mirror of
https://github.com/s1lentq/CSSDK.git
synced 2025-02-06 02:30:44 +03:00
Just cosmetic changes.
This commit is contained in:
parent
13d1d80f77
commit
a09ee09284
@ -660,14 +660,6 @@
|
|||||||
// volume values
|
// volume values
|
||||||
#define VOL_NORM 1.0
|
#define VOL_NORM 1.0
|
||||||
|
|
||||||
// plats
|
|
||||||
#define PLAT_LOW_TRIGGER 1
|
|
||||||
|
|
||||||
// Trains
|
|
||||||
#define SF_TRAIN_WAIT_RETRIGGER 1
|
|
||||||
#define SF_TRAIN_START_ON 4 // Train is initially moving
|
|
||||||
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
|
|
||||||
|
|
||||||
// buttons
|
// buttons
|
||||||
#ifndef IN_BUTTONS_H
|
#ifndef IN_BUTTONS_H
|
||||||
#include "in_buttons.h"
|
#include "in_buttons.h"
|
||||||
|
@ -229,7 +229,7 @@ public:
|
|||||||
bool m_bSetModel;
|
bool m_bSetModel;
|
||||||
};
|
};
|
||||||
|
|
||||||
#define SF_GIBSHOOTER_REPEATABLE BIT(0)
|
#define SF_GIBSHOOTER_REPEATABLE BIT(0) // Allows a gibshooter to be refired
|
||||||
|
|
||||||
class CGibShooter: public CBaseDelay {
|
class CGibShooter: public CBaseDelay {
|
||||||
public:
|
public:
|
||||||
@ -294,9 +294,9 @@ public:
|
|||||||
void SetBloodAmount(float amount) { pev->dmg = amount; }
|
void SetBloodAmount(float amount) { pev->dmg = amount; }
|
||||||
};
|
};
|
||||||
|
|
||||||
#define SF_SHAKE_EVERYONE BIT(0)
|
#define SF_SHAKE_EVERYONE BIT(0) // Don't check radius
|
||||||
#define SF_SHAKE_DISRUPT BIT(1)
|
#define SF_SHAKE_DISRUPT BIT(1) // Disrupt controls
|
||||||
#define SF_SHAKE_INAIR BIT(2)
|
#define SF_SHAKE_INAIR BIT(2) // Shake players in air
|
||||||
|
|
||||||
class CShake: public CPointEntity {
|
class CShake: public CPointEntity {
|
||||||
public:
|
public:
|
||||||
@ -315,8 +315,8 @@ public:
|
|||||||
void SetRadius(float radius) { pev->dmg = radius; }
|
void SetRadius(float radius) { pev->dmg = radius; }
|
||||||
};
|
};
|
||||||
|
|
||||||
#define SF_FADE_IN BIT(0)
|
#define SF_FADE_IN BIT(0) // Fade in, not out
|
||||||
#define SF_FADE_MODULATE BIT(1)
|
#define SF_FADE_MODULATE BIT(1) // Modulate, don't blend
|
||||||
#define SF_FADE_ONLYONE BIT(2)
|
#define SF_FADE_ONLYONE BIT(2)
|
||||||
|
|
||||||
class CFade: public CPointEntity {
|
class CFade: public CPointEntity {
|
||||||
@ -343,7 +343,7 @@ public:
|
|||||||
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
|
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
#define SF_FUNNEL_REVERSE BIT(0)
|
#define SF_FUNNEL_REVERSE BIT(0) // Funnel effect repels particles instead of attracting them
|
||||||
|
|
||||||
class CEnvFunnel: public CBaseDelay {
|
class CEnvFunnel: public CBaseDelay {
|
||||||
public:
|
public:
|
||||||
|
@ -28,7 +28,7 @@
|
|||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#define SF_LIGHT_START_OFF 1
|
#define SF_LIGHT_START_OFF BIT(0)
|
||||||
|
|
||||||
class CLight: public CPointEntity {
|
class CLight: public CPointEntity {
|
||||||
public:
|
public:
|
||||||
|
@ -158,7 +158,7 @@ public:
|
|||||||
|
|
||||||
#define SF_GAMECOUNT_FIREONCE BIT(0) // Remove entity after firing.
|
#define SF_GAMECOUNT_FIREONCE BIT(0) // Remove entity after firing.
|
||||||
#define SF_GAMECOUNT_RESET BIT(1) // Reset entity Initial value after fired.
|
#define SF_GAMECOUNT_RESET BIT(1) // Reset entity Initial value after fired.
|
||||||
#define SF_GAMECOUNT_RESET BIT(2) // Fire a target when initial value is higher than limit value.
|
#define SF_GAMECOUNT_OVER_LIMIT BIT(2) // Fire a target when initial value is higher than limit value.
|
||||||
|
|
||||||
// Counts events and fires target
|
// Counts events and fires target
|
||||||
class CGameCounter: public CRulePointEntity {
|
class CGameCounter: public CRulePointEntity {
|
||||||
@ -175,7 +175,7 @@ public:
|
|||||||
|
|
||||||
int CountValue() const { return int(pev->frags); }
|
int CountValue() const { return int(pev->frags); }
|
||||||
int LimitValue() const { return int(pev->health); }
|
int LimitValue() const { return int(pev->health); }
|
||||||
bool HitLimit() const { return CountValue() == LimitValue(); }
|
bool HitLimit() const { return ((pev->spawnflags & SF_GAMECOUNT_OVER_LIMIT) == SF_GAMECOUNT_OVER_LIMIT) ? (CountValue() >= LimitValue()) : (CountValue() == LimitValue()); }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void SetCountValue(int value) { pev->frags = value; }
|
void SetCountValue(int value) { pev->frags = value; }
|
||||||
|
@ -80,6 +80,10 @@ public:
|
|||||||
Vector m_start;
|
Vector m_start;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
#define SF_TRAIN_WAIT_RETRIGGER BIT(0)
|
||||||
|
#define SF_TRAIN_START_ON BIT(2) // Train is initially moving
|
||||||
|
#define SF_TRAIN_PASSABLE BIT(3) // Train is not solid -- used to make water trains
|
||||||
|
|
||||||
class CFuncTrain: public CBasePlatTrain {
|
class CFuncTrain: public CBasePlatTrain {
|
||||||
public:
|
public:
|
||||||
virtual void Spawn() = 0;
|
virtual void Spawn() = 0;
|
||||||
|
@ -61,7 +61,7 @@ const float MAX_DIST_RELOAD_SOUND = 512.0f;
|
|||||||
#define WEAPON_ACTIVITY_VOLUME 64
|
#define WEAPON_ACTIVITY_VOLUME 64
|
||||||
|
|
||||||
// spawn flags
|
// spawn flags
|
||||||
#define SF_DETONATE 0x0001 // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
|
#define SF_DETONATE BIT(0) // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
|
||||||
|
|
||||||
// custom enum
|
// custom enum
|
||||||
enum ArmorType
|
enum ArmorType
|
||||||
|
Loading…
x
Reference in New Issue
Block a user