reliable to PVS
#define MSG_PAS_R 7 // Reliable to PAS
#define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped)
#define MSG_SPEC 9 // Sends to all spectator proxies
/* Hardcoded message types for message_begin()
* Look in the actual HLSDK for details!
*/
#define SVC_NOP 1
#define SVC_DISCONNECT 2
#define SVC_EVENT 3
#define SVC_VERSION 4
#define SVC_SETVIEW 5
#define SVC_SOUND 6
#define SVC_TIME 7
#define SVC_PRINT 8
#define SVC_STUFFTEXT 9
#define SVC_SETANGLE 10
#define SVC_SERVERINFO 11
#define SVC_LIGHTSTYLE 12
#define SVC_UPDATEUSERINFO 13
#define SVC_DELTADESCRIPTION 14
#define SVC_CLIENTDATA 15
#define SVC_STOPSOUND 16
#define SVC_PINGS 17
#define SVC_PARTICLE 18
#define SVC_DAMAGE 19
#define SVC_SPAWNSTATIC 20
#define SVC_EVENT_RELIABLE 21
#define SVC_SPAWNBASELINE 22
#define SVC_TEMPENTITY 23
#define SVC_SETPAUSE 24
#define SVC_SIGNONNUM 25
#define SVC_CENTERPRINT 26
#define SVC_KILLEDMONSTER 27
#define SVC_FOUNDSECRET 28
#define SVC_SPAWNSTATICSOUND 29
#define SVC_INTERMISSION 30
#define SVC_FINALE 31
#define SVC_CDTRACK 32
#define SVC_RESTORE 33
#define SVC_CUTSCENE 34
#define SVC_WEAPONANIM 35
#define SVC_DECALNAME 36
#define SVC_ROOMTYPE 37
#define SVC_ADDANGLE 38
#define SVC_NEWUSERMSG 39
#define SVC_PACKETENTITIES 40
#define SVC_DELTAPACKETENTITIES 41
#define SVC_CHOKE 42
#define SVC_RESOURCELIST 43
#define SVC_NEWMOVEVARS 44
#define SVC_RESOURCEREQUEST 45
#define SVC_CUSTOMIZATION 46
#define SVC_CROSSHAIRANGLE 47
#define SVC_SOUNDFADE 48
#define SVC_FILETXFERFAILED 49
#define SVC_HLTV 50
#define SVC_DIRECTOR 51
#define SVC_VOICEINIT 52
#define SVC_VOICEDATA 53
#define SVC_SENDEXTRAINFO 54
#define SVC_TIMESCALE 55
/* Message flags for set_msg_block() */
#define BLOCK_NOT 0
#define BLOCK_ONCE 1
#define BLOCK_SET 2
/* Used with get_msg_argtype() and set_msg_arg_ */
enum
{
ARG_BYTE = 1, /* int */
ARG_CHAR, /* int */
ARG_SHORT, /* int */
ARG_LONG, /* int */
ARG_ANGLE, /* float */
ARG_COORD, /* float */
ARG_STRING, /* string */
ARG_ENTITY, /* int */
};
/* Temp entity message types for message_begin() */
#define TE_BEAMPOINTS 0 // Beam effect between two points
// write_byte(TE_BEAMPOINTS)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_BEAMENTPOINT 1 // Beam effect between point and entity
// write_byte(TE_BEAMENTPOINT)
// write_short(start entity)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_GUNSHOT 2 // Particle effect plus ricochet sound
// write_byte(TE_GUNSHOT)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
#define TE_EXPLOSION 3 // Additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
// write_byte(TE_EXPLOSION)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(sprite index)
// write_byte(scale in 0.1's)
// write_byte(framerate)
// write_byte(flags)
//
// The Explosion effect has some flags to control performance/aesthetic features:
#define TE_EXPLFLAG_NONE 0 // All flags clear makes default Half-Life explosion
#define TE_EXPLFLAG_NOADDITIVE 1 // Sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
#define TE_EXPLFLAG_NODLIGHTS 2 // Do not render dynamic lights
#define TE_EXPLFLAG_NOSOUND 4 // Do not play client explosion sound
#define TE_EXPLFLAG_NOPARTICLES 8 // Do not draw particles
#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound
// write_byte(TE_TAREXPLOSION)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
#define TE_SMOKE 5 // Alphablend sprite, move vertically 30 pps
// write_byte(TE_SMOKE)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(sprite index)
// write_byte(scale in 0.1's)
// write_byte(framerate)
#define TE_TRACER 6 // Tracer effect from point to point
// write_byte(TE_TRACER)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
#define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters
// write_byte(TE_LIGHTNING)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_byte(life in 0.1's)
// write_byte(width in 0.1's)
// write_byte(amplitude in 0.01's)
// write_short(sprite model index)
#define TE_BEAMENTS 8
// write_byte(TE_BEAMENTS)
// write_short(start entity)
// write_short(end entity)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite
// write_byte(TE_SPARKS)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
#define TE_LAVASPLASH 10 // Quake1 lava splash
// write_byte(TE_LAVASPLASH)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
#define TE_TELEPORT 11 // Quake1 teleport splash
// write_byte(TE_TELEPORT)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
#define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound
// write_byte(TE_EXPLOSION2)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(starting color)
// write_byte(num colors)
#define TE_BSPDECAL 13 // Decal from the .BSP file
// write_byte(TE_BSPDECAL)
// write_coord(position.x) decal position (center of texture in world)
// write_coord(position.y)
// write_coord(position.z)
// write_short(texture index of precached decal texture name)
// write_short(entity index)
// [optional - write_short(index of model of above entity) only included if previous short is non-zero (not the world)]
#define TE_IMPLOSION 14 // Tracers moving toward a point
// write_byte(TE_IMPLOSION)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(radius)
// write_byte(count)
// write_byte(life in 0.1's)
#define TE_SPRITETRAIL 15 // Line of moving glow sprites with gravity, fadeout, and collisions
// write_byte(TE_SPRITETRAIL)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_short(sprite index)
// write_byte(count)
// write_byte(life in 0.1's)
// write_byte(scale in 0.1's)
// write_byte(velocity along vector in 10's)
// write_byte(randomness of velocity in 10's)
#define TE_SPRITE 17 // Additive sprite, plays 1 cycle
// write_byte(TE_SPRITE)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(sprite index)
// write_byte(scale in 0.1's)
// write_byte(brightness)
#define TE_BEAMSPRITE 18 // A beam with a sprite at the end
// write_byte(TE_BEAMSPRITE)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_short(beam sprite index)
// write_short(end sprite index)
#define TE_BEAMTORUS 19 // Screen aligned beam ring, expands to max radius over lifetime
// write_byte(TE_BEAMTORUS)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(axis.x)
// write_coord(axis.y)
// write_coord(axis.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_BEAMDISK 20 // Disk that expands to max radius over lifetime
// write_byte(TE_BEAMDISK)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(axis.x)
// write_coord(axis.y)
// write_coord(axis.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_BEAMCYLINDER 21 // Cylinder that expands to max radius over lifetime
// write_byte(TE_BEAMCYLINDER)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(axis.x)
// write_coord(axis.y)
// write_coord(axis.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_BEAMFOLLOW 22 // Create a line of decaying beam segments until entity stops moving
// write_byte(TE_BEAMFOLLOW)
// write_short(entity:attachment to follow)
// write_short(sprite index)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
#define TE_GLOWSPRITE 23
// write_byte(TE_GLOWSPRITE)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(model index)
// write_byte(scale / 10)
#define TE_BEAMRING 24 // Connect a beam ring to two entities
// write_byte(TE_BEAMRING)
// write_short(start entity)
// write_short(end entity)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_STREAK_SPLASH 25 // Oriented shower of tracers
// write_byte(TE_STREAK_SPLASH)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(vector.x)
// write_coord(vector.y)
// write_coord(vector.z)
// write_byte(color)
// write_short(count)
// write_short(base speed)
// write_short(ramdon velocity)
#define TE_DLIGHT 27 // Dynamic light, effect world, minor entity effect
// write_byte(TE_DLIGHT)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(radius in 10's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(life in 10's)
// write_byte(decay rate in 10's)
#define TE_ELIGHT 28 // Point entity light, no world effect
// write_byte(TE_ELIGHT)
// write_short(entity:attachment to follow)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(radius)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(life in 0.1's)
// write_coord(decay rate)
#define TE_TEXTMESSAGE 29
// write_byte(TE_TEXTMESSAGE)
// write_byte(channel)
// write_short(x) -1 = center)
// write_short(y) -1 = center)
// write_byte(effect) 0 = fade in/fade out, 1 is flickery credits, 2 is write out (training room)
// write_byte(red) - text color
// write_byte(green)
// write_byte(blue)
// write_byte(alpha)
// write_byte(red) - effect color
// write_byte(green)
// write_byte(blue)
// write_byte(alpha)
// write_short(fadein time)
// write_short(fadeout time)
// write_short(hold time)
// [optional] write_short(fxtime) time the highlight lags behing the leading text in effect 2
// write_string(text message) 512 chars max string size
#define TE_LINE 30
// write_byte(TE_LINE)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_short(life in 0.1 s)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
#define TE_BOX 31
// write_byte(TE_BOX)
// write_coord(boxmins.x)
// write_coord(boxmins.y)
// write_coord(boxmins.z)
// write_coord(boxmaxs.x)
// write_coord(boxmaxs.y)
// write_coord(boxmaxs.z)
// write_short(life in 0.1 s)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
#define TE_KILLBEAM 99 // Kill all beams attached to entity
// write_byte(TE_KILLBEAM)
// write_short(entity)
#define TE_LARGEFUNNEL 100
// write_byte(TE_LARGEFUNNEL)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(sprite index)
// write_short(flags)
#define TE_BLOODSTREAM 101 // Particle spray
// write_byte(TE_BLOODSTREAM)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(vector.x)
// write_coord(vector.y)
// write_coord(vector.z)
// write_byte(color)
// write_byte(speed)
#define TE_SHOWLINE 102 // Line of particles every 5 units, dies in 30 seconds
// write_byte(TE_SHOWLINE)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
#define TE_BLOOD 103 // Particle spray
// write_byte(TE_BLOOD)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(vector.x)
// write_coord(vector.y)
// write_coord(vector.z)
// write_byte(color)
// write_byte(speed)
#define TE_DECAL 104 // Decal applied to a brush entity (not the world)
// write_byte(TE_DECAL)
// write_coord(position.x) decal position (center of texture in world)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(texture index of precached decal texture name)
// write_short(entity index)
#define TE_FIZZ 105 // Create alpha sprites inside of entity, float upwards
// write_byte(TE_FIZZ)
// write_short(entity)
// write_short(sprite index)
// write_byte density)
#define TE_MODEL 106 // Create a moving model that bounces and makes a sound when it hits
// write_byte(TE_MODEL)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_angle(initial yaw)
// write_short(model index)
// write_byte(bounce sound type)
// write_byte(life in 0.1's)
#define TE_EXPLODEMODEL 107 // Spherical shower of models, picks from set
// write_byte(TE_EXPLODEMODEL)
// write_coord(origin.x)
// write_coord(origin.y)
// write_coord(origin.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_short(model index)
// write_short(count)
// write_byte(life in 0.1's)
#define TE_BREAKMODEL 108 // Box of models or sprites
// write_byte(TE_BREAKMODEL)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(size.x)
// write_coord(size.y)
// write_coord(size.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_byte(random velocity in 10's)
// write_short(sprite or model index)
// write_byte(count)
// write_byte(life in 0.1 secs)
// write_byte(flags)
#define TE_GUNSHOTDECAL 109 // Decal and ricochet sound
// write_byte(TE_GUNSHOTDECAL)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(entity index???)
// write_byte(decal???)
#define TE_SPRITE_SPRAY 110 // Spray of alpha sprites
// write_byte(TE_SPRITE_SPRAY)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_short(sprite index)
// write_byte(count)
// write_byte(speed)
// write_byte(noise)
#define TE_ARMOR_RICOCHET 111 // Quick spark sprite, client ricochet sound.
// write_byte(TE_ARMOR_RICOCHET)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(scale in 0.1's)
#define TE_PLAYERDECAL 112
// write_byte(TE_PLAYERDECAL)
// write_byte(playerindex)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(entity???)
// write_byte(decal number)
// [optional] write_short(model index)
#define TE_BUBBLES 113 // Create alpha sprites inside of box, float upwards
// write_byte(TE_BUBBLES)
// write_coord(position.x) (min start position)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(position.x) (max start position)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(float height)
// write_short(model index)
// write_byte(count)
// write_coord(speed)
#define TE_BUBBLETRAIL 114 // Create alpha sprites along a line, float upwards
// write_byte(TE_BUBBLETRAIL)
// write_coord(position.x) (min start position)
// write_coord(position.y) (min start position)
// write_coord(position.z) (min start position)
// write_coord(position.x) (max start position)
// write_coord(position.y) (max start position)
// write_coord(position.z) (max start position)
// write_coord(float height)
// write_short(model index)
// write_byte(count)
// write_coord(speed)
#define TE_BLOODSPRITE 115 // Spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)
// write_byte(TE_BLOODSPRITE)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(sprite1 index)
// write_short(sprite2 index)
// write_byte(color)
// write_byte(scale)
#define TE_WORLDDECAL 116 // Decal applied to the world brush
// write_byte(TE_WORLDDECAL)
// write_coord(position.x) decal position (center of texture in world)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(texture index of precached decal texture name)
#define TE_WORLDDECALHIGH 117 // Decal (with texture index > 256) applied to world brush
// write_byte(TE_WORLDDECALHIGH)
// write_coord(position.x) decal position (center of texture in world)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(texture index of precached decal texture name - 256)
#define TE_DECALHIGH 118 // Same as TE_DECAL, but the texture index was greater than 256
// write_byte(TE_DECALHIGH)
// write_coord(position.x) decal position (center of texture in world)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(texture index of precached decal texture name - 256)
// write_short(entity index)
#define TE_PROJECTILE 119 // Makes a projectile (like a nail) (this is a high-priority tent)
// write_byte(TE_PROJECTILE)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_short(modelindex)
// write_byte(life)
// write_byte(owner) projectile won't collide with owner (if owner == 0, projectile will hit any client).
#define TE_SPRAY 120 // Throws a shower of sprites or models
// write_byte(TE_SPRAY)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(direction.x)
// write_coord(direction.y)
// write_coord(direction.z)
// write_short(modelindex)
// write_byte(count)
// write_byte(speed)
// write_byte(noise)
// write_byte(rendermode)
#define TE_PLAYERSPRITES 121 // Sprites emit from a player's bounding box (ONLY use for players!)
// write_byte(TE_PLAYERSPRITES)
// write_byte(playernum)
// write_short(sprite modelindex)
// write_byte(count)
// write_byte(variance) (0 = no variance in size) (10 = 10% variance in size)
#define TE_PARTICLEBURST 122 // Very similar to lavasplash
// write_byte(TE_PARTICLEBURST)
// write_coord(origin)
// write_short(radius)
// write_byte(particle color)
// write_byte(duration * 10) (will be randomized a bit)
#define TE_FIREFIELD 123 // Makes a field of fire
// write_byte(TE_FIREFIELD)
// write_coord(origin)
// write_short(radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
// write_short(modelindex)
// write_byte(count)
// write_byte(flags)
// write_byte(duration (in seconds) * 10) (will be randomized a bit)
//
// to keep network traffic low, this message has associated flags that fit into a byte:
#define TEFIRE_FLAG_ALLFLOAT 1 // All sprites will drift upwards as they animate
#define TEFIRE_FLAG_SOMEFLOAT 2 // Some of the sprites will drift upwards. (50% chance)
#define TEFIRE_FLAG_LOOP 4 // If set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
#define TEFIRE_FLAG_ALPHA 8 // If set, sprite is rendered alpha blended at 50% else, opaque
#define TEFIRE_FLAG_PLANAR 16 // If set, all fire sprites have same initial Z instead of randomly filling a cube.
#define TE_PLAYERATTACHMENT 124 // Attaches a TENT to a player (this is a high-priority tent)
// write_byte(TE_PLAYERATTACHMENT)
// write_byte(entity index of player)
// write_coord(vertical offset) (attachment origin.z = player origin.z + vertical offset)
// write_short(model index)
// write_short(life * 10 )
#define TE_KILLPLAYERATTACHMENTS 125 // Will expire all TENTS attached to a player.
// write_byte(TE_KILLPLAYERATTACHMENTS)
// write_byte(entity index of player)
#define TE_MULTIGUNSHOT 126 // Much more compact shotgun message
// This message is used to make a client approximate a 'spray' of gunfire.
// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is
// a good candidate for MULTIGUNSHOT use. (shotguns)
//
// NOTE: This effect makes the client do traces for each bullet, these client traces ignore
// entities that have studio models.Traces are 4096 long.
//
// write_byte(TE_MULTIGUNSHOT)
// write_coord(origin.x)
// write_coord(origin.y)
// write_coord(origin.z)
// write_coord(direction.x)
// write_coord(direction.y)
// write_coord(direction.z)
// write_coord(x noise * 100)
// write_coord(y noise * 100)
// write_byte(count)
// write_byte(bullethole decal texture index)
#define TE_USERTRACER 127 // Larger message than the standard tracer, but allows some customization.
// write_byte(TE_USERTRACER)
// write_coord(origin.x)
// write_coord(origin.y)
// write_coord(origin.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_byte(life * 10)
// write_byte(color) this is an index into an array of color vectors in the engine. (0 - )
// write_byte(length * 10)
// From hltv.h from the HLSDK, these are used in conjunction with SVC_DIRECTOR
// sub commands of svc_director:
#define DRC_CMD_NONE 0 // NULL director command
#define DRC_CMD_START 1 // start director mode
#define DRC_CMD_EVENT 2 // informs about director command
#define DRC_CMD_MODE 3 // switches camera modes
#define DRC_CMD_CAMERA 4 // sets camera registers
#define DRC_CMD_TIMESCALE 5 // sets time scale
#define DRC_CMD_MESSAGE 6 // send HUD centerprint
#define DRC_CMD_SOUND 7 // plays a particular sound
#define DRC_CMD_STATUS 8 // status info about broadcast
#define DRC_CMD_BANNER 9 // banner file name for HLTV gui
#define DRC_CMD_FADE 10 // send screen fade command
#define DRC_CMD_SHAKE 11 // send screen shake command
#define DRC_CMD_STUFFTEXT 12 // like the normal svc_stufftext but as director command
#define DRC_CMD_LAST 12
// HLTV_EVENT event flags
#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
#define DRC_FLAG_SIDE (1<<4) //
#define DRC_FLAG_DRAMATIC (1<<5) // is a dramatic scene
#define DRC_FLAG_SLOWMOTION (1<<6) // would look good in SloMo
#define DRC_FLAG_FACEPLAYER (1<<7) // player is doning something (reload/defuse bomb etc)
#define DRC_FLAG_INTRO (1<<8) // is a introduction scene
#define DRC_FLAG_FINAL (1<<9) // is a final scene
#define DRC_FLAG_NO_RANDOM (1<<10) // don't randomize event data
#define MAX_DIRECTOR_CMD_PARAMETERS 4
#define MAX_DIRECTOR_CMD_STRING 128