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948 lines
32 KiB
948 lines
32 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Definitions that are shared by the game DLL and the client DLL. |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef SHAREDDEFS_H |
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#define SHAREDDEFS_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#define TICK_INTERVAL (gpGlobals->interval_per_tick) |
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#define TIME_TO_TICKS( dt ) ( (int)( 0.5f + (float)(dt) / TICK_INTERVAL ) ) |
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#define TICKS_TO_TIME( t ) ( TICK_INTERVAL *( t ) ) |
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#define ROUND_TO_TICKS( t ) ( TICK_INTERVAL * TIME_TO_TICKS( t ) ) |
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#define TICK_NEVER_THINK (-1) |
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#if defined( TF_DLL ) |
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#define ANIMATION_CYCLE_BITS 10 |
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#else |
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#define ANIMATION_CYCLE_BITS 15 |
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#endif |
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#define ANIMATION_CYCLE_MINFRAC (1.0f / (1<<ANIMATION_CYCLE_BITS)) |
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// Each mod defines these for itself. |
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class CViewVectors |
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{ |
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public: |
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CViewVectors() {} |
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CViewVectors( |
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Vector vView, |
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Vector vHullMin, |
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Vector vHullMax, |
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Vector vDuckHullMin, |
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Vector vDuckHullMax, |
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Vector vDuckView, |
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Vector vObsHullMin, |
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Vector vObsHullMax, |
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Vector vDeadViewHeight ) |
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{ |
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m_vView = vView; |
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m_vHullMin = vHullMin; |
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m_vHullMax = vHullMax; |
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m_vDuckHullMin = vDuckHullMin; |
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m_vDuckHullMax = vDuckHullMax; |
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m_vDuckView = vDuckView; |
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m_vObsHullMin = vObsHullMin; |
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m_vObsHullMax = vObsHullMax; |
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m_vDeadViewHeight = vDeadViewHeight; |
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} |
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// Height above entity position where the viewer's eye is. |
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Vector m_vView; |
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Vector m_vHullMin; |
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Vector m_vHullMax; |
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Vector m_vDuckHullMin; |
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Vector m_vDuckHullMax; |
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Vector m_vDuckView; |
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Vector m_vObsHullMin; |
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Vector m_vObsHullMax; |
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Vector m_vDeadViewHeight; |
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}; |
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// Height above entity position where the viewer's eye is. |
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#define VEC_VIEW g_pGameRules->GetViewVectors()->m_vView |
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#define VEC_HULL_MIN g_pGameRules->GetViewVectors()->m_vHullMin |
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#define VEC_HULL_MAX g_pGameRules->GetViewVectors()->m_vHullMax |
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#define VEC_DUCK_HULL_MIN g_pGameRules->GetViewVectors()->m_vDuckHullMin |
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#define VEC_DUCK_HULL_MAX g_pGameRules->GetViewVectors()->m_vDuckHullMax |
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#define VEC_DUCK_VIEW g_pGameRules->GetViewVectors()->m_vDuckView |
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#define VEC_OBS_HULL_MIN g_pGameRules->GetViewVectors()->m_vObsHullMin |
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#define VEC_OBS_HULL_MAX g_pGameRules->GetViewVectors()->m_vObsHullMax |
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#define VEC_DEAD_VIEWHEIGHT g_pGameRules->GetViewVectors()->m_vDeadViewHeight |
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// If the player (enemy bots) are scaled, adjust the hull |
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#define VEC_VIEW_SCALED( player ) ( g_pGameRules->GetViewVectors()->m_vView * player->GetModelScale() ) |
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#define VEC_HULL_MIN_SCALED( player ) ( g_pGameRules->GetViewVectors()->m_vHullMin * player->GetModelScale() ) |
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#define VEC_HULL_MAX_SCALED( player ) ( g_pGameRules->GetViewVectors()->m_vHullMax * player->GetModelScale() ) |
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#define VEC_DUCK_HULL_MIN_SCALED( player ) ( g_pGameRules->GetViewVectors()->m_vDuckHullMin * player->GetModelScale() ) |
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#define VEC_DUCK_HULL_MAX_SCALED( player ) ( g_pGameRules->GetViewVectors()->m_vDuckHullMax * player->GetModelScale() ) |
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#define VEC_DUCK_VIEW_SCALED( player ) ( g_pGameRules->GetViewVectors()->m_vDuckView * player->GetModelScale() ) |
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#define VEC_OBS_HULL_MIN_SCALED( player ) ( g_pGameRules->GetViewVectors()->m_vObsHullMin * player->GetModelScale() ) |
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#define VEC_OBS_HULL_MAX_SCALED( player ) ( g_pGameRules->GetViewVectors()->m_vObsHullMax * player->GetModelScale() ) |
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#define VEC_DEAD_VIEWHEIGHT_SCALED( player ) ( g_pGameRules->GetViewVectors()->m_vDeadViewHeight * player->GetModelScale() ) |
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#define WATERJUMP_HEIGHT 8 |
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#define MAX_CLIMB_SPEED 200 |
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#if defined(TF_DLL) || defined(TF_CLIENT_DLL) |
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#define TIME_TO_DUCK 0.2 |
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#define TIME_TO_DUCK_MS 200.0f |
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#else |
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#define TIME_TO_DUCK 0.4 |
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#define TIME_TO_DUCK_MS 400.0f |
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#endif |
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#define TIME_TO_UNDUCK 0.2 |
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#define TIME_TO_UNDUCK_MS 200.0f |
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#define MAX_WEAPON_SLOTS 6 // hud item selection slots |
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#define MAX_WEAPON_POSITIONS 20 // max number of items within a slot |
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#define MAX_ITEM_TYPES 6 // hud item selection slots |
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#define MAX_WEAPONS 48 // Max number of weapons available |
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#define MAX_ITEMS 5 // hard coded item types |
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#define WEAPON_NOCLIP -1 // clip sizes set to this tell the weapon it doesn't use a clip |
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#define MAX_AMMO_TYPES 32 // ??? |
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#define MAX_AMMO_SLOTS 32 // not really slots |
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#define HUD_PRINTNOTIFY 1 |
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#define HUD_PRINTCONSOLE 2 |
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#define HUD_PRINTTALK 3 |
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#define HUD_PRINTCENTER 4 |
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// Vote creation or processing failure codes |
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typedef enum |
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{ |
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VOTE_FAILED_GENERIC = 0, |
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VOTE_FAILED_TRANSITIONING_PLAYERS, |
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VOTE_FAILED_RATE_EXCEEDED, |
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VOTE_FAILED_YES_MUST_EXCEED_NO, |
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VOTE_FAILED_QUORUM_FAILURE, |
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VOTE_FAILED_ISSUE_DISABLED, |
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VOTE_FAILED_MAP_NOT_FOUND, |
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VOTE_FAILED_MAP_NAME_REQUIRED, |
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VOTE_FAILED_FAILED_RECENTLY, |
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VOTE_FAILED_TEAM_CANT_CALL, |
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VOTE_FAILED_WAITINGFORPLAYERS, |
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VOTE_FAILED_PLAYERNOTFOUND, |
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VOTE_FAILED_CANNOT_KICK_ADMIN, |
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VOTE_FAILED_SCRAMBLE_IN_PROGRESS, |
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VOTE_FAILED_SPECTATOR, |
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VOTE_FAILED_NEXTLEVEL_SET, |
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VOTE_FAILED_MAP_NOT_VALID, |
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VOTE_FAILED_CANNOT_KICK_FOR_TIME, |
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VOTE_FAILED_CANNOT_KICK_DURING_ROUND, |
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// TF-specific? |
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VOTE_FAILED_MODIFICATION_ALREADY_ACTIVE, |
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} vote_create_failed_t; |
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enum |
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{ |
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#ifdef STAGING_ONLY |
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SERVER_MODIFICATION_ITEM_DURATION_IN_MINUTES = 2 |
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#else |
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SERVER_MODIFICATION_ITEM_DURATION_IN_MINUTES = 120 |
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#endif |
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}; |
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#define MAX_VOTE_DETAILS_LENGTH 64 |
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#define INVALID_ISSUE -1 |
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#define MAX_VOTE_OPTIONS 5 |
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#define DEDICATED_SERVER 99 |
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enum CastVote |
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{ |
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VOTE_OPTION1, // Use this for Yes |
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VOTE_OPTION2, // Use this for No |
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VOTE_OPTION3, |
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VOTE_OPTION4, |
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VOTE_OPTION5, |
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VOTE_UNCAST |
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}; |
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//=================================================================================================================== |
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// Close caption flags |
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#define CLOSE_CAPTION_WARNIFMISSING ( 1<<0 ) |
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#define CLOSE_CAPTION_FROMPLAYER ( 1<<1 ) |
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#define CLOSE_CAPTION_GENDER_MALE ( 1<<2 ) |
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#define CLOSE_CAPTION_GENDER_FEMALE ( 1<<3 ) |
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//=================================================================================================================== |
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// Hud Element hiding flags |
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#define HIDEHUD_WEAPONSELECTION ( 1<<0 ) // Hide ammo count & weapon selection |
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#define HIDEHUD_FLASHLIGHT ( 1<<1 ) |
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#define HIDEHUD_ALL ( 1<<2 ) |
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#define HIDEHUD_HEALTH ( 1<<3 ) // Hide health & armor / suit battery |
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#define HIDEHUD_PLAYERDEAD ( 1<<4 ) // Hide when local player's dead |
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#define HIDEHUD_NEEDSUIT ( 1<<5 ) // Hide when the local player doesn't have the HEV suit |
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#define HIDEHUD_MISCSTATUS ( 1<<6 ) // Hide miscellaneous status elements (trains, pickup history, death notices, etc) |
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#define HIDEHUD_CHAT ( 1<<7 ) // Hide all communication elements (saytext, voice icon, etc) |
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#define HIDEHUD_CROSSHAIR ( 1<<8 ) // Hide crosshairs |
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#define HIDEHUD_VEHICLE_CROSSHAIR ( 1<<9 ) // Hide vehicle crosshair |
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#define HIDEHUD_INVEHICLE ( 1<<10 ) |
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#define HIDEHUD_BONUS_PROGRESS ( 1<<11 ) // Hide bonus progress display (for bonus map challenges) |
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#define HIDEHUD_BITCOUNT 12 |
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//=================================================================================================================== |
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// suit usage bits |
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#define bits_SUIT_DEVICE_SPRINT 0x00000001 |
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#define bits_SUIT_DEVICE_FLASHLIGHT 0x00000002 |
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#define bits_SUIT_DEVICE_BREATHER 0x00000004 |
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#define MAX_SUIT_DEVICES 3 |
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//=================================================================================================================== |
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// Player Defines |
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// Max number of players in a game ( see const.h for ABSOLUTE_PLAYER_LIMIT (256 ) ) |
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// The Source engine is really designed for 32 or less players. If you raise this number above 32, you better know what you are doing |
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// and have a good answer for a bunch of perf question related to player simulation, thinking logic, tracelines, networking overhead, etc. |
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// But if you are brave or are doing something interesting, go for it... ywb 9/22/03 |
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//You might be wondering why these aren't multiple of 2. Well the reason is that if servers decide to have HLTV or Replay enabled we need the extra slot. |
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//This is ok since MAX_PLAYERS is used for code specific things like arrays and loops, but it doesn't really means that this is the max number of players allowed |
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//Since this is decided by the gamerules (and it can be whatever number as long as its less than MAX_PLAYERS). |
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#if defined( CSTRIKE_DLL ) |
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#define MAX_PLAYERS 65 // Absolute max players supported |
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#else |
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#define MAX_PLAYERS 33 // Absolute max players supported |
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#endif |
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#define MAX_PLACE_NAME_LENGTH 18 |
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#define MAX_FOV 110 |
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//=================================================================================================================== |
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// Team Defines |
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#define TEAM_ANY -2 |
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#define TEAM_INVALID -1 |
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#define TEAM_UNASSIGNED 0 // not assigned to a team |
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#define TEAM_SPECTATOR 1 // spectator team |
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// Start your team numbers after this |
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#define LAST_SHARED_TEAM TEAM_SPECTATOR |
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// The first team that's game specific (i.e. not unassigned / spectator) |
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#define FIRST_GAME_TEAM (LAST_SHARED_TEAM+1) |
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#define MAX_TEAMS 32 // Max number of teams in a game |
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#define MAX_TEAM_NAME_LENGTH 32 // Max length of a team's name |
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// Weapon m_iState |
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#define WEAPON_IS_ONTARGET 0x40 |
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#define WEAPON_NOT_CARRIED 0 // Weapon is on the ground |
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#define WEAPON_IS_CARRIED_BY_PLAYER 1 // This client is carrying this weapon. |
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#define WEAPON_IS_ACTIVE 2 // This client is carrying this weapon and it's the currently held weapon |
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// ----------------------------------------- |
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// Skill Level |
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// ----------------------------------------- |
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#define SKILL_EASY 1 |
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#define SKILL_MEDIUM 2 |
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#define SKILL_HARD 3 |
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// Weapon flags |
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// ----------------------------------------- |
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// Flags - NOTE: KEEP g_ItemFlags IN WEAPON_PARSE.CPP UPDATED WITH THESE |
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// ----------------------------------------- |
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#define ITEM_FLAG_SELECTONEMPTY (1<<0) |
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#define ITEM_FLAG_NOAUTORELOAD (1<<1) |
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#define ITEM_FLAG_NOAUTOSWITCHEMPTY (1<<2) |
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#define ITEM_FLAG_LIMITINWORLD (1<<3) |
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#define ITEM_FLAG_EXHAUSTIBLE (1<<4) // A player can totally exhaust their ammo supply and lose this weapon |
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#define ITEM_FLAG_DOHITLOCATIONDMG (1<<5) // This weapon take hit location into account when applying damage |
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#define ITEM_FLAG_NOAMMOPICKUPS (1<<6) // Don't draw ammo pickup sprites/sounds when ammo is received |
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#define ITEM_FLAG_NOITEMPICKUP (1<<7) // Don't draw weapon pickup when this weapon is picked up by the player |
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// NOTE: KEEP g_ItemFlags IN WEAPON_PARSE.CPP UPDATED WITH THESE |
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// Humans only have left and right hands, though we might have aliens with more |
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// than two, sigh |
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#define MAX_VIEWMODELS 2 |
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#define MAX_BEAM_ENTS 10 |
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#define TRACER_TYPE_DEFAULT 0x00000001 |
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#define TRACER_TYPE_GUNSHIP 0x00000002 |
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#define TRACER_TYPE_STRIDER 0x00000004 // Here ya go, Jay! |
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#define TRACER_TYPE_GAUSS 0x00000008 |
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#define TRACER_TYPE_WATERBULLET 0x00000010 |
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#define MUZZLEFLASH_TYPE_DEFAULT 0x00000001 |
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#define MUZZLEFLASH_TYPE_GUNSHIP 0x00000002 |
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#define MUZZLEFLASH_TYPE_STRIDER 0x00000004 |
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// Muzzle flash definitions (for the flags field of the "MuzzleFlash" DispatchEffect) |
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enum |
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{ |
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MUZZLEFLASH_AR2 = 0, |
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MUZZLEFLASH_SHOTGUN, |
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MUZZLEFLASH_SMG1, |
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MUZZLEFLASH_SMG2, |
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MUZZLEFLASH_PISTOL, |
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MUZZLEFLASH_COMBINE, |
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MUZZLEFLASH_357, |
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MUZZLEFLASH_RPG, |
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MUZZLEFLASH_COMBINE_TURRET, |
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MUZZLEFLASH_FIRSTPERSON = 0x100, |
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}; |
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// Tracer Flags |
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#define TRACER_FLAG_WHIZ 0x0001 |
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#define TRACER_FLAG_USEATTACHMENT 0x0002 |
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#define TRACER_DONT_USE_ATTACHMENT -1 |
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// Entity Dissolve types |
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enum |
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{ |
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ENTITY_DISSOLVE_NORMAL = 0, |
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ENTITY_DISSOLVE_ELECTRICAL, |
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ENTITY_DISSOLVE_ELECTRICAL_LIGHT, |
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ENTITY_DISSOLVE_CORE, |
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// NOTE: Be sure to up the bits if you make more dissolve types |
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ENTITY_DISSOLVE_BITS = 3 |
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}; |
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// --------------------------- |
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// Hit Group standards |
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// --------------------------- |
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#define HITGROUP_GENERIC 0 |
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#define HITGROUP_HEAD 1 |
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#define HITGROUP_CHEST 2 |
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#define HITGROUP_STOMACH 3 |
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#define HITGROUP_LEFTARM 4 |
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#define HITGROUP_RIGHTARM 5 |
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#define HITGROUP_LEFTLEG 6 |
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#define HITGROUP_RIGHTLEG 7 |
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#define HITGROUP_GEAR 10 // alerts NPC, but doesn't do damage or bleed (1/100th damage) |
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// |
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// Enumerations for setting player animation. |
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// |
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enum PLAYER_ANIM |
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{ |
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PLAYER_IDLE, |
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PLAYER_WALK, |
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PLAYER_JUMP, |
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PLAYER_SUPERJUMP, |
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PLAYER_DIE, |
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PLAYER_ATTACK1, |
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PLAYER_IN_VEHICLE, |
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// TF Player animations |
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PLAYER_RELOAD, |
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PLAYER_START_AIMING, |
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PLAYER_LEAVE_AIMING, |
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}; |
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#ifdef HL2_DLL |
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// HL2 has 600 gravity by default |
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// NOTE: The discrete ticks can have quantization error, so these numbers are biased a little to |
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// make the heights more exact |
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#define PLAYER_FATAL_FALL_SPEED 922.5f // approx 60 feet sqrt( 2 * gravity * 60 * 12 ) |
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#define PLAYER_MAX_SAFE_FALL_SPEED 526.5f // approx 20 feet sqrt( 2 * gravity * 20 * 12 ) |
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#define PLAYER_LAND_ON_FLOATING_OBJECT 173 // Can fall another 173 in/sec without getting hurt |
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#define PLAYER_MIN_BOUNCE_SPEED 173 |
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#define PLAYER_FALL_PUNCH_THRESHOLD 303.0f // won't punch player's screen/make scrape noise unless player falling at least this fast - at least a 76" fall (sqrt( 2 * g * 76)) |
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#else |
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#define PLAYER_FATAL_FALL_SPEED 1024 // approx 60 feet |
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#define PLAYER_MAX_SAFE_FALL_SPEED 580 // approx 20 feet |
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#define PLAYER_LAND_ON_FLOATING_OBJECT 200 // Can go another 200 units without getting hurt |
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#define PLAYER_MIN_BOUNCE_SPEED 200 |
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#define PLAYER_FALL_PUNCH_THRESHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast. |
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#endif |
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#define DAMAGE_FOR_FALL_SPEED 100.0f / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED ) // damage per unit per second. |
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#define AUTOAIM_2DEGREES 0.0348994967025 |
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#define AUTOAIM_5DEGREES 0.08715574274766 |
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#define AUTOAIM_8DEGREES 0.1391731009601 |
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#define AUTOAIM_10DEGREES 0.1736481776669 |
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#define AUTOAIM_20DEGREES 0.3490658503989 |
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#define AUTOAIM_SCALE_DEFAULT 1.0f |
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#define AUTOAIM_SCALE_DIRECT_ONLY 0.0f |
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// instant damage |
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// For a means of resolving these consts into debug string text, see function |
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// CTakeDamageInfo::DebugGetDamageTypeString(unsigned int DamageType, char *outbuf, unsigned int outbuflength ) |
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#define DMG_GENERIC 0 // generic damage -- do not use if you want players to flinch and bleed! |
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#define DMG_CRUSH (1 << 0) // crushed by falling or moving object. |
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// NOTE: It's assumed crush damage is occurring as a result of physics collision, so no extra physics force is generated by crush damage. |
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// DON'T use DMG_CRUSH when damaging entities unless it's the result of a physics collision. You probably want DMG_CLUB instead. |
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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_VEHICLE (1 << 4) // hit by a vehicle |
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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_PREVENT_PHYSICS_FORCE (1 << 11) // Prevent a physics force |
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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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#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 poisoning - heals over time like drowning damage |
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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_REMOVENORAGDOLL (1<<22) // with this bit OR'd in, no ragdoll will be created, and the target will be quietly removed. |
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// use this to kill an entity that you've already got a server-side ragdoll for |
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#define DMG_PHYSGUN (1<<23) // Hit by manipulator. Usually doesn't do any damage. |
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#define DMG_PLASMA (1<<24) // Shot by Cremator |
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#define DMG_AIRBOAT (1<<25) // Hit by the airboat's gun |
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#define DMG_DISSOLVE (1<<26) // Dissolving! |
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#define DMG_BLAST_SURFACE (1<<27) // A blast on the surface of water that cannot harm things underwater |
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#define DMG_DIRECT (1<<28) |
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#define DMG_BUCKSHOT (1<<29) // not quite a bullet. Little, rounder, different. |
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// NOTE: DO NOT ADD ANY MORE CUSTOM DMG_ TYPES. MODS USE THE DMG_LASTGENERICFLAG BELOW, AND |
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// IF YOU ADD NEW DMG_ TYPES, THEIR TYPES WILL BE HOSED. WE NEED A BETTER SOLUTION. |
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// TODO: keep this up to date so all the mod-specific flags don't overlap anything. |
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#define DMG_LASTGENERICFLAG DMG_BUCKSHOT |
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// settings for m_takedamage |
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#define DAMAGE_NO 0 |
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#define DAMAGE_EVENTS_ONLY 1 // Call damage functions, but don't modify health |
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#define DAMAGE_YES 2 |
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#define DAMAGE_AIM 3 |
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// Spectator Movement modes |
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enum { |
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OBS_MODE_NONE = 0, // not in spectator mode |
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OBS_MODE_DEATHCAM, // special mode for death cam animation |
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OBS_MODE_FREEZECAM, // zooms to a target, and freeze-frames on them |
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OBS_MODE_FIXED, // view from a fixed camera position |
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OBS_MODE_IN_EYE, // follow a player in first person view |
|
OBS_MODE_CHASE, // follow a player in third person view |
|
OBS_MODE_ROAMING, // free roaming |
|
|
|
NUM_OBSERVER_MODES, |
|
}; |
|
|
|
#define LAST_PLAYER_OBSERVERMODE OBS_MODE_ROAMING |
|
|
|
// Force Camera Restrictions with mp_forcecamera |
|
enum { |
|
OBS_ALLOW_ALL = 0, // allow all modes, all targets |
|
OBS_ALLOW_TEAM, // allow only own team & first person, no PIP |
|
OBS_ALLOW_NONE, // don't allow any spectating after death (fixed & fade to black) |
|
|
|
OBS_ALLOW_NUM_MODES, |
|
}; |
|
|
|
enum |
|
{ |
|
TYPE_TEXT = 0, // just display this plain text |
|
TYPE_INDEX, // lookup text & title in stringtable |
|
TYPE_URL, // show this URL |
|
TYPE_FILE, // show this local file |
|
} ; |
|
|
|
//============================================================================= |
|
// HPE_BEGIN: |
|
// [Forrest] Replaced text window command string with TEXTWINDOW_CMD enumeration |
|
// of options. Passing a command string is dangerous and allowed a server network |
|
// message to run arbitrary commands on the client. |
|
//============================================================================= |
|
enum |
|
{ |
|
TEXTWINDOW_CMD_NONE = 0, |
|
TEXTWINDOW_CMD_JOINGAME, |
|
TEXTWINDOW_CMD_CHANGETEAM, |
|
TEXTWINDOW_CMD_IMPULSE101, |
|
TEXTWINDOW_CMD_MAPINFO, |
|
TEXTWINDOW_CMD_CLOSED_HTMLPAGE, |
|
TEXTWINDOW_CMD_CHOOSETEAM, |
|
}; |
|
//============================================================================= |
|
// HPE_END |
|
//============================================================================= |
|
|
|
// VGui Screen Flags |
|
enum |
|
{ |
|
VGUI_SCREEN_ACTIVE = 0x1, |
|
VGUI_SCREEN_VISIBLE_TO_TEAMMATES = 0x2, |
|
VGUI_SCREEN_ATTACHED_TO_VIEWMODEL = 0x4, |
|
VGUI_SCREEN_TRANSPARENT = 0x8, |
|
VGUI_SCREEN_ONLY_USABLE_BY_OWNER = 0x10, |
|
|
|
VGUI_SCREEN_MAX_BITS = 5 |
|
}; |
|
|
|
typedef enum |
|
{ |
|
USE_OFF = 0, |
|
USE_ON = 1, |
|
USE_SET = 2, |
|
USE_TOGGLE = 3 |
|
} USE_TYPE; |
|
|
|
// basic team colors |
|
#define COLOR_RED Color(255, 64, 64, 255) |
|
#define COLOR_BLUE Color(153, 204, 255, 255) |
|
#define COLOR_YELLOW Color(255, 178, 0, 255) |
|
#define COLOR_GREEN Color(153, 255, 153, 255) |
|
#define COLOR_GREY Color(204, 204, 204, 255) |
|
#define COLOR_WHITE Color(255, 255, 255, 255) |
|
#define COLOR_BLACK Color(0, 0, 0, 255) |
|
|
|
// All NPCs need this data |
|
enum |
|
{ |
|
DONT_BLEED = -1, |
|
|
|
BLOOD_COLOR_RED = 0, |
|
BLOOD_COLOR_YELLOW, |
|
BLOOD_COLOR_GREEN, |
|
BLOOD_COLOR_MECH, |
|
|
|
#if defined( HL2_EPISODIC ) |
|
BLOOD_COLOR_ANTLION, // FIXME: Move to Base HL2 |
|
BLOOD_COLOR_ZOMBIE, // FIXME: Move to Base HL2 |
|
BLOOD_COLOR_ANTLION_WORKER, |
|
#endif // HL2_EPISODIC |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Vehicles may have more than one passenger. |
|
// This enum may be expanded by derived classes |
|
//----------------------------------------------------------------------------- |
|
enum PassengerRole_t |
|
{ |
|
VEHICLE_ROLE_NONE = -1, |
|
|
|
VEHICLE_ROLE_DRIVER = 0, // Only one driver |
|
|
|
LAST_SHARED_VEHICLE_ROLE, |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Water splash effect flags |
|
//----------------------------------------------------------------------------- |
|
enum |
|
{ |
|
FX_WATER_IN_SLIME = 0x1, |
|
}; |
|
|
|
|
|
// Shared think context stuff |
|
#define MAX_CONTEXT_LENGTH 32 |
|
#define NO_THINK_CONTEXT -1 |
|
|
|
// entity flags, CBaseEntity::m_iEFlags |
|
enum |
|
{ |
|
EFL_KILLME = (1<<0), // This entity is marked for death -- This allows the game to actually delete ents at a safe time |
|
EFL_DORMANT = (1<<1), // Entity is dormant, no updates to client |
|
EFL_NOCLIP_ACTIVE = (1<<2), // Lets us know when the noclip command is active. |
|
EFL_SETTING_UP_BONES = (1<<3), // Set while a model is setting up its bones. |
|
EFL_KEEP_ON_RECREATE_ENTITIES = (1<<4), // This is a special entity that should not be deleted when we restart entities only |
|
|
|
EFL_HAS_PLAYER_CHILD= (1<<4), // One of the child entities is a player. |
|
|
|
EFL_DIRTY_SHADOWUPDATE = (1<<5), // Client only- need shadow manager to update the shadow... |
|
EFL_NOTIFY = (1<<6), // Another entity is watching events on this entity (used by teleport) |
|
|
|
// The default behavior in ShouldTransmit is to not send an entity if it doesn't |
|
// have a model. Certain entities want to be sent anyway because all the drawing logic |
|
// is in the client DLL. They can set this flag and the engine will transmit them even |
|
// if they don't have a model. |
|
EFL_FORCE_CHECK_TRANSMIT = (1<<7), |
|
|
|
EFL_BOT_FROZEN = (1<<8), // This is set on bots that are frozen. |
|
EFL_SERVER_ONLY = (1<<9), // Non-networked entity. |
|
EFL_NO_AUTO_EDICT_ATTACH = (1<<10), // Don't attach the edict; we're doing it explicitly |
|
|
|
// Some dirty bits with respect to abs computations |
|
EFL_DIRTY_ABSTRANSFORM = (1<<11), |
|
EFL_DIRTY_ABSVELOCITY = (1<<12), |
|
EFL_DIRTY_ABSANGVELOCITY = (1<<13), |
|
EFL_DIRTY_SURROUNDING_COLLISION_BOUNDS = (1<<14), |
|
EFL_DIRTY_SPATIAL_PARTITION = (1<<15), |
|
// UNUSED = (1<<16), |
|
|
|
EFL_IN_SKYBOX = (1<<17), // This is set if the entity detects that it's in the skybox. |
|
// This forces it to pass the "in PVS" for transmission. |
|
EFL_USE_PARTITION_WHEN_NOT_SOLID = (1<<18), // Entities with this flag set show up in the partition even when not solid |
|
EFL_TOUCHING_FLUID = (1<<19), // Used to determine if an entity is floating |
|
|
|
// FIXME: Not really sure where I should add this... |
|
EFL_IS_BEING_LIFTED_BY_BARNACLE = (1<<20), |
|
EFL_NO_ROTORWASH_PUSH = (1<<21), // I shouldn't be pushed by the rotorwash |
|
EFL_NO_THINK_FUNCTION = (1<<22), |
|
EFL_NO_GAME_PHYSICS_SIMULATION = (1<<23), |
|
|
|
EFL_CHECK_UNTOUCH = (1<<24), |
|
EFL_DONTBLOCKLOS = (1<<25), // I shouldn't block NPC line-of-sight |
|
EFL_DONTWALKON = (1<<26), // NPC;s should not walk on this entity |
|
EFL_NO_DISSOLVE = (1<<27), // These guys shouldn't dissolve |
|
EFL_NO_MEGAPHYSCANNON_RAGDOLL = (1<<28), // Mega physcannon can't ragdoll these guys. |
|
EFL_NO_WATER_VELOCITY_CHANGE = (1<<29), // Don't adjust this entity's velocity when transitioning into water |
|
EFL_NO_PHYSCANNON_INTERACTION = (1<<30), // Physcannon can't pick these up or punt them |
|
EFL_NO_DAMAGE_FORCES = (1<<31), // Doesn't accept forces from physics damage |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// EFFECTS |
|
//----------------------------------------------------------------------------- |
|
const int FX_BLOODSPRAY_DROPS = 0x01; |
|
const int FX_BLOODSPRAY_GORE = 0x02; |
|
const int FX_BLOODSPRAY_CLOUD = 0x04; |
|
const int FX_BLOODSPRAY_ALL = 0xFF; |
|
|
|
//----------------------------------------------------------------------------- |
|
#define MAX_SCREEN_OVERLAYS 10 |
|
|
|
// These are the types of data that hang off of CBaseEntities and the flag bits used to mark their presence |
|
enum |
|
{ |
|
GROUNDLINK = 0, |
|
TOUCHLINK, |
|
STEPSIMULATION, |
|
MODELSCALE, |
|
POSITIONWATCHER, |
|
PHYSICSPUSHLIST, |
|
VPHYSICSUPDATEAI, |
|
VPHYSICSWATCHER, |
|
|
|
// Must be last and <= 32 |
|
NUM_DATAOBJECT_TYPES, |
|
}; |
|
|
|
class CBaseEntity; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Bullet firing information |
|
//----------------------------------------------------------------------------- |
|
class CBaseEntity; |
|
|
|
enum FireBulletsFlags_t |
|
{ |
|
FIRE_BULLETS_FIRST_SHOT_ACCURATE = 0x1, // Pop the first shot with perfect accuracy |
|
FIRE_BULLETS_DONT_HIT_UNDERWATER = 0x2, // If the shot hits its target underwater, don't damage it |
|
FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS = 0x4, // If the shot hits water surface, still call DoImpactEffect |
|
FIRE_BULLETS_TEMPORARY_DANGER_SOUND = 0x8, // Danger sounds added from this impact can be stomped immediately if another is queued |
|
}; |
|
|
|
|
|
struct FireBulletsInfo_t |
|
{ |
|
FireBulletsInfo_t() |
|
{ |
|
m_iShots = 1; |
|
m_vecSpread.Init( 0, 0, 0 ); |
|
m_flDistance = 8192; |
|
m_iTracerFreq = 4; |
|
m_flDamage = 0; |
|
m_iPlayerDamage = 0; |
|
m_pAttacker = NULL; |
|
m_nFlags = 0; |
|
m_pAdditionalIgnoreEnt = NULL; |
|
m_flDamageForceScale = 1.0f; |
|
|
|
#ifdef _DEBUG |
|
m_iAmmoType = -1; |
|
m_vecSrc.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN ); |
|
m_vecDirShooting.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN ); |
|
#endif |
|
m_bPrimaryAttack = true; |
|
} |
|
|
|
FireBulletsInfo_t( int nShots, const Vector &vecSrc, const Vector &vecDir, const Vector &vecSpread, float flDistance, int nAmmoType, bool bPrimaryAttack = true ) |
|
{ |
|
m_iShots = nShots; |
|
m_vecSrc = vecSrc; |
|
m_vecDirShooting = vecDir; |
|
m_vecSpread = vecSpread; |
|
m_flDistance = flDistance; |
|
m_iAmmoType = nAmmoType; |
|
m_iTracerFreq = 4; |
|
m_flDamage = 0; |
|
m_iPlayerDamage = 0; |
|
m_pAttacker = NULL; |
|
m_nFlags = 0; |
|
m_pAdditionalIgnoreEnt = NULL; |
|
m_flDamageForceScale = 1.0f; |
|
m_bPrimaryAttack = bPrimaryAttack; |
|
} |
|
|
|
int m_iShots; |
|
Vector m_vecSrc; |
|
Vector m_vecDirShooting; |
|
Vector m_vecSpread; |
|
float m_flDistance; |
|
int m_iAmmoType; |
|
int m_iTracerFreq; |
|
float m_flDamage; |
|
int m_iPlayerDamage; // Damage to be used instead of m_flDamage if we hit a player |
|
int m_nFlags; // See FireBulletsFlags_t |
|
float m_flDamageForceScale; |
|
CBaseEntity *m_pAttacker; |
|
CBaseEntity *m_pAdditionalIgnoreEnt; |
|
bool m_bPrimaryAttack; |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Data for making the MOVETYPE_STEP entities appear to simulate every frame |
|
// We precompute the simulation and then meter it out each tick during networking of the |
|
// entities origin and orientation. Uses a bit more bandwidth, but it solves the NPCs interacting |
|
// with elevators/lifts bugs. |
|
//----------------------------------------------------------------------------- |
|
struct StepSimulationStep |
|
{ |
|
int nTickCount; |
|
Vector vecOrigin; |
|
Quaternion qRotation; |
|
}; |
|
|
|
struct StepSimulationData |
|
{ |
|
// Are we using the Step Simulation Data |
|
bool m_bOriginActive; |
|
bool m_bAnglesActive; |
|
|
|
// This is the pre-pre-Think position, orientation (Quaternion) and tick count |
|
StepSimulationStep m_Previous2; |
|
|
|
// This is the pre-Think position, orientation (Quaternion) and tick count |
|
StepSimulationStep m_Previous; |
|
|
|
// This is a potential mid-think position, orientation (Quaternion) and tick count |
|
// Used to mark motion discontinuities that happen between thinks |
|
StepSimulationStep m_Discontinuity; |
|
|
|
// This is the goal or post-Think position and orientation (and Quaternion for blending) and next think time tick |
|
StepSimulationStep m_Next; |
|
QAngle m_angNextRotation; |
|
|
|
// This variable is used so that we only compute networked origin/angles once per tick |
|
int m_nLastProcessTickCount; |
|
// The computed/interpolated network origin/angles to use |
|
Vector m_vecNetworkOrigin; |
|
QAngle m_angNetworkAngles; |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Simple state tracking for changing model sideways shrinkage during barnacle swallow |
|
//----------------------------------------------------------------------------- |
|
struct ModelScale |
|
{ |
|
float m_flModelScaleStart; |
|
float m_flModelScaleGoal; |
|
float m_flModelScaleFinishTime; |
|
float m_flModelScaleStartTime; |
|
}; |
|
|
|
#include "soundflags.h" |
|
|
|
struct CSoundParameters; |
|
typedef short HSOUNDSCRIPTHANDLE; |
|
//----------------------------------------------------------------------------- |
|
// Purpose: Aggregates and sets default parameters for EmitSound function calls |
|
//----------------------------------------------------------------------------- |
|
struct EmitSound_t |
|
{ |
|
EmitSound_t() : |
|
m_nChannel( 0 ), |
|
m_pSoundName( 0 ), |
|
m_flVolume( VOL_NORM ), |
|
m_SoundLevel( SNDLVL_NONE ), |
|
m_nFlags( 0 ), |
|
m_nPitch( PITCH_NORM ), |
|
m_nSpecialDSP( 0 ), |
|
m_pOrigin( 0 ), |
|
m_flSoundTime( 0.0f ), |
|
m_pflSoundDuration( 0 ), |
|
m_bEmitCloseCaption( true ), |
|
m_bWarnOnMissingCloseCaption( false ), |
|
m_bWarnOnDirectWaveReference( false ), |
|
m_nSpeakerEntity( -1 ), |
|
m_UtlVecSoundOrigin(), |
|
m_hSoundScriptHandle( -1 ) |
|
{ |
|
} |
|
|
|
EmitSound_t( const CSoundParameters &src ); |
|
|
|
int m_nChannel; |
|
char const *m_pSoundName; |
|
float m_flVolume; |
|
soundlevel_t m_SoundLevel; |
|
int m_nFlags; |
|
int m_nPitch; |
|
int m_nSpecialDSP; |
|
const Vector *m_pOrigin; |
|
float m_flSoundTime; ///< NOT DURATION, but rather, some absolute time in the future until which this sound should be delayed |
|
float *m_pflSoundDuration; |
|
bool m_bEmitCloseCaption; |
|
bool m_bWarnOnMissingCloseCaption; |
|
bool m_bWarnOnDirectWaveReference; |
|
int m_nSpeakerEntity; |
|
mutable CUtlVector< Vector > m_UtlVecSoundOrigin; ///< Actual sound origin(s) (can be multiple if sound routed through speaker entity(ies) ) |
|
mutable HSOUNDSCRIPTHANDLE m_hSoundScriptHandle; |
|
}; |
|
|
|
#define MAX_ACTORS_IN_SCENE 16 |
|
|
|
//----------------------------------------------------------------------------- |
|
// Multiplayer specific defines |
|
//----------------------------------------------------------------------------- |
|
#define MAX_CONTROL_POINTS 8 |
|
#define MAX_CONTROL_POINT_GROUPS 8 |
|
|
|
// Maximum number of points that a control point may need owned to be cappable |
|
#define MAX_PREVIOUS_POINTS 3 |
|
|
|
// The maximum number of teams the control point system knows how to deal with |
|
#define MAX_CONTROL_POINT_TEAMS 8 |
|
|
|
// Maximum length of the cap layout string |
|
#define MAX_CAPLAYOUT_LENGTH 32 |
|
|
|
// Maximum length of the current round printname |
|
#define MAX_ROUND_NAME 32 |
|
|
|
// Maximum length of the current round name |
|
#define MAX_ROUND_IMAGE_NAME 64 |
|
|
|
// Score added to the team score for a round win |
|
#define TEAMPLAY_ROUND_WIN_SCORE 1 |
|
|
|
enum |
|
{ |
|
CP_WARN_NORMAL = 0, |
|
CP_WARN_FINALCAP, |
|
CP_WARN_NO_ANNOUNCEMENTS |
|
}; |
|
|
|
// YWB: 3/12/2007 |
|
// Changing the following #define for Prediction Error checking (See gamemovement.cpp for overview) will to 1 or 2 enables the system, 0 turns it off |
|
// Level 1 enables it, but doesn't force "full precision" networking, so you can still get lots of errors in position/velocity/etc. |
|
// Level 2 enables it but also forces origins/angles to be sent full precision, so other fields can be error / tolerance checked |
|
// NOTE: This stuff only works on a listen server since it punches a hole from the client .dll to server .dll!!! |
|
#define PREDICTION_ERROR_CHECK_LEVEL 0 |
|
|
|
//----------------------------------------------------------------------------- |
|
// Round timer states |
|
//----------------------------------------------------------------------------- |
|
enum |
|
{ |
|
RT_STATE_SETUP, // Timer is in setup mode |
|
RT_STATE_NORMAL, // Timer is in normal mode |
|
}; |
|
|
|
enum |
|
{ |
|
SIMULATION_TIME_WINDOW_BITS = 8, |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Commentary Mode |
|
//----------------------------------------------------------------------------- |
|
#if defined(TF_DLL) || defined(TF_CLIENT_DLL) |
|
#define GAME_HAS_NO_USE_KEY |
|
|
|
#if defined( SPROP_COORD ) |
|
#undef SPROP_COORD |
|
#endif |
|
|
|
#define SPROP_COORD SPROP_COORD_MP |
|
|
|
#endif |
|
|
|
// The player's method of starting / stopping commentary |
|
#ifdef GAME_HAS_NO_USE_KEY |
|
#define COMMENTARY_BUTTONS (IN_ATTACK | IN_ATTACK2 | IN_USE) |
|
#else |
|
#define COMMENTARY_BUTTONS (IN_USE) |
|
#endif |
|
|
|
#define TEAM_TRAIN_MAX_TEAMS 4 |
|
#define TEAM_TRAIN_MAX_HILLS 5 |
|
#define TEAM_TRAIN_FLOATS_PER_HILL 2 |
|
#define TEAM_TRAIN_HILLS_ARRAY_SIZE TEAM_TRAIN_MAX_TEAMS * TEAM_TRAIN_MAX_HILLS * TEAM_TRAIN_FLOATS_PER_HILL |
|
|
|
enum |
|
{ |
|
HILL_TYPE_NONE = 0, |
|
HILL_TYPE_UPHILL, |
|
HILL_TYPE_DOWNHILL, |
|
}; |
|
|
|
#define NOINTERP_PARITY_MAX 4 |
|
#define NOINTERP_PARITY_MAX_BITS 2 |
|
|
|
//----------------------------------------------------------------------------- |
|
// Generic activity lookup support |
|
//----------------------------------------------------------------------------- |
|
enum |
|
{ |
|
kActivityLookup_Unknown = -2, // hasn't been searched for |
|
kActivityLookup_Missing = -1, // has been searched for but wasn't found |
|
}; |
|
|
|
#if defined(TF_DLL) || defined(TF_CLIENT_DLL) |
|
//----------------------------------------------------------------------------- |
|
// Vision Filters. |
|
//----------------------------------------------------------------------------- |
|
// Also used in the item schema to define vision filter or vision mode opt in |
|
#define TF_VISION_FILTER_NONE 0 |
|
#define TF_VISION_FILTER_PYRO (1<<0) // 1 |
|
#define TF_VISION_FILTER_HALLOWEEN (1<<1) // 2 |
|
#define TF_VISION_FILTER_ROME (1<<2) // 4 |
|
|
|
// THIS ENUM SHOULD MATCH THE ORDER OF THE FLAGS ABOVE |
|
enum |
|
{ |
|
VISION_MODE_NONE = 0, |
|
VISION_MODE_PYRO, |
|
VISION_MODE_HALLOWEEN, |
|
VISION_MODE_ROME, |
|
|
|
MAX_VISION_MODES |
|
}; |
|
#endif // TF_DLL || TF_CLIENT_DLL |
|
|
|
#endif // SHAREDDEFS_H
|
|
|