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773 lines
26 KiB
773 lines
26 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#ifndef CONST_H |
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#define CONST_H |
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// |
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// Constants shared by the engine and dlls |
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// This header file included by engine files and DLL files. |
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// Most came from server.h |
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// edict->flags |
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#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground |
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#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) |
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#define FL_CONVEYOR (1<<2) |
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#define FL_CLIENT (1<<3) |
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#define FL_INWATER (1<<4) |
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#define FL_MONSTER (1<<5) |
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#define FL_GODMODE (1<<6) |
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#define FL_NOTARGET (1<<7) |
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#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself |
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#define FL_ONGROUND (1<<9) // At rest / on the ground |
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#define FL_PARTIALGROUND (1<<10) // not all corners are valid |
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#define FL_WATERJUMP (1<<11) // player jumping out of water |
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#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera |
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#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them |
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#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched |
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#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water |
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#define FL_GRAPHED (1<<16) // worldgraph has this ent listed as something that blocks a connection |
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// UNDONE: Do we need these? |
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#define FL_IMMUNE_WATER (1<<17) |
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#define FL_IMMUNE_SLIME (1<<18) |
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#define FL_IMMUNE_LAVA (1<<19) |
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#define FL_PROXY (1<<20) // This is a spectator proxy |
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#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path) |
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#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum) |
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#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set |
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#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction. |
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#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) |
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#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc. |
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#define FL_LASERDOT (1<<27) // Predicted laser spot from rocket launcher |
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#define FL_CUSTOMENTITY (1<<29) // This is a custom entity |
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#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time |
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#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client |
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// Goes into globalvars_t.trace_flags |
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#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box |
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#define FTRACE_IGNORE_GLASS (1<<1) // traceline will be ignored entities with rendermode != kRenderNormal |
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// walkmove modes |
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#define WALKMOVE_NORMAL 0 // normal walkmove |
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#define WALKMOVE_WORLDONLY 1 // doesn't hit ANY entities, no matter what the solid type |
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#define WALKMOVE_CHECKONLY 2 // move, but don't touch triggers |
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// edict->movetype values |
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#define MOVETYPE_NONE 0 // never moves |
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//#define MOVETYPE_ANGLENOCLIP 1 |
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//#define MOVETYPE_ANGLECLIP 2 |
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#define MOVETYPE_WALK 3 // Player only - moving on the ground |
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#define MOVETYPE_STEP 4 // gravity, special edge handling -- monsters use this |
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#define MOVETYPE_FLY 5 // No gravity, but still collides with stuff |
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#define MOVETYPE_TOSS 6 // gravity/collisions |
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#define MOVETYPE_PUSH 7 // no clip to world, push and crush |
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#define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity |
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#define MOVETYPE_FLYMISSILE 9 // extra size to monsters |
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#define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces |
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#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity |
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#define MOVETYPE_FOLLOW 12 // track movement of aiment |
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#define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision) |
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#define MOVETYPE_COMPOUND 14 // glue two entities together (simple movewith) |
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// edict->solid values |
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// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves |
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// SOLID only effects OTHER entities colliding with this one when they move - UGH! |
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#define SOLID_NOT 0 // no interaction with other objects |
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#define SOLID_TRIGGER 1 // touch on edge, but not blocking |
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#define SOLID_BBOX 2 // touch on edge, block |
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#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground |
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#define SOLID_BSP 4 // bsp clip, touch on edge, block |
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#define SOLID_CUSTOM 5 // call external callbacks for tracing |
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#define SOLID_PORTAL 6 // borrowed from FTE |
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// edict->deadflag values |
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#define DEAD_NO 0 // alive |
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#define DEAD_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground |
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#define DEAD_DEAD 2 // dead. lying still. |
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#define DEAD_RESPAWNABLE 3 |
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#define DEAD_DISCARDBODY 4 |
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#define DAMAGE_NO 0 |
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#define DAMAGE_YES 1 |
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#define DAMAGE_AIM 2 |
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// entity effects |
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#define EF_BRIGHTFIELD 1 // swirling cloud of particles |
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#define EF_MUZZLEFLASH 2 // single frame ELIGHT on entity attachment 0 |
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#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin |
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#define EF_DIMLIGHT 8 // player flashlight |
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#define EF_INVLIGHT 16 // get lighting from ceiling |
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#define EF_NOINTERP 32 // don't interpolate the next frame |
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#define EF_LIGHT 64 // rocket flare glow sprite |
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#define EF_NODRAW 128 // don't draw entity |
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#define EF_WATERSIDES (1<<26) // Do not remove sides for func_water entity |
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#define EF_FULLBRIGHT (1<<27) // Just get fullbright |
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#define EF_NOSHADOW (1<<28) // ignore shadow for this entity |
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#define EF_MERGE_VISIBILITY (1<<29) // this entity allowed to merge vis (e.g. env_sky or portal camera) |
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#define EF_REQUEST_PHS (1<<30) // This entity requested phs bitvector instead of pvsbitvector in AddToFullPack calls |
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// g-cont. one reserved bit here for me |
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// entity flags |
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#define EFLAG_SLERP 1 // do studio interpolation of this entity |
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// |
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// temp entity events |
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// |
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#define TE_BEAMPOINTS 0 // beam effect between two points |
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// coord coord coord (start position) |
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// coord coord coord (end position) |
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// short (sprite index) |
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// byte (starting frame) |
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// byte (frame rate in 0.1's) |
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// byte (life in 0.1's) |
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// byte (line width in 0.1's) |
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// byte (noise amplitude in 0.01's) |
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// byte,byte,byte (color) |
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// byte (brightness) |
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// byte (scroll speed in 0.1's) |
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#define TE_BEAMENTPOINT 1 // beam effect between point and entity |
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// short (start entity) |
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// coord coord coord (end position) |
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// short (sprite index) |
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// byte (starting frame) |
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// byte (frame rate in 0.1's) |
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// byte (life in 0.1's) |
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// byte (line width in 0.1's) |
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// byte (noise amplitude in 0.01's) |
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// byte,byte,byte (color) |
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// byte (brightness) |
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// byte (scroll speed in 0.1's) |
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#define TE_GUNSHOT 2 // particle effect plus ricochet sound |
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// coord coord coord (position) |
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#define TE_EXPLOSION 3 // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps |
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// coord coord coord (position) |
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// short (sprite index) |
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// byte (scale in 0.1's) |
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// byte (framerate) |
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// byte (flags) |
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// |
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// The Explosion effect has some flags to control performance/aesthetic features: |
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#define TE_EXPLFLAG_NONE 0 // all flags clear makes default Half-Life explosion |
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#define TE_EXPLFLAG_NOADDITIVE 1 // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) |
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#define TE_EXPLFLAG_NODLIGHTS 2 // do not render dynamic lights |
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#define TE_EXPLFLAG_NOSOUND 4 // do not play client explosion sound |
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#define TE_EXPLFLAG_NOPARTICLES 8 // do not draw particles |
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#define TE_EXPLFLAG_DRAWALPHA 16 // sprite will be drawn alpha |
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#define TE_EXPLFLAG_ROTATE 32 // rotate the sprite randomly |
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#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound |
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// coord coord coord (position) |
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#define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps |
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// coord coord coord (position) |
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// short (sprite index) |
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// byte (scale in 0.1's) |
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// byte (framerate) |
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#define TE_TRACER 6 // tracer effect from point to point |
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// coord, coord, coord (start) |
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// coord, coord, coord (end) |
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#define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters |
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// coord, coord, coord (start) |
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// coord, coord, coord (end) |
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// byte (life in 0.1's) |
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// byte (width in 0.1's) |
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// byte (amplitude in 0.01's) |
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// short (sprite model index) |
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#define TE_BEAMENTS 8 |
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// short (start entity) |
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// short (end entity) |
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// short (sprite index) |
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// byte (starting frame) |
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// byte (frame rate in 0.1's) |
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// byte (life in 0.1's) |
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// byte (line width in 0.1's) |
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// byte (noise amplitude in 0.01's) |
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// byte,byte,byte (color) |
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// byte (brightness) |
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// byte (scroll speed in 0.1's) |
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#define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite |
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// coord coord coord (position) |
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#define TE_LAVASPLASH 10 // Quake1 lava splash |
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// coord coord coord (position) |
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#define TE_TELEPORT 11 // Quake1 teleport splash |
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// coord coord coord (position) |
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#define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound |
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// coord coord coord (position) |
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// byte (starting color) |
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// byte (num colors) |
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#define TE_BSPDECAL 13 // Decal from the .BSP file |
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// coord, coord, coord (x,y,z), decal position (center of texture in world) |
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// short (texture index of precached decal texture name) |
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// short (entity index) |
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// [optional - only included if previous short is non-zero (not the world)] short (index of model of above entity) |
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#define TE_IMPLOSION 14 // tracers moving toward a point |
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// coord, coord, coord (position) |
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// byte (radius) |
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// byte (count) |
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// byte (life in 0.1's) |
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#define TE_SPRITETRAIL 15 // line of moving glow sprites with gravity, fadeout, and collisions |
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// coord, coord, coord (start) |
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// coord, coord, coord (end) |
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// short (sprite index) |
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// byte (count) |
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// byte (life in 0.1's) |
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// byte (scale in 0.1's) |
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// byte (velocity along vector in 10's) |
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// byte (randomness of velocity in 10's) |
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#define TE_BEAM 16 // obsolete |
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#define TE_SPRITE 17 // additive sprite, plays 1 cycle |
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// coord, coord, coord (position) |
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// short (sprite index) |
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// byte (scale in 0.1's) |
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// byte (brightness) |
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#define TE_BEAMSPRITE 18 // A beam with a sprite at the end |
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// coord, coord, coord (start position) |
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// coord, coord, coord (end position) |
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// short (beam sprite index) |
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// short (end sprite index) |
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#define TE_BEAMTORUS 19 // screen aligned beam ring, expands to max radius over lifetime |
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// coord coord coord (center position) |
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// coord coord coord (axis and radius) |
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// short (sprite index) |
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// byte (starting frame) |
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// byte (frame rate in 0.1's) |
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// byte (life in 0.1's) |
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// byte (line width in 0.1's) |
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// byte (noise amplitude in 0.01's) |
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// byte,byte,byte (color) |
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// byte (brightness) |
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// byte (scroll speed in 0.1's) |
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#define TE_BEAMDISK 20 // disk that expands to max radius over lifetime |
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// coord coord coord (center position) |
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// coord coord coord (axis and radius) |
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// short (sprite index) |
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// byte (starting frame) |
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// byte (frame rate in 0.1's) |
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// byte (life in 0.1's) |
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// byte (line width in 0.1's) |
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// byte (noise amplitude in 0.01's) |
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// byte,byte,byte (color) |
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// byte (brightness) |
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// byte (scroll speed in 0.1's) |
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#define TE_BEAMCYLINDER 21 // cylinder that expands to max radius over lifetime |
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// coord coord coord (center position) |
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// coord coord coord (axis and radius) |
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// short (sprite index) |
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// byte (starting frame) |
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// byte (frame rate in 0.1's) |
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// byte (life in 0.1's) |
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// byte (line width in 0.1's) |
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// byte (noise amplitude in 0.01's) |
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// byte,byte,byte (color) |
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// byte (brightness) |
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// byte (scroll speed in 0.1's) |
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#define TE_BEAMFOLLOW 22 // create a line of decaying beam segments until entity stops moving |
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// short (entity:attachment to follow) |
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// short (sprite index) |
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// byte (life in 0.1's) |
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// byte (line width in 0.1's) |
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// byte,byte,byte (color) |
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// byte (brightness) |
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#define TE_GLOWSPRITE 23 |
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// coord, coord, coord (pos) short (model index) byte (scale / 10) |
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#define TE_BEAMRING 24 // connect a beam ring to two entities |
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// short (start entity) |
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// short (end entity) |
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// short (sprite index) |
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// byte (starting frame) |
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// byte (frame rate in 0.1's) |
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// byte (life in 0.1's) |
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// byte (line width in 0.1's) |
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// byte (noise amplitude in 0.01's) |
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// byte,byte,byte (color) |
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// byte (brightness) |
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// byte (scroll speed in 0.1's) |
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#define TE_STREAK_SPLASH 25 // oriented shower of tracers |
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// coord coord coord (start position) |
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// coord coord coord (direction vector) |
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// byte (color) |
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// short (count) |
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// short (base speed) |
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// short (random velocity) |
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#define TE_BEAMHOSE 26 // obsolete |
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#define TE_DLIGHT 27 // dynamic light, effect world, minor entity effect |
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// coord, coord, coord (pos) |
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// byte (radius in 10's) |
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// byte byte byte (color) |
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// byte (life in 10's) |
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// byte (decay rate in 10's) |
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#define TE_ELIGHT 28 // point entity light, no world effect |
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// short (entity:attachment to follow) |
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// coord coord coord (initial position) |
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// coord (radius) |
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// byte byte byte (color) |
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// byte (life in 0.1's) |
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// coord (decay rate) |
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#define TE_TEXTMESSAGE 29 |
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// short 1.2.13 x (-1 = center) |
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// short 1.2.13 y (-1 = center) |
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// byte Effect 0 = fade in/fade out |
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// 1 is flickery credits |
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// 2 is write out (training room) |
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// 4 bytes r,g,b,a color1 (text color) |
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// 4 bytes r,g,b,a color2 (effect color) |
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// ushort 8.8 fadein time |
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// ushort 8.8 fadeout time |
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// ushort 8.8 hold time |
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// optional ushort 8.8 fxtime (time the highlight lags behing the leading text in effect 2) |
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// string text message (512 chars max sz string) |
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#define TE_LINE 30 |
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// coord, coord, coord startpos |
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// coord, coord, coord endpos |
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// short life in 0.1 s |
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// 3 bytes r, g, b |
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#define TE_BOX 31 |
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// coord, coord, coord boxmins |
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// coord, coord, coord boxmaxs |
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// short life in 0.1 s |
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// 3 bytes r, g, b |
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#define TE_KILLBEAM 99 // kill all beams attached to entity |
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// short (entity) |
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#define TE_LARGEFUNNEL 100 |
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// coord coord coord (funnel position) |
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// short (sprite index) |
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// short (flags) |
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#define TE_BLOODSTREAM 101 // particle spray |
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// coord coord coord (start position) |
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// coord coord coord (spray vector) |
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// byte (color) |
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// byte (speed) |
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#define TE_SHOWLINE 102 // line of particles every 5 units, dies in 30 seconds |
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// coord coord coord (start position) |
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// coord coord coord (end position) |
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#define TE_BLOOD 103 // particle spray |
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// coord coord coord (start position) |
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// coord coord coord (spray vector) |
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// byte (color) |
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// byte (speed) |
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#define TE_DECAL 104 // Decal applied to a brush entity (not the world) |
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// coord, coord, coord (x,y,z), decal position (center of texture in world) |
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// byte (texture index of precached decal texture name) |
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// short (entity index) |
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#define TE_FIZZ 105 // create alpha sprites inside of entity, float upwards |
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// short (entity) |
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// short (sprite index) |
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// byte (density) |
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#define TE_MODEL 106 // create a moving model that bounces and makes a sound when it hits |
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// coord, coord, coord (position) |
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// coord, coord, coord (velocity) |
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// angle (initial yaw) |
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// short (model index) |
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// byte (bounce sound type) |
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// byte (life in 0.1's) |
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#define TE_EXPLODEMODEL 107 // spherical shower of models, picks from set |
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// coord, coord, coord (origin) |
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// coord (velocity) |
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// short (model index) |
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// short (count) |
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// byte (life in 0.1's) |
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#define TE_BREAKMODEL 108 // box of models or sprites |
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// coord, coord, coord (position) |
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// coord, coord, coord (size) |
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// coord, coord, coord (velocity) |
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// byte (random velocity in 10's) |
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// short (sprite or model index) |
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// byte (count) |
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// byte (life in 0.1 secs) |
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// byte (flags) |
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#define TE_GUNSHOTDECAL 109 // decal and ricochet sound |
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// coord, coord, coord (position) |
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// short (entity index???) |
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// byte (decal???) |
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#define TE_SPRITE_SPRAY 110 // spay of alpha sprites |
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// coord, coord, coord (position) |
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// coord, coord, coord (velocity) |
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// short (sprite index) |
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// byte (count) |
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// byte (speed) |
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// byte (noise) |
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#define TE_ARMOR_RICOCHET 111 // quick spark sprite, client ricochet sound. |
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// coord, coord, coord (position) |
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// byte (scale in 0.1's) |
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#define TE_PLAYERDECAL 112 // ??? |
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// byte (playerindex) |
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// coord, coord, coord (position) |
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// short (entity???) |
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// byte (decal number???) |
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// [optional] short (model index???) |
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#define TE_BUBBLES 113 // create alpha sprites inside of box, float upwards |
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// coord, coord, coord (min start position) |
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// coord, coord, coord (max start position) |
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// coord (float height) |
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// short (model index) |
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// byte (count) |
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// coord (speed) |
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#define TE_BUBBLETRAIL 114 // create alpha sprites along a line, float upwards |
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// coord, coord, coord (min start position) |
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// coord, coord, coord (max start position) |
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// coord (float height) |
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// short (model index) |
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// byte (count) |
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// coord (speed) |
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#define TE_BLOODSPRITE 115 // spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent) |
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// coord, coord, coord (position) |
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// short (sprite1 index) |
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// short (sprite2 index) |
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// byte (color) |
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// byte (scale) |
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#define TE_WORLDDECAL 116 // Decal applied to the world brush |
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// coord, coord, coord (x,y,z), decal position (center of texture in world) |
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// byte (texture index of precached decal texture name) |
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#define TE_WORLDDECALHIGH 117 // Decal (with texture index > 256) applied to world brush |
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// coord, coord, coord (x,y,z), decal position (center of texture in world) |
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// byte (texture index of precached decal texture name - 256) |
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#define TE_DECALHIGH 118 // Same as TE_DECAL, but the texture index was greater than 256 |
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// coord, coord, coord (x,y,z), decal position (center of texture in world) |
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// byte (texture index of precached decal texture name - 256) |
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// short (entity index) |
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#define TE_PROJECTILE 119 // Makes a projectile (like a nail) (this is a high-priority tent) |
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// coord, coord, coord (position) |
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// coord, coord, coord (velocity) |
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// short (modelindex) |
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// byte (life) |
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// byte (owner) projectile won't collide with owner (if owner == 0, projectile will hit any client). |
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#define TE_SPRAY 120 // Throws a shower of sprites or models |
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// coord, coord, coord (position) |
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// coord, coord, coord (direction) |
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// short (modelindex) |
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// byte (count) |
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// byte (speed) |
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// byte (noise) |
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// byte (rendermode) |
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#define TE_PLAYERSPRITES 121 // sprites emit from a player's bounding box (ONLY use for players!) |
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// byte (playernum) |
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// short (sprite modelindex) |
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// byte (count) |
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// byte (variance) (0 = no variance in size) (10 = 10% variance in size) |
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#define TE_PARTICLEBURST 122 // very similar to lavasplash. |
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// coord (origin) |
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// short (radius) |
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// byte (particle color) |
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// byte (duration * 10) (will be randomized a bit) |
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#define TE_FIREFIELD 123 // makes a field of fire. |
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// coord (origin) |
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// short (radius) (fire is made in a square around origin. -radius, -radius to radius, radius) |
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// short (modelindex) |
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// byte (count) |
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// byte (flags) |
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// byte (duration (in seconds) * 10) (will be randomized a bit) |
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// |
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// to keep network traffic low, this message has associated flags that fit into a byte: |
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#define TEFIRE_FLAG_ALLFLOAT 1 // all sprites will drift upwards as they animate |
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#define TEFIRE_FLAG_SOMEFLOAT 2 // some of the sprites will drift upwards. (50% chance) |
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#define TEFIRE_FLAG_LOOP 4 // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration. |
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#define TEFIRE_FLAG_ALPHA 8 // if set, sprite is rendered alpha blended at 50% else, opaque |
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#define TEFIRE_FLAG_PLANAR 16 // if set, all fire sprites have same initial Z instead of randomly filling a cube. |
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#define TEFIRE_FLAG_ADDITIVE 32 // if set, sprite is rendered as additive |
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#define TE_PLAYERATTACHMENT 124 // attaches a TENT to a player (this is a high-priority tent) |
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// byte (entity index of player) |
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// coord (vertical offset) ( attachment origin.z = player origin.z + vertical offset ) |
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// short (model index) |
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// short (life * 10 ); |
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#define TE_KILLPLAYERATTACHMENTS 125 // will expire all TENTS attached to a player. |
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// byte (entity index of player) |
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#define TE_MULTIGUNSHOT 126 // much more compact shotgun message |
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// This message is used to make a client approximate a 'spray' of gunfire. |
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// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is |
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// a good candidate for MULTIGUNSHOT use. (shotguns) |
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// |
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// NOTE: This effect makes the client do traces for each bullet, these client traces ignore |
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// entities that have studio models.Traces are 4096 long. |
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// |
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// coord (origin) |
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// coord (origin) |
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// coord (origin) |
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// coord (direction) |
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// coord (direction) |
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// coord (direction) |
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// coord (x noise * 100) |
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// coord (y noise * 100) |
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// byte (count) |
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// byte (bullethole decal texture index) |
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#define TE_USERTRACER 127 // larger message than the standard tracer, but allows some customization. |
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// coord (origin) |
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// coord (origin) |
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// coord (origin) |
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// coord (velocity) |
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// coord (velocity) |
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// coord (velocity) |
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// byte ( life * 10 ) |
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// byte ( color ) this is an index into an array of color vectors in the engine. (0 - ) |
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// byte ( length * 10 ) |
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#define MSG_BROADCAST 0 // unreliable to all |
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#define MSG_ONE 1 // reliable to one (msg_entity) |
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#define MSG_ALL 2 // reliable to all |
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#define MSG_INIT 3 // write to the init string |
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#define MSG_PVS 4 // Ents in PVS of org |
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#define MSG_PAS 5 // Ents in PAS of org |
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#define MSG_PVS_R 6 // Reliable to PVS |
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#define MSG_PAS_R 7 // Reliable to PAS |
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#define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram ( could be dropped ) |
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#define MSG_SPEC 9 // Sends to all spectator proxies |
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// contents of a spot in the world |
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#define CONTENTS_EMPTY -1 |
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#define CONTENTS_SOLID -2 |
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#define CONTENTS_WATER -3 |
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#define CONTENTS_SLIME -4 |
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#define CONTENTS_LAVA -5 |
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#define CONTENTS_SKY -6 |
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// These additional contents constants are defined in bspfile.h |
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#define CONTENTS_ORIGIN -7 // removed at csg time |
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#define CONTENTS_CLIP -8 // changed to contents_solid |
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#define CONTENTS_CURRENT_0 -9 |
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#define CONTENTS_CURRENT_90 -10 |
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#define CONTENTS_CURRENT_180 -11 |
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#define CONTENTS_CURRENT_270 -12 |
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#define CONTENTS_CURRENT_UP -13 |
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#define CONTENTS_CURRENT_DOWN -14 |
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#define CONTENTS_TRANSLUCENT -15 |
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#define CONTENTS_LADDER -16 |
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#define CONTENT_FLYFIELD -17 |
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#define CONTENT_GRAVITY_FLYFIELD -18 |
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#define CONTENT_FOG -19 |
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#define CONTENT_EMPTY -1 |
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#define CONTENT_SOLID -2 |
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#define CONTENT_WATER -3 |
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#define CONTENT_SLIME -4 |
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#define CONTENT_LAVA -5 |
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#define CONTENT_SKY -6 |
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// channels |
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#define CHAN_AUTO 0 |
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#define CHAN_WEAPON 1 |
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#define CHAN_VOICE 2 |
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#define CHAN_ITEM 3 |
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#define CHAN_BODY 4 |
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#define CHAN_STREAM 5 // allocate stream channel from the static or dynamic area |
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#define CHAN_STATIC 6 // allocate channel from the static area |
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#define CHAN_NETWORKVOICE_BASE 7 // voice data coming across the network |
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#define CHAN_NETWORKVOICE_END 500 // network voice data reserves slots (CHAN_NETWORKVOICE_BASE through CHAN_NETWORKVOICE_END). |
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// attenuation values |
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#define ATTN_NONE 0 |
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#define ATTN_NORM (float)0.8 |
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#define ATTN_IDLE (float)2 |
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#define ATTN_STATIC (float)1.25 |
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// pitch values |
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#define PITCH_NORM 100 // non-pitch shifted |
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#define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high |
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#define PITCH_HIGH 120 |
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// volume values |
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#define VOL_NORM 1.0 |
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// plats |
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#define PLAT_LOW_TRIGGER 1 |
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// Trains |
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#define SF_TRAIN_WAIT_RETRIGGER 1 |
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#define SF_TRAIN_START_ON 4 // Train is initially moving |
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#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains |
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// buttons |
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#define IN_ATTACK (1<<0) |
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#define IN_JUMP (1<<1) |
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#define IN_DUCK (1<<2) |
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#define IN_FORWARD (1<<3) |
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#define IN_BACK (1<<4) |
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#define IN_USE (1<<5) |
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#define IN_CANCEL (1<<6) |
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#define IN_LEFT (1<<7) |
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#define IN_RIGHT (1<<8) |
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#define IN_MOVELEFT (1<<9) |
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#define IN_MOVERIGHT (1<<10) |
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#define IN_ATTACK2 (1<<11) |
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#define IN_RUN (1<<12) |
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#define IN_RELOAD (1<<13) |
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#define IN_ALT1 (1<<14) |
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#define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down |
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// Break Model Defines |
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#define BREAK_TYPEMASK 0x4F |
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#define BREAK_GLASS 0x01 |
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#define BREAK_METAL 0x02 |
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#define BREAK_FLESH 0x04 |
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#define BREAK_WOOD 0x08 |
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#define BREAK_SMOKE 0x10 |
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#define BREAK_TRANS 0x20 |
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#define BREAK_CONCRETE 0x40 |
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#define BREAK_2 0x80 |
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// Colliding temp entity sounds |
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#define BOUNCE_GLASS BREAK_GLASS |
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#define BOUNCE_METAL BREAK_METAL |
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#define BOUNCE_FLESH BREAK_FLESH |
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#define BOUNCE_WOOD BREAK_WOOD |
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#define BOUNCE_SHRAP 0x10 |
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#define BOUNCE_SHELL 0x20 |
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#define BOUNCE_CONCRETE BREAK_CONCRETE |
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#define BOUNCE_SHOTSHELL 0x80 |
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|
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// Temp entity bounce sound types |
|
#define TE_BOUNCE_NULL 0 |
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#define TE_BOUNCE_SHELL 1 |
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#define TE_BOUNCE_SHOTSHELL 2 |
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|
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// Rendering constants |
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enum |
|
{ |
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kRenderNormal, // src |
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kRenderTransColor, // c*a+dest*(1-a) |
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kRenderTransTexture, // src*a+dest*(1-a) |
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kRenderGlow, // src*a+dest -- No Z buffer checks |
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kRenderTransAlpha, // src*srca+dest*(1-srca) |
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kRenderTransAdd, // src*a+dest |
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}; |
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|
|
enum |
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{ |
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kRenderFxNone = 0, |
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kRenderFxPulseSlow, |
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kRenderFxPulseFast, |
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kRenderFxPulseSlowWide, |
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kRenderFxPulseFastWide, |
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kRenderFxFadeSlow, |
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kRenderFxFadeFast, |
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kRenderFxSolidSlow, |
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kRenderFxSolidFast, |
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kRenderFxStrobeSlow, |
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kRenderFxStrobeFast, |
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kRenderFxStrobeFaster, |
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kRenderFxFlickerSlow, |
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kRenderFxFlickerFast, |
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kRenderFxNoDissipation, |
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kRenderFxDistort, // Distort/scale/translate flicker |
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kRenderFxHologram, // kRenderFxDistort + distance fade |
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kRenderFxDeadPlayer, // kRenderAmt is the player index |
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kRenderFxExplode, // Scale up really big! |
|
kRenderFxGlowShell, // Glowing Shell |
|
kRenderFxClampMinScale, // Keep this sprite from getting very small (SPRITES only!) |
|
}; |
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|
|
typedef int func_t; |
|
typedef int string_t; |
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|
|
typedef unsigned char byte; |
|
typedef unsigned short word; |
|
|
|
#include "xash3d_types.h" |
|
#define Q_isspace( ch ) (ch < 32 || ch > 255) |
|
|
|
typedef struct |
|
{ |
|
byte r, g, b; |
|
} color24; |
|
|
|
typedef struct |
|
{ |
|
unsigned r, g, b, a; |
|
} colorVec; |
|
|
|
typedef struct link_s |
|
{ |
|
struct link_s *prev, *next; |
|
} link_t; |
|
|
|
typedef struct edict_s edict_t; |
|
|
|
typedef struct |
|
{ |
|
vec3_t normal; |
|
float dist; |
|
} plane_t; |
|
|
|
typedef struct |
|
{ |
|
qboolean allsolid; // if true, plane is not valid |
|
qboolean startsolid; // if true, the initial point was in a solid area |
|
qboolean inopen, inwater; |
|
float fraction; // time completed, 1.0 = didn't hit anything |
|
vec3_t endpos; // final position |
|
plane_t plane; // surface normal at impact |
|
edict_t *ent; // entity the surface is on |
|
int hitgroup; // 0 == generic, non zero is specific body part |
|
} trace_t; |
|
|
|
#endif//CONST_H
|
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