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/* Engine constants
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*
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* by the AMX Mod X Development Team
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*
* This file is provided as is ( no warranties ) .
*/
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#if defined _engine_const_included
#endinput
#endif
#define _engine_const_included
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#define SPEAK_NORMAL 0
#define SPEAK_MUTED 1
#define SPEAK_ALL 2
#define SPEAK_LISTENALL 4
#define CAMERA_NONE 0
#define CAMERA_3RDPERSON 1
#define CAMERA_UPLEFT 2
#define CAMERA_TOPDOWN 3
#define BLOCK_NOT 0
#define BLOCK_ONCE 1
#define BLOCK_SET 2
enum {
ARG_BYTE = 1 , /* int */
ARG_CHAR , /* int */
ARG_SHORT , /* int */
ARG_LONG , /* int */
ARG_ANGLE , /* float */
ARG_COORD , /* float */
ARG_STRING , /* string */
ARG_ENTITY , /* int */
}
/* Int */
enum {
EV_INT_gamestate = 0 ,
EV_INT_oldbuttons ,
EV_INT_groupinfo ,
EV_INT_iuser1 ,
EV_INT_iuser2 ,
EV_INT_iuser3 ,
EV_INT_iuser4 ,
EV_INT_weaponanim ,
EV_INT_pushmsec ,
EV_INT_bInDuck ,
EV_INT_flTimeStepSound ,
EV_INT_flSwimTime ,
EV_INT_flDuckTime ,
EV_INT_iStepLeft ,
EV_INT_movetype ,
EV_INT_solid ,
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EV_INT_skin ,
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EV_INT_body ,
EV_INT_effects ,
EV_INT_light_level ,
EV_INT_sequence ,
EV_INT_gaitsequence ,
EV_INT_modelindex ,
EV_INT_playerclass ,
EV_INT_waterlevel ,
EV_INT_watertype ,
EV_INT_spawnflags ,
EV_INT_flags ,
EV_INT_colormap ,
EV_INT_team ,
EV_INT_fixangle ,
EV_INT_weapons ,
EV_INT_rendermode ,
EV_INT_renderfx ,
EV_INT_button ,
EV_INT_impulse ,
EV_INT_deadflag ,
}
/* Float */
enum {
EV_FL_impacttime = 0 ,
EV_FL_starttime ,
EV_FL_idealpitch ,
EV_FL_pitch_speed ,
EV_FL_ideal_yaw ,
EV_FL_yaw_speed ,
EV_FL_ltime ,
EV_FL_nextthink ,
EV_FL_gravity ,
EV_FL_friction ,
EV_FL_frame ,
EV_FL_animtime ,
EV_FL_framerate ,
EV_FL_health ,
EV_FL_frags ,
EV_FL_takedamage ,
EV_FL_max_health ,
EV_FL_teleport_time ,
EV_FL_armortype ,
EV_FL_armorvalue ,
EV_FL_dmg_take ,
EV_FL_dmg_save ,
EV_FL_dmg ,
EV_FL_dmgtime ,
EV_FL_speed ,
EV_FL_air_finished ,
EV_FL_pain_finished ,
EV_FL_radsuit_finished ,
EV_FL_scale ,
EV_FL_renderamt ,
EV_FL_maxspeed ,
EV_FL_fov ,
EV_FL_flFallVelocity ,
EV_FL_fuser1 ,
EV_FL_fuser2 ,
EV_FL_fuser3 ,
EV_FL_fuser4 ,
}
/* Vector */
enum {
EV_VEC_origin = 0 ,
EV_VEC_oldorigin ,
EV_VEC_velocity ,
EV_VEC_basevelocity ,
EV_VEC_clbasevelocity ,
EV_VEC_movedir ,
EV_VEC_angles ,
EV_VEC_avelocity ,
EV_VEC_punchangle ,
EV_VEC_v_angle ,
EV_VEC_endpos ,
EV_VEC_startpos ,
EV_VEC_absmin ,
EV_VEC_absmax ,
EV_VEC_mins ,
EV_VEC_maxs ,
EV_VEC_size ,
EV_VEC_rendercolor ,
EV_VEC_view_ofs ,
EV_VEC_vuser1 ,
EV_VEC_vuser2 ,
EV_VEC_vuser3 ,
EV_VEC_vuser4 ,
}
/* Edict */
enum {
EV_ENT_chain = 0 ,
EV_ENT_dmg_inflictor ,
EV_ENT_enemy ,
EV_ENT_aiment ,
EV_ENT_owner ,
EV_ENT_groundentity ,
EV_ENT_pContainingEntity ,
EV_ENT_euser1 ,
EV_ENT_euser2 ,
EV_ENT_euser3 ,
EV_ENT_euser4 ,
}
/* String */
enum {
EV_SZ_classname = 0 ,
EV_SZ_globalname ,
EV_SZ_model ,
EV_SZ_target ,
EV_SZ_targetname ,
EV_SZ_netname ,
EV_SZ_message ,
EV_SZ_noise ,
EV_SZ_noise1 ,
EV_SZ_noise2 ,
EV_SZ_noise3 ,
EV_SZ_viewmodel ,
EV_SZ_weaponmodel ,
}
/* Byte */
enum {
EV_BYTE_controller1 = 0 ,
EV_BYTE_controller2 ,
EV_BYTE_controller3 ,
EV_BYTE_controller4 ,
EV_BYTE_blending1 ,
EV_BYTE_blending2 ,
}
#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)
#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 */
#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)
#define FL_IMMUNE_SLIME (1<<18)
#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 */
#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 */
#define MOVETYPE_NONE 0 /* never moves */
#define MOVETYPE_ANGLENOCLIP 1
#define MOVETYPE_ANGLECLIP 2
#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 */
#define MOVETYPE_BOUNCEMISSILE 11 /* bounce w/o gravity */
#define MOVETYPE_FOLLOW 12 /* track movement of aiment */
#define MOVETYPE_PUSHSTEP 13 /* BSP model that needs physics/world collisions (uses nearest hull for world collision) */
#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
#define CONTENTS_TRANSLUCENT -15
#define CONTENTS_LADDER -16
#define DMG_GENERIC 0 /* generic damage was done */
#define DMG_CRUSH (1<<0) /* crushed by falling or moving object */
#define DMG_BULLET (1<<1) /* shot */
#define DMG_SLASH (1<<2) /* cut, clawed, stabbed */
#define DMG_BURN (1<<3) /* heat burned */
#define DMG_FREEZE (1<<4) /* frozen */
#define DMG_FALL (1<<5) /* fell too far */
#define DMG_BLAST (1<<6) /* explosive blast damage */
#define DMG_CLUB (1<<7) /* crowbar, punch, headbutt */
#define DMG_SHOCK (1<<8) /* electric shock */
#define DMG_SONIC (1<<9) /* sound pulse shockwave */
#define DMG_ENERGYBEAM (1<<10) /* laser or other high energy beam */
#define DMG_NEVERGIB (1<<12) /* with this bit OR'd in, no damage type will be able to gib victims upon death */
#define DMG_ALWAYSGIB (1<<13) /* with this bit OR'd in, any damage type can be made to gib victims upon death */
#define DMG_DROWN (1<<14) /* Drowning */
/* time-based damage */
#define DMG_TIMEBASED (~(0x3fff)) /* mask for time-based damage */
/* TF Additions */
#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) */
#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 */
#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 */
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#define EF_NODRAW 128 /* don't draw entity */
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#if defined _jghg_enums
#endinput
#endif
#define _jghg_enums
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enum {
// Edict
GL_trace_ent = 0 ,
// Float
GL_coop ,
GL_deathmatch ,
GL_force_retouch ,
GL_found_secrets ,
GL_frametime ,
GL_serverflags ,
GL_teamplay ,
GL_time ,
GL_trace_allsolid ,
GL_trace_fraction ,
GL_trace_inopen ,
GL_trace_inwater ,
GL_trace_plane_dist ,
GL_trace_startsolid ,
// Int
GL_cdAudioTrack ,
GL_maxClients ,
GL_maxEntities ,
GL_msg_entity ,
GL_trace_flags ,
GL_trace_hitgroup ,
// String
GL_pStringBase ,
GL_mapname ,
GL_startspot ,
// Vector
GL_trace_endpos ,
GL_trace_plane_normal ,
GL_v_forward ,
GL_v_right ,
GL_v_up ,
GL_vecLandmarkOffset ,
// Void (not supported)
GL_pSaveData
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}
enum
{
usercmd_float_start ,
usercmd_forwardmove , // Float
usercmd_sidemove , // Float
usercmd_upmove , // Float
usercmd_float_end ,
usercmd_int_start ,
usercmd_lerp_msec , // short
usercmd_msec , // byte
usercmd_lightlevel , // byte
usercmd_buttons , // unsigned short
usercmd_impulse , // byte
usercmd_weaponselect , // byte
usercmd_impact_index , // int
usercmd_int_end ,
usercmd_vec_start ,
usercmd_viewangles , // Vector
usercmd_impact_position , // vec
usercmd_vec_end
};