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// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
//
// Half-Life SDK Constants
//
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# if defined _hlsdk_const_included
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# endinput
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# endif
# define _hlsdk_const_included
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/ * *
* pev ( entity , pev_button ) or pev ( entity , pev_oldbuttons ) values
* /
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# define IN_ATTACK (1<<0)
# define IN_JUMP (1<<1)
# define IN_DUCK (1<<2)
# define IN_FORWARD (1<<3)
# define IN_BACK (1<<4)
# define IN_USE (1<<5)
# define IN_CANCEL (1<<6)
# define IN_LEFT (1<<7)
# define IN_RIGHT (1<<8)
# define IN_MOVELEFT (1<<9)
# define IN_MOVERIGHT (1<<10)
# define IN_ATTACK2 (1<<11)
# define IN_RUN (1<<12)
# define IN_RELOAD (1<<13)
# define IN_ALT1 (1<<14)
# define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down
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/ * *
* pev ( entity , pev_flags ) values
* /
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# define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
# define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
# define FL_CONVEYOR (1<<2)
# define FL_CLIENT (1<<3)
# define FL_INWATER (1<<4)
# define FL_MONSTER (1<<5)
# define FL_GODMODE (1<<6)
# define FL_NOTARGET (1<<7)
# define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
# define FL_ONGROUND (1<<9) // At rest / on the ground
# define FL_PARTIALGROUND (1<<10) // Not all corners are valid
# 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
# define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them
# define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched
# define FL_FLOAT (1<<15) // Apply floating force to this entity when in water
# define FL_GRAPHED (1<<16) // Worldgraph has this ent listed as something that blocks a connection
# 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)
# define FL_PROXY (1<<20) // This is a spectator proxy
# define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
# define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
# define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
# define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
# define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
# define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc.
# define FL_CUSTOMENTITY (1<<29) // This is a custom entity
# define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
# define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
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/ * *
* engfunc ( EngFunc_WalkMove , entity , Float : yaw , Float : dist , iMode ) iMode values
* /
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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
# define WALKMOVE_CHECKONLY 2 // Move, but don't touch triggers
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/ * *
* pev ( entity , pev_movetype ) values
* /
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# define MOVETYPE_NONE 0 // Never moves
# define MOVETYPE_WALK 3 // Player only - moving on the ground
# define MOVETYPE_STEP 4 // Gravity, special edge handling -- monsters use this
# define MOVETYPE_FLY 5 // No gravity, but still collides with stuff
# define MOVETYPE_TOSS 6 // Gravity/Collisions
# define MOVETYPE_PUSH 7 // No clip to world, push and crush
# define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity
# define MOVETYPE_FLYMISSILE 9 // Extra size to monsters
# 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
# 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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/ * *
* pev ( entity , pev_solid ) values
*
* @ note Some movetypes will cause collisions independent of SOLID_NOT and
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* SOLID_TRIGGER when the entity moves . SOLID only effects OTHER entities
* colliding with this one when they move - UGH !
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* /
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# define SOLID_NOT 0 // No interaction with other objects
# define SOLID_TRIGGER 1 // Touch on edge, but not blocking
# define SOLID_BBOX 2 // Touch on edge, block
# define SOLID_SLIDEBOX 3 // Touch on edge, but not an onground
# define SOLID_BSP 4 // BSP clip, touch on edge, block
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/ * *
* pev ( entity , pev_deadflag ) values
* /
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# define DEAD_NO 0 // Alive
# define DEAD_DYING 1 // Playing death animation or still falling off of a ledge waiting to hit ground
# define DEAD_DEAD 2 // Dead, lying still
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# define DEAD_RESPAWNABLE 3
# define DEAD_DISCARDBODY 4
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/ * *
* new Float : takedamage , pev ( entity , pev_takedamage , takedamage ) values
* /
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# define DAMAGE_NO 0.0
# define DAMAGE_YES 1.0
# define DAMAGE_AIM 2.0
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/ * *
* pev ( entity , pev_effects ) values
* /
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# define EF_BRIGHTFIELD 1 // Swirling cloud of particles
# define EF_MUZZLEFLASH 2 // Single frame ELIGHT on entity attachment 0
# define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
# define EF_DIMLIGHT 8 // Player flashlight
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# define EF_INVLIGHT 16 // Get lighting from ceiling
# define EF_NOINTERP 32 // Don't interpolate the next frame
# define EF_LIGHT 64 // Rocket flare glow sprite
# define EF_NODRAW 128 // Don't draw entity
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/ * *
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* Spectating camera mode constants
*
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* @ note These constants are linked to different camera modes available when you
* are spectating ( either dead or when in spectator team ) . Usually this is
* stored in the pev_iuser1 field in Counter - Strike and Half - Life games .
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* /
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# define OBS_NONE 0
# define OBS_CHASE_LOCKED 1 // Locked Chase Cam
# define OBS_CHASE_FREE 2 // Free Chase Cam
# define OBS_ROAMING 3 // Free Look
# define OBS_IN_EYE 4 // First Person
# define OBS_MAP_FREE 5 // Free Overview
# define OBS_MAP_CHASE 6 // Chase Overview
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/ * *
* engfunc ( EngFunc_PointContents , Float : origin ) return values
* /
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# define CONTENTS_EMPTY -1
# define CONTENTS_SOLID -2
# define CONTENTS_WATER -3
# define CONTENTS_SLIME -4
# define CONTENTS_LAVA -5
# define CONTENTS_SKY -6
# define CONTENTS_ORIGIN -7 // Removed at csg time
# define CONTENTS_CLIP -8 // Changed to contents_solid
# define CONTENTS_CURRENT_0 -9
# define CONTENTS_CURRENT_90 -10
# define CONTENTS_CURRENT_180 -11
# define CONTENTS_CURRENT_270 -12
# define CONTENTS_CURRENT_UP -13
# define CONTENTS_CURRENT_DOWN -14
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# define CONTENTS_TRANSLUCENT -15
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# define CONTENTS_LADDER -16
# define CONTENT_FLYFIELD -17
# define CONTENT_GRAVITY_FLYFIELD -18
# define CONTENT_FOG -19
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/ * *
* Instant damage values for use with the 3 rd parameter of the " Damage " client
* message .
* /
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# define DMG_GENERIC 0 // Generic damage was done
# define DMG_CRUSH (1<<0) // Crushed by falling or moving object
# define DMG_BULLET (1<<1) // Shot
# define DMG_SLASH (1<<2) // Cut, clawed, stabbed
# define DMG_BURN (1<<3) // Heat burned
# define DMG_FREEZE (1<<4) // Frozen
# define DMG_FALL (1<<5) // Fell too far
# define DMG_BLAST (1<<6) // Explosive blast damage
# define DMG_CLUB (1<<7) // Crowbar, punch, headbutt
# define DMG_SHOCK (1<<8) // Electric shock
# define DMG_SONIC (1<<9) // Sound pulse shockwave
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# define DMG_ENERGYBEAM (1<<10) // Laser or other high energy beam
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# define DMG_NEVERGIB (1<<12) // With this bit OR'd in, no damage type will be able to gib victims upon death
# define DMG_ALWAYSGIB (1<<13) // With this bit OR'd in, any damage type can be made to gib victims upon death.
# define DMG_DROWN (1<<14) // Drowning
# define DMG_PARALYZE (1<<15) // Slows affected creature down
# define DMG_NERVEGAS (1<<16) // Nerve toxins, very bad
# define DMG_POISON (1<<17) // Blood poisioning
# define DMG_RADIATION (1<<18) // Radiation exposure
# define DMG_DROWNRECOVER (1<<19) // Drowning recovery
# define DMG_ACID (1<<20) // Toxic chemicals or acid burns
# define DMG_SLOWBURN (1<<21) // In an oven
# define DMG_SLOWFREEZE (1<<22) // In a subzero freezer
# define DMG_MORTAR (1<<23) // Hit by air raid (done to distinguish grenade from mortar)
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# define DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade
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# define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage
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/ * *
* Valid constants for fNoMonsters parameter of EngFunc_TraceLine ,
* EngFunc_TraceMonsterHull , EngFunc_TraceHull and EngFunc_TraceSphere .
* /
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# define DONT_IGNORE_MONSTERS 0
# define IGNORE_MONSTERS 1
# define IGNORE_MISSILE 2
# define IGNORE_GLASS 0x100
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/ * *
* The hullnumber paramater of EngFunc_TraceHull , EngFunc_TraceModel and
* DLLFunc_GetHullBounds
* /
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# define HULL_POINT 0
# define HULL_HUMAN 1
# define HULL_LARGE 2
# define HULL_HEAD 3
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/ * *
* global_get ( glb_trace_flags )
* /
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# define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
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/ * *
* Used with get / set_es ( es_handle , ES_eFlags , . . . ) ( entity_state data structure )
* /
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# define EFLAG_SLERP 1 // Do studio interpolation of this entity
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/ * *
* @ section pev ( entity , pev_spawnflags ) values
* /
/ * *
* func_train
* /
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# define SF_TRAIN_WAIT_RETRIGGER 1
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# define SF_TRAIN_START_ON 4 // Train is initially moving
# define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
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/ * *
* func_wall_toggle
* /
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# define SF_WALL_START_OFF 0x0001
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/ * *
* func_converyor
* /
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# define SF_CONVEYOR_VISUAL 0x0001
# define SF_CONVEYOR_NOTSOLID 0x0002
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/ * *
* func_button
* /
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# define SF_BUTTON_DONTMOVE 1
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# define SF_BUTTON_TOGGLE 32 // Button stays pushed until reactivated
# define SF_BUTTON_SPARK_IF_OFF 64 // Button sparks in OFF state
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# define SF_BUTTON_TOUCH_ONLY 256 // Button only fires as a result of USE key.
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/ * *
* func_rot_button
* /
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# define SF_ROTBUTTON_NOTSOLID 1
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/ * *
* env_global
* /
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# define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
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/ * *
* multisource
* /
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# define SF_MULTI_INIT 1
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/ * *
* momentary_rot_button
* /
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# define SF_MOMENTARY_DOOR 0x0001
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/ * *
* button_target
* /
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# define SF_BTARGET_USE 0x0001
# define SF_BTARGET_ON 0x0002
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/ * *
* func_door , func_water , func_door_rotating , momementary_door
* /
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# define SF_DOOR_ROTATE_Y 0
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# define SF_DOOR_START_OPEN 1
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# define SF_DOOR_ROTATE_BACKWARDS 2
# define SF_DOOR_PASSABLE 8
# define SF_DOOR_ONEWAY 16
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# define SF_DOOR_NO_AUTO_RETURN 32
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# define SF_DOOR_ROTATE_Z 64
# define SF_DOOR_ROTATE_X 128
# define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button
# define SF_DOOR_NOMONSTERS 512 // Monster can't open
# define SF_DOOR_SILENT 0x80000000
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/ * *
* gibshooter
* /
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# define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
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/ * *
* env_funnel
* /
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# define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them
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/ * *
* env_bubbles
* /
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# define SF_BUBBLES_STARTOFF 0x0001
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/ * *
* env_blood
* /
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# define SF_BLOOD_RANDOM 0x0001
# define SF_BLOOD_STREAM 0x0002
# define SF_BLOOD_PLAYER 0x0004
# define SF_BLOOD_DECAL 0x0008
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/ * *
* env_shake
* /
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# define SF_SHAKE_EVERYONE 0x0001 // Don't check radius
# define SF_SHAKE_DISRUPT 0x0002 // Disrupt controls
# define SF_SHAKE_INAIR 0x0004 // Shake players in air
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/ * *
* env_fade
* /
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# define SF_FADE_IN 0x0001 // Fade in, not out
# define SF_FADE_MODULATE 0x0002 // Modulate, don't blend
# define SF_FADE_ONLYONE 0x0004
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/ * *
* env_beam , env_lightning
* /
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# define SF_BEAM_STARTON 0x0001
# define SF_BEAM_TOGGLE 0x0002
# define SF_BEAM_RANDOM 0x0004
# define SF_BEAM_RING 0x0008
# define SF_BEAM_SPARKSTART 0x0010
# define SF_BEAM_SPARKEND 0x0020
# define SF_BEAM_DECALS 0x0040
# define SF_BEAM_SHADEIN 0x0080
# define SF_BEAM_SHADEOUT 0x0100
# define SF_BEAM_TEMPORARY 0x8000
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/ * *
* env_sprite
* /
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# define SF_SPRITE_STARTON 0x0001
# define SF_SPRITE_ONCE 0x0002
# define SF_SPRITE_TEMPORARY 0x8000
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/ * *
* env_message
* /
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# define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
# define SF_MESSAGE_ALL 0x0002 // Send to all clients
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/ * *
* env_explosion
* /
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# define SF_ENVEXPLOSION_NODAMAGE (1<<0) // When set, ENV_EXPLOSION will not actually inflict damage
# define SF_ENVEXPLOSION_REPEATABLE (1<<1) // Can this entity be refired?
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# define SF_ENVEXPLOSION_NOFIREBALL (1<<2) // Don't draw the fireball
# define SF_ENVEXPLOSION_NOSMOKE (1<<3) // Don't draw the smoke
# define SF_ENVEXPLOSION_NODECAL (1<<4) // Don't make a scorch mark
# define SF_ENVEXPLOSION_NOSPARKS (1<<5) // Don't make a scorch mark
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/ * *
* func_tank
* /
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# define SF_TANK_ACTIVE 0x0001
# define SF_TANK_PLAYER 0x0002
# define SF_TANK_HUMANS 0x0004
# define SF_TANK_ALIENS 0x0008
# define SF_TANK_LINEOFSIGHT 0x0010
# define SF_TANK_CANCONTROL 0x0020
# define SF_TANK_SOUNDON 0x8000
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/ * *
* grenade
* /
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# define SF_DETONATE 0x0001
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/ * *
* item_suit
* /
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# define SF_SUIT_SHORTLOGON 0x0001
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/ * *
* game_score
* /
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# define SF_SCORE_NEGATIVE 0x0001
# define SF_SCORE_TEAM 0x0002
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/ * *
* game_text
* /
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# define SF_ENVTEXT_ALLPLAYERS 0x0001
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/ * *
* game_team_master
* /
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# define SF_TEAMMASTER_FIREONCE 0x0001
# define SF_TEAMMASTER_ANYTEAM 0x0002
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/ * *
* game_team_set
* /
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# define SF_TEAMSET_FIREONCE 0x0001
# define SF_TEAMSET_CLEARTEAM 0x0002
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/ * *
* game_player_hurt
* /
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# define SF_PKILL_FIREONCE 0x0001
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/ * *
* game_counter
* /
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# define SF_GAMECOUNT_FIREONCE 0x0001
# define SF_GAMECOUNT_RESET 0x0002
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/ * *
* game_player_equip
* /
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# define SF_PLAYEREQUIP_USEONLY 0x0001
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/ * *
* game_player_team
* /
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# define SF_PTEAM_FIREONCE 0x0001
# define SF_PTEAM_KILL 0x0002
# define SF_PTEAM_GIB 0x0004
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/ * *
* func_trackchange
* /
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# define SF_PLAT_TOGGLE 0x0001
# define SF_TRACK_ACTIVATETRAIN 0x00000001
# define SF_TRACK_RELINK 0x00000002
# define SF_TRACK_ROTMOVE 0x00000004
# define SF_TRACK_STARTBOTTOM 0x00000008
# define SF_TRACK_DONT_MOVE 0x00000010
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/ * *
* func_tracktrain
* /
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# define SF_TRACKTRAIN_NOPITCH 0x0001
# define SF_TRACKTRAIN_NOCONTROL 0x0002
# define SF_TRACKTRAIN_FORWARDONLY 0x0004
# define SF_TRACKTRAIN_PASSABLE 0x0008
# define SF_PATH_DISABLED 0x00000001
# define SF_PATH_FIREONCE 0x00000002
# define SF_PATH_ALTREVERSE 0x00000004
# define SF_PATH_DISABLE_TRAIN 0x00000008
# define SF_PATH_ALTERNATE 0x00008000
# define SF_CORNER_WAITFORTRIG 0x001
# define SF_CORNER_TELEPORT 0x002
# define SF_CORNER_FIREONCE 0x004
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/ * *
* trigger_push
* /
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# define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
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/ * *
* trigger_hurt
* /
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# define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once
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# define SF_TRIGGER_HURT_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
# define SF_TRIGGER_HURT_NO_CLIENTS 8 // Spawnflag that makes trigger_push spawn turned OFF
# define SF_TRIGGER_HURT_CLIENTONLYFIRE 16 // Trigger hurt will only fire its target if it is hurting a client
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# define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // Only clients may touch this trigger
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/ * *
* trigger_auto
* /
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# define SF_AUTO_FIREONCE 0x0001
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/ * *
* trigger_relay
* /
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# define SF_RELAY_FIREONCE 0x0001
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/ * *
* multi_manager
* /
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# define SF_MULTIMAN_CLONE 0x80000000
# define SF_MULTIMAN_THREAD 0x00000001
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/ * *
* env_render
* @ note These are flags to indicate masking off various render parameters that
* are usually copied to the targets
* /
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# define SF_RENDER_MASKFX (1<<0)
# define SF_RENDER_MASKAMT (1<<1)
# define SF_RENDER_MASKMODE (1<<2)
# define SF_RENDER_MASKCOLOR (1<<3)
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/ * *
* trigger_changelevel
* /
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# define SF_CHANGELEVEL_USEONLY 0x0002
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/ * *
* trigger_endsection
* /
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# define SF_ENDSECTION_USEONLY 0x0001
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/ * *
* trigger_camera
* /
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# define SF_CAMERA_PLAYER_POSITION 1
# define SF_CAMERA_PLAYER_TARGET 2
# define SF_CAMERA_PLAYER_TAKECONTROL 4
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/ * *
* func_rotating
* /
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# define SF_BRUSH_ROTATE_Y_AXIS 0
# define SF_BRUSH_ROTATE_INSTANT 1
# define SF_BRUSH_ROTATE_BACKWARDS 2
# define SF_BRUSH_ROTATE_Z_AXIS 4
# define SF_BRUSH_ROTATE_X_AXIS 8
# define SF_PENDULUM_AUTO_RETURN 16
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# define SF_PENDULUM_PASSABLE 32
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# define SF_BRUSH_ROTATE_SMALLRADIUS 128
# define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
# define SF_BRUSH_ROTATE_LARGERADIUS 512
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/ * *
* triggers
* /
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# define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters allowed to fire this trigger
# define SF_TRIGGER_NOCLIENTS 2 // Players not allowed to fire this trigger
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# define SF_TRIGGER_PUSHABLES 4 // Only pushables can fire this trigger
# define SF_TRIG_PUSH_ONCE 1
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/ * *
* func_breakable
* /
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# define SF_BREAK_TRIGGER_ONLY 1 // May only be broken by trigger
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# define SF_BREAK_TOUCH 2 // Can be 'crashed through' by running player (plate glass)
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# define SF_BREAK_PRESSURE 4 // Can be broken by a player standing on it
# define SF_BREAK_CROWBAR 256 // Instant break if hit with crowbar
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/ * *
* func_pushable ( also func_breakable , so don ' t collide with those flags )
* /
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# define SF_PUSH_BREAKABLE 128
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/ * *
* light_spawn
* /
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# define SF_LIGHT_START_OFF 1
# define SPAWNFLAG_NOMESSAGE 1
# define SPAWNFLAG_NOTOUCH 1
# define SPAWNFLAG_DROIDONLY 4
# define SPAWNFLAG_USEONLY 1 // Can't be touched, must be used (buttons)
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/ * *
* Monster Spawnflags
* /
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# define SF_MONSTER_WAIT_TILL_SEEN 1 // Spawnflag that makes monsters wait until player can see them before attacking
# define SF_MONSTER_GAG 2 // No idle noises from this monster
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# define SF_MONSTER_HITMONSTERCLIP 4
# define SF_MONSTER_PRISONER 16 // Monster won't attack anyone, no one will attacke him
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# define SF_MONSTER_WAIT_FOR_SCRIPT 128 // Spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked
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# define SF_MONSTER_PREDISASTER 256 // This is a predisaster scientist or barney; influences how they speak
# define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
# define SF_MONSTER_FALL_TO_GROUND 0x80000000
# define SF_MONSTER_TURRET_AUTOACTIVATE 32
# define SF_MONSTER_TURRET_STARTINACTIVE 64
# define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // Don't attack the player unless provoked
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/ * *
* info_decal
* /
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# define SF_DECAL_NOTINDEATHMATCH 2048
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/ * *
* worldspawn
* /
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# define SF_WORLD_DARK 0x0001 // Fade from black at startup
# define SF_WORLD_TITLE 0x0002 // Display game title at startup
# define SF_WORLD_FORCETEAM 0x0004 // Force teams
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/ * *
* Set this bit on guns and stuff that should never respawn
* /
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# define SF_NORESPAWN (1<<30)
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/ * *
* @ endsection
* /
/ * *
* Valve Mod Weapon Constants
* /
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# define HLI_HEALTHKIT 1
# define HLI_ANTIDOTE 2
# define HLI_SECURITY 3
# define HLI_BATTERY 4
# define HLW_NONE 0
# define HLW_CROWBAR 1
# define HLW_GLOCK 2
# define HLW_PYTHON 3
# define HLW_MP5 4
# define HLW_CHAINGUN 5
# define HLW_CROSSBOW 6
# define HLW_SHOTGUN 7
# define HLW_RPG 8
# define HLW_GAUSS 9
# define HLW_EGON 10
# define HLW_HORNETGUN 11
# define HLW_HANDGRENADE 12
# define HLW_TRIPMINE 13
# define HLW_SATCHEL 14
# define HLW_SNARK 15
# define HLW_SUIT 31
# define HLW_ALLWEAPONS (~(1<<HLW_SUIT))
# define FEV_NOTHOST (1<<0) // Skip local host for event send.
# define FEV_RELIABLE (1<<1) // Send the event reliably. You must specify the origin and angles
// for this to work correctly on the server for anything
// that depends on the event origin/angles. I.e., the origin/angles are not
// taken from the invoking edict for reliable events.
# define FEV_GLOBAL (1<<2) // Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC
// sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ).
# define FEV_UPDATE (1<<3) // If this client already has one of these events in its queue, just update the event instead of sending it as a duplicate
# define FEV_HOSTONLY (1<<4) // Only send to entity specified as the invoker
# define FEV_SERVER (1<<5) // Only send if the event was created on the server.
# define FEV_CLIENT (1<<6) // Only issue event client side ( from shared code )
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/ * *
* Cap bits to indicate what an object ' s capabilities are , currently used for
* save / restore and level transitions .
* /
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# define FCAP_CUSTOMSAVE 0x00000001
# define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
# define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
# define FCAP_DONT_SAVE 0x80000000 // Don't save this
# define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
# define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
# define FCAP_ONOFF_USE 0x00000020 // can be used by the player
# define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
# define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)