/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #pragma once #ifndef DOORS_H #define DOORS_H // doors #define SF_DOOR_ROTATE_Y 0 #define SF_DOOR_START_OPEN 1 #define SF_DOOR_ROTATE_BACKWARDS 2 #define SF_DOOR_PASSABLE 8 #define SF_DOOR_ONEWAY 16 #define SF_DOOR_NO_AUTO_RETURN 32 #define SF_DOOR_ROTATE_Z 64 #define SF_DOOR_ROTATE_X 128 #define SF_DOOR_USE_ONLY 256 // door must be opened by player's use button. #define SF_DOOR_NOMONSTERS 512 // Monster can't open #define SF_DOOR_FORCETOUCHABLE 1024 //LRC- Opens when touched, even though it's named and/or "use only" //LRC - clashes with 'not in deathmatch'. Replaced with 'Target mode' and 'On/Off Mode' fields. //#define SF_DOOR_SYNCHED 2048 //LRC- sends USE_ON/OFF when it starts to open/close (instead of sending // USE_TOGGLE when fully open/closed); also responds to USE_ON and USE_OFF // 'correctly'. #define SF_DOOR_SILENT 0x80000000 #endif //DOORS_H