mirror of
https://github.com/rehlds/rechecker.git
synced 2024-12-25 20:05:29 +03:00
fc73912229
Added support ReHLDS API 3.X Refactoring
114 lines
4.7 KiB
C++
114 lines
4.7 KiB
C++
/*
|
|
*
|
|
* 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
|
|
|
|
#define LOCALMOVE_INVALID 0 // move is not possible
|
|
#define LOCALMOVE_INVALID_DONT_TRIANGULATE 1 // move is not possible, don't try to triangulate
|
|
#define LOCALMOVE_VALID 2 // move is possible
|
|
|
|
#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
|
|
|
|
#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal
|
|
#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck.
|
|
|
|
#define MOVE_NORMAL 0 // normal move in the direction monster is facing
|
|
#define MOVE_STRAFE 1 // moves in direction specified, no matter which way monster is facing
|
|
|
|
#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable.
|
|
#define R_FR -1 // (FEAR)will run
|
|
#define R_NO 0 // (NO RELATIONSHIP) disregard
|
|
#define R_DL 1 // (DISLIKE) will attack
|
|
#define R_HT 2 // (HATE)will attack this character instead of any visible DISLIKEd characters
|
|
#define R_NM 3 // (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what
|
|
|
|
#define MEMORY_CLEAR 0
|
|
#define bits_MEMORY_PROVOKED (1 << 0) // right now only used for houndeyes.
|
|
#define bits_MEMORY_INCOVER (1 << 1) // monster knows it is in a covered position.
|
|
#define bits_MEMORY_SUSPICIOUS (1 << 2) // Ally is suspicious of the player, and will move to provoked more easily
|
|
#define bits_MEMORY_PATH_FINISHED (1 << 3) // Finished monster path (just used by big momma for now)
|
|
#define bits_MEMORY_ON_PATH (1 << 4) // Moving on a path
|
|
#define bits_MEMORY_MOVE_FAILED (1 << 5) // Movement has already failed
|
|
#define bits_MEMORY_FLINCHED (1 << 6) // Has already flinched
|
|
#define bits_MEMORY_KILLED (1 << 7) // HACKHACK -- remember that I've already called my Killed()
|
|
#define bits_MEMORY_CUSTOM4 (1 << 28) // Monster-specific memory
|
|
#define bits_MEMORY_CUSTOM3 (1 << 29) // Monster-specific memory
|
|
#define bits_MEMORY_CUSTOM2 (1 << 30) // Monster-specific memory
|
|
#define bits_MEMORY_CUSTOM1 (1 << 31) // Monster-specific memory
|
|
|
|
enum
|
|
{
|
|
AITRIGGER_NONE = 0,
|
|
AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER,
|
|
AITRIGGER_TAKEDAMAGE,
|
|
AITRIGGER_HALFHEALTH,
|
|
AITRIGGER_DEATH,
|
|
AITRIGGER_SQUADMEMBERDIE,
|
|
AITRIGGER_SQUADLEADERDIE,
|
|
AITRIGGER_HEARWORLD,
|
|
AITRIGGER_HEARPLAYER,
|
|
AITRIGGER_HEARCOMBAT,
|
|
AITRIGGER_SEEPLAYER_UNCONDITIONAL,
|
|
AITRIGGER_SEEPLAYER_NOT_IN_COMBAT,
|
|
};
|
|
|
|
enum HitBoxGroup
|
|
{
|
|
HITGROUP_GENERIC = 0,
|
|
HITGROUP_HEAD,
|
|
HITGROUP_CHEST,
|
|
HITGROUP_STOMACH,
|
|
HITGROUP_LEFTARM,
|
|
HITGROUP_RIGHTARM,
|
|
HITGROUP_LEFTLEG,
|
|
HITGROUP_RIGHTLEG,
|
|
HITGROUP_SHIELD,
|
|
NUM_HITGROUPS,
|
|
};
|
|
|
|
class CGib: public CBaseEntity {
|
|
public:
|
|
virtual int ObjectCaps() = 0;
|
|
public:
|
|
int m_bloodColor;
|
|
int m_cBloodDecals;
|
|
int m_material;
|
|
float m_lifeTime;
|
|
};
|