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https://github.com/rehlds/rechecker.git
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fc73912229
Added support ReHLDS API 3.X Refactoring
114 lines
4.7 KiB
C++
114 lines
4.7 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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#define LOCALMOVE_INVALID 0 // move is not possible
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#define LOCALMOVE_INVALID_DONT_TRIANGULATE 1 // move is not possible, don't try to triangulate
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#define LOCALMOVE_VALID 2 // move is possible
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#define SF_MONSTER_WAIT_TILL_SEEN 1 // spawnflag that makes monsters wait until player can see them before attacking.
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#define SF_MONSTER_GAG 2 // no idle noises from this monster
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#define SF_MONSTER_HITMONSTERCLIP 4
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#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him.
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#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
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#define SF_MONSTER_PREDISASTER 256 //this is a predisaster scientist or barney. Influences how they speak.
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#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
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#define SF_MONSTER_FALL_TO_GROUND 0x80000000
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#define SF_MONSTER_TURRET_AUTOACTIVATE 32
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#define SF_MONSTER_TURRET_STARTINACTIVE 64
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#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked
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#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal
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#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck.
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#define MOVE_NORMAL 0 // normal move in the direction monster is facing
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#define MOVE_STRAFE 1 // moves in direction specified, no matter which way monster is facing
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#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable.
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#define R_FR -1 // (FEAR)will run
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#define R_NO 0 // (NO RELATIONSHIP) disregard
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#define R_DL 1 // (DISLIKE) will attack
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#define R_HT 2 // (HATE)will attack this character instead of any visible DISLIKEd characters
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#define R_NM 3 // (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what
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#define MEMORY_CLEAR 0
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#define bits_MEMORY_PROVOKED (1 << 0) // right now only used for houndeyes.
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#define bits_MEMORY_INCOVER (1 << 1) // monster knows it is in a covered position.
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#define bits_MEMORY_SUSPICIOUS (1 << 2) // Ally is suspicious of the player, and will move to provoked more easily
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#define bits_MEMORY_PATH_FINISHED (1 << 3) // Finished monster path (just used by big momma for now)
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#define bits_MEMORY_ON_PATH (1 << 4) // Moving on a path
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#define bits_MEMORY_MOVE_FAILED (1 << 5) // Movement has already failed
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#define bits_MEMORY_FLINCHED (1 << 6) // Has already flinched
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#define bits_MEMORY_KILLED (1 << 7) // HACKHACK -- remember that I've already called my Killed()
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#define bits_MEMORY_CUSTOM4 (1 << 28) // Monster-specific memory
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#define bits_MEMORY_CUSTOM3 (1 << 29) // Monster-specific memory
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#define bits_MEMORY_CUSTOM2 (1 << 30) // Monster-specific memory
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#define bits_MEMORY_CUSTOM1 (1 << 31) // Monster-specific memory
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enum
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{
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AITRIGGER_NONE = 0,
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AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER,
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AITRIGGER_TAKEDAMAGE,
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AITRIGGER_HALFHEALTH,
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AITRIGGER_DEATH,
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AITRIGGER_SQUADMEMBERDIE,
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AITRIGGER_SQUADLEADERDIE,
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AITRIGGER_HEARWORLD,
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AITRIGGER_HEARPLAYER,
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AITRIGGER_HEARCOMBAT,
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AITRIGGER_SEEPLAYER_UNCONDITIONAL,
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AITRIGGER_SEEPLAYER_NOT_IN_COMBAT,
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};
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enum HitBoxGroup
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{
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HITGROUP_GENERIC = 0,
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HITGROUP_HEAD,
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HITGROUP_CHEST,
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HITGROUP_STOMACH,
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HITGROUP_LEFTARM,
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HITGROUP_RIGHTARM,
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HITGROUP_LEFTLEG,
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HITGROUP_RIGHTLEG,
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HITGROUP_SHIELD,
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NUM_HITGROUPS,
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};
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class CGib: public CBaseEntity {
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public:
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virtual int ObjectCaps() = 0;
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public:
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int m_bloodColor;
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int m_cBloodDecals;
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int m_material;
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float m_lifeTime;
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};
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