/* * * 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 // custom enum enum ChooseTeamMenuSlot { MENU_SLOT_TEAM_UNDEFINED = -1, MENU_SLOT_TEAM_TERRORIST = 1, MENU_SLOT_TEAM_CT, MENU_SLOT_TEAM_VIP, MENU_SLOT_TEAM_RANDOM = 5, MENU_SLOT_TEAM_SPECT }; // custom enum enum BuyItemMenuSlot { MENU_SLOT_ITEM_VEST = 1, MENU_SLOT_ITEM_VESTHELM, MENU_SLOT_ITEM_FLASHGREN, MENU_SLOT_ITEM_HEGREN, MENU_SLOT_ITEM_SMOKEGREN, MENU_SLOT_ITEM_NVG, MENU_SLOT_ITEM_DEFUSEKIT, MENU_SLOT_ITEM_SHIELD, }; #define CS_NUM_SKIN 4 #define CZ_NUM_SKIN 5 #define FIELD_ORIGIN0 0 #define FIELD_ORIGIN1 1 #define FIELD_ORIGIN2 2 #define FIELD_ANGLES0 3 #define FIELD_ANGLES1 4 #define FIELD_ANGLES2 5 #define CUSTOMFIELD_ORIGIN0 0 #define CUSTOMFIELD_ORIGIN1 1 #define CUSTOMFIELD_ORIGIN2 2 #define CUSTOMFIELD_ANGLES0 3 #define CUSTOMFIELD_ANGLES1 4 #define CUSTOMFIELD_ANGLES2 5 #define CUSTOMFIELD_SKIN 6 #define CUSTOMFIELD_SEQUENCE 7 #define CUSTOMFIELD_ANIMTIME 8 typedef struct { float m_fTimeEnteredPVS; } ENTITYPVSSTATUS; struct PLAYERPVSSTATUS { ENTITYPVSSTATUS m_Status[1380]; int headnode; int num_leafs; short int leafnums[ MAX_ENT_LEAFS ]; }; struct entity_field_alias_t { char name[32]; int field; };