You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
73 lines
3.2 KiB
73 lines
3.2 KiB
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ |
|
// |
|
// Purpose: |
|
// |
|
// $NoKeywords: $ |
|
//============================================================================= |
|
|
|
// eventscripts.h |
|
#if !defined ( EVENTSCRIPTSH ) |
|
#define EVENTSCRIPTSH |
|
|
|
// defaults for clientinfo messages |
|
#define DEFAULT_VIEWHEIGHT 28 |
|
#define VEC_DUCK_VIEW 12 |
|
|
|
#define FTENT_FADEOUT 0x00000080 |
|
|
|
#define DMG_GENERIC 0 // generic damage was done |
|
#define DMG_CRUSH (1 << 0) // crushed by falling or moving object |
|
#define DMG_BULLET (1 << 1) // shot |
|
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed |
|
#define DMG_BURN (1 << 3) // heat burned |
|
#define DMG_FREEZE (1 << 4) // frozen |
|
#define DMG_FALL (1 << 5) // fell too far |
|
#define DMG_BLAST (1 << 6) // explosive blast damage |
|
#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt |
|
#define DMG_SHOCK (1 << 8) // electric shock |
|
#define DMG_SONIC (1 << 9) // sound pulse shockwave |
|
#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam |
|
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death |
|
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death. |
|
|
|
// time-based damage |
|
//mask off TF-specific stuff too |
|
#define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage |
|
|
|
#define DMG_DROWN (1 << 14) // Drowning |
|
#define DMG_FIRSTTIMEBASED DMG_DROWN |
|
|
|
#define DMG_PARALYZE (1 << 15) // slows affected creature down |
|
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad |
|
#define DMG_POISON (1 << 17) // blood poisioning |
|
#define DMG_RADIATION (1 << 18) // radiation exposure |
|
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery |
|
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns |
|
#define DMG_SLOWBURN (1 << 21) // in an oven |
|
#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer |
|
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar) |
|
|
|
//TF ADDITIONS |
|
#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn |
|
#define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance |
|
#define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius. |
|
#define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor |
|
#define DMG_AIMED (1 << 28) // Does Hit location damage |
|
#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls |
|
|
|
#define DMG_CALTROP (1<<30) |
|
#define DMG_HALLUC (1<<31) |
|
|
|
// Some of these are HL/TFC specific? |
|
void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype ); |
|
void EV_GetGunPosition( struct event_args_s *args, float *pos, float *origin ); |
|
void EV_GetDefaultShellInfo( struct event_args_s *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale ); |
|
qboolean EV_IsLocal( int idx ); |
|
qboolean EV_IsPlayer( int idx ); |
|
void EV_CreateTracer( float *start, float *end ); |
|
|
|
struct cl_entity_s *GetEntity( int idx ); |
|
struct cl_entity_s *GetViewEntity( void ); |
|
void EV_MuzzleFlash( void ); |
|
|
|
#endif // EVENTSCRIPTSH
|
|
|