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105 lines
5.1 KiB
C
105 lines
5.1 KiB
C
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/*
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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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// These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions)
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#define FCAP_CUSTOMSAVE 0x00000001
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#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
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#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
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#define FCAP_DONT_SAVE 0x80000000 // Don't save this
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#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
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#define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
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#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
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#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
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#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
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// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
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#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
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// for Classify
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#define CLASS_NONE 0
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#define CLASS_MACHINE 1
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#define CLASS_PLAYER 2
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#define CLASS_HUMAN_PASSIVE 3
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#define CLASS_HUMAN_MILITARY 4
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#define CLASS_ALIEN_MILITARY 5
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#define CLASS_ALIEN_PASSIVE 6
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#define CLASS_ALIEN_MONSTER 7
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#define CLASS_ALIEN_PREY 8
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#define CLASS_ALIEN_PREDATOR 9
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#define CLASS_INSECT 10
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#define CLASS_PLAYER_ALLY 11
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#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
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#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
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#define CLASS_VEHICLE 14
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#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
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#define SF_NORESPAWN (1 << 30) // set this bit on guns and stuff that should never respawn.
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#define DMG_GENERIC 0 // generic damage was done
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#define DMG_CRUSH (1<<0) // crushed by falling or moving object
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#define DMG_BULLET (1<<1) // shot
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#define DMG_SLASH (1<<2) // cut, clawed, stabbed
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#define DMG_BURN (1<<3) // heat burned
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#define DMG_FREEZE (1<<4) // frozen
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#define DMG_FALL (1<<5) // fell too far
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#define DMG_BLAST (1<<6) // explosive blast damage
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#define DMG_CLUB (1<<7) // crowbar, punch, headbutt
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#define DMG_SHOCK (1<<8) // electric shock
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#define DMG_SONIC (1<<9) // sound pulse shockwave
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#define DMG_ENERGYBEAM (1<<10) // laser or other high energy beam
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#define DMG_NEVERGIB (1<<12) // with this bit OR'd in, no damage type will be able to gib victims upon death
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#define DMG_ALWAYSGIB (1<<13) // with this bit OR'd in, any damage type can be made to gib victims upon death
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#define DMG_DROWN (1<<14) // Drowning
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// time-based damage
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#define DMG_TIMEBASED (~(0x3FFF)) // mask for time-based damage
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#define DMG_PARALYZE (1<<15) // slows affected creature down
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#define DMG_NERVEGAS (1<<16) // nerve toxins, very bad
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#define DMG_POISON (1<<17) // blood poisioning
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#define DMG_RADIATION (1<<18) // radiation exposure
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#define DMG_DROWNRECOVER (1<<19) // drowning recovery
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#define DMG_ACID (1<<20) // toxic chemicals or acid burns
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#define DMG_SLOWBURN (1<<21) // in an oven
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#define DMG_SLOWFREEZE (1<<22) // in a subzero freezer
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#define DMG_MORTAR (1<<23) // Hit by air raid (done to distinguish grenade from mortar)
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#define DMG_EXPLOSION (1<<24)
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// these are the damage types that are allowed to gib corpses
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#define DMG_GIB_CORPSE (DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB)
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// these are the damage types that have client hud art
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#define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
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// when calling KILLED(), a value that governs gib behavior is expected to be
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// one of these three values
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#define GIB_NORMAL 0 // gib if entity was overkilled
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#define GIB_NEVER 1 // never gib, no matter how much death damage is done ( freezing, etc )
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#define GIB_ALWAYS 2 // always gib ( Houndeye Shock, Barnacle Bite )
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