ReChecker/dlls/regamedll_const.h

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/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
// These are caps bits to indicate what an object's capabilities (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)
// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
// for Classify
#define CLASS_NONE 0
#define CLASS_MACHINE 1
#define CLASS_PLAYER 2
#define CLASS_HUMAN_PASSIVE 3
#define CLASS_HUMAN_MILITARY 4
#define CLASS_ALIEN_MILITARY 5
#define CLASS_ALIEN_PASSIVE 6
#define CLASS_ALIEN_MONSTER 7
#define CLASS_ALIEN_PREY 8
#define CLASS_ALIEN_PREDATOR 9
#define CLASS_INSECT 10
#define CLASS_PLAYER_ALLY 11
#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
#define CLASS_VEHICLE 14
#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
#define SF_NORESPAWN (1 << 30) // set this bit on guns and stuff that should never respawn.
#define DMG_GENERIC 0 // generic damage was done
#define DMG_CRUSH (1<<0) // crushed by falling or moving object
#define DMG_BULLET (1<<1) // shot
#define DMG_SLASH (1<<2) // cut, clawed, stabbed
#define DMG_BURN (1<<3) // heat burned
#define DMG_FREEZE (1<<4) // frozen
#define DMG_FALL (1<<5) // fell too far
#define DMG_BLAST (1<<6) // explosive blast damage
#define DMG_CLUB (1<<7) // crowbar, punch, headbutt
#define DMG_SHOCK (1<<8) // electric shock
#define DMG_SONIC (1<<9) // sound pulse shockwave
#define DMG_ENERGYBEAM (1<<10) // laser or other high energy beam
#define DMG_NEVERGIB (1<<12) // with this bit OR'd in, no damage type will be able to gib victims upon death
#define DMG_ALWAYSGIB (1<<13) // with this bit OR'd in, any damage type can be made to gib victims upon death
#define DMG_DROWN (1<<14) // Drowning
// time-based damage
#define DMG_TIMEBASED (~(0x3FFF)) // mask for time-based damage
#define DMG_PARALYZE (1<<15) // slows affected creature down
#define DMG_NERVEGAS (1<<16) // nerve toxins, very bad
#define DMG_POISON (1<<17) // blood poisioning
#define DMG_RADIATION (1<<18) // radiation exposure
#define DMG_DROWNRECOVER (1<<19) // drowning recovery
#define DMG_ACID (1<<20) // toxic chemicals or acid burns
#define DMG_SLOWBURN (1<<21) // in an oven
#define DMG_SLOWFREEZE (1<<22) // in a subzero freezer
#define DMG_MORTAR (1<<23) // Hit by air raid (done to distinguish grenade from mortar)
#define DMG_EXPLOSION (1<<24)
// these are the damage types that are allowed to gib corpses
#define DMG_GIB_CORPSE (DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB)
// these are the damage types that have client hud art
#define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
// when calling KILLED(), a value that governs gib behavior is expected to be
// one of these three values
#define GIB_NORMAL 0 // gib if entity was overkilled
#define GIB_NEVER 1 // never gib, no matter how much death damage is done ( freezing, etc )
#define GIB_ALWAYS 2 // always gib ( Houndeye Shock, Barnacle Bite )