From 63cf35b9040d6fcb199665ecb4cd23c90e46fee0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Valentin=20Gr=C3=BCnbacher?= Date: Mon, 4 Aug 2014 19:55:45 +0200 Subject: [PATCH] hlsdk_const: Fix up headings for proper display in api reference --- plugins/include/hlsdk_const.inc | 307 ++++++++++++++++++++++++-------- 1 file changed, 228 insertions(+), 79 deletions(-) diff --git a/plugins/include/hlsdk_const.inc b/plugins/include/hlsdk_const.inc index 0d96958f..70dc8013 100644 --- a/plugins/include/hlsdk_const.inc +++ b/plugins/include/hlsdk_const.inc @@ -11,7 +11,9 @@ #endif #define _hlsdk_const_included -// pev(entity, pev_button) or pev(entity, pev_oldbuttons) values +/** + * pev(entity, pev_button) or pev(entity, pev_oldbuttons) values + */ #define IN_ATTACK (1<<0) #define IN_JUMP (1<<1) #define IN_DUCK (1<<2) @@ -29,7 +31,9 @@ #define IN_ALT1 (1<<14) #define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down -// pev(entity, pev_flags) values +/** + * pev(entity, pev_flags) values + */ #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) @@ -61,12 +65,16 @@ #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 -// engfunc(EngFunc_WalkMove, entity, Float:yaw, Float:dist, iMode) iMode values +/** + * engfunc(EngFunc_WalkMove, entity, Float:yaw, Float:dist, iMode) iMode values + */ #define WALKMOVE_NORMAL 0 // Normal walkmove #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 -// pev(entity, pev_movetype) values +/** + * pev(entity, pev_movetype) values + */ #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 @@ -80,28 +88,38 @@ #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) -// pev(entity, pev_solid) values -// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves -// SOLID only effects OTHER entities colliding with this one when they move - UGH! +/** + * pev(entity, pev_solid) values + * + * @note Some movetypes will cause collisions independent of SOLID_NOT and + * SOLID_TRIGGER when the entity moves. SOLID only effects OTHER entities + * colliding with this one when they move - UGH! + */ #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 -// pev(entity, pev_deadflag) values +/** + * pev(entity, pev_deadflag) values + */ #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 #define DEAD_RESPAWNABLE 3 #define DEAD_DISCARDBODY 4 -// new Float:takedamage, pev(entity, pev_takedamage, takedamage) values +/** + * new Float:takedamage, pev(entity, pev_takedamage, takedamage) values + */ #define DAMAGE_NO 0.0 #define DAMAGE_YES 1.0 #define DAMAGE_AIM 2.0 -// pev(entity, pev_effects) values +/** + * pev(entity, pev_effects) values + */ #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 @@ -112,12 +130,12 @@ #define EF_NODRAW 128 // Don't draw entity /** -* Spectating camera mode constants -* -* Those constants are linked to differents camera mode available when you are spectating. -* (death or spectator team) -* They are usually stored in pev_iuser1 field in Counter-Strike and Half-Life games. -*/ + * Spectating camera mode constants + * + * @node 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. + */ #define OBS_NONE 0 #define OBS_CHASE_LOCKED 1 // Locked Chase Cam #define OBS_CHASE_FREE 2 // Free Chase Cam @@ -126,7 +144,9 @@ #define OBS_MAP_FREE 5 // Free Overview #define OBS_MAP_CHASE 6 // Chase Overview -// engfunc(EngFunc_PointContents, Float:origin) return values +/** + * engfunc(EngFunc_PointContents, Float:origin) return values + */ #define CONTENTS_EMPTY -1 #define CONTENTS_SOLID -2 #define CONTENTS_WATER -3 @@ -147,7 +167,10 @@ #define CONTENT_GRAVITY_FLYFIELD -18 #define CONTENT_FOG -19 -// Instant damage values for use with gmsgDamage 3rd value write_long(BIT) +/** + * Instant damage values for use with the 3rd parameter of the "Damage" client + * message. + */ #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 @@ -159,7 +182,7 @@ #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_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 @@ -175,61 +198,93 @@ #define DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade #define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage -// The fNoMonsters parameter of EngFunc_TraceLine, EngFunc_TraceMonsterHull, EngFunc_TraceHull, and EngFunc_TraceSphere +/** + * Valid constants for fNoMonsters parameter of EngFunc_TraceLine, + * EngFunc_TraceMonsterHull, EngFunc_TraceHull and EngFunc_TraceSphere. + */ #define DONT_IGNORE_MONSTERS 0 #define IGNORE_MONSTERS 1 #define IGNORE_MISSILE 2 #define IGNORE_GLASS 0x100 -// The hullnumber paramater of EngFunc_TraceHull, EngFunc_TraceModel and DLLFunc_GetHullBounds +/** + * The hullnumber paramater of EngFunc_TraceHull, EngFunc_TraceModel and + * DLLFunc_GetHullBounds + */ #define HULL_POINT 0 #define HULL_HUMAN 1 #define HULL_LARGE 2 #define HULL_HEAD 3 -// global_get(glb_trace_flags) +/** + * global_get(glb_trace_flags) + */ #define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box -// Used with get/set_es(es_handle, ES_eFlags, ...) (entity_state data structure) +/** + * Used with get/set_es(es_handle, ES_eFlags, ...) (entity_state data structure) + */ #define EFLAG_SLERP 1 // Do studio interpolation of this entity -// pev(entity, pev_spawnflags) values -// Many of these flags apply to specific entities -// func_train +/** + * @section pev(entity, pev_spawnflags) values + * @note Many of these flags apply to specific entities + */ +/** + * func_train + */ #define SF_TRAIN_WAIT_RETRIGGER 1 #define SF_TRAIN_START_ON 4 // Train is initially moving #define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains -// func_wall_toggle +/** + * func_wall_toggle + */ #define SF_WALL_START_OFF 0x0001 -// func_converyor +/** + * func_converyor + */ #define SF_CONVEYOR_VISUAL 0x0001 #define SF_CONVEYOR_NOTSOLID 0x0002 -// func_button +/** + * func_button + */ #define SF_BUTTON_DONTMOVE 1 #define SF_BUTTON_TOGGLE 32 // Button stays pushed until reactivated #define SF_BUTTON_SPARK_IF_OFF 64 // Button sparks in OFF state #define SF_BUTTON_TOUCH_ONLY 256 // Button only fires as a result of USE key. -// func_rot_button +/** + * func_rot_button + */ #define SF_ROTBUTTON_NOTSOLID 1 -// env_global +/** + * env_global + */ #define SF_GLOBAL_SET 1 // Set global state to initial state on spawn -// multisource +/** + * multisource + */ #define SF_MULTI_INIT 1 -// momentary_rot_button +/** + * momentary_rot_button + */ #define SF_MOMENTARY_DOOR 0x0001 -// button_target +/** + * button_target + */ #define SF_BTARGET_USE 0x0001 #define SF_BTARGET_ON 0x0002 -// func_door, func_water, func_door_rotating, momementary_door +/** + * func_door, func_water, func_door_rotating, momementary_door + */ #define SF_DOOR_ROTATE_Y 0 #define SF_DOOR_START_OPEN 1 #define SF_DOOR_ROTATE_BACKWARDS 2 @@ -242,32 +297,46 @@ #define SF_DOOR_NOMONSTERS 512 // Monster can't open #define SF_DOOR_SILENT 0x80000000 -// gibshooter +/** + * gibshooter + */ #define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired -// env_funnel +/** + * env_funnel + */ #define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them -// env_bubbles +/** + * env_bubbles + */ #define SF_BUBBLES_STARTOFF 0x0001 -// env_blood +/** + * env_blood + */ #define SF_BLOOD_RANDOM 0x0001 #define SF_BLOOD_STREAM 0x0002 #define SF_BLOOD_PLAYER 0x0004 #define SF_BLOOD_DECAL 0x0008 -// env_shake +/** + * env_shake + */ #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 -// env_fade +/** + * env_fade + */ #define SF_FADE_IN 0x0001 // Fade in, not out #define SF_FADE_MODULATE 0x0002 // Modulate, don't blend #define SF_FADE_ONLYONE 0x0004 -// env_beam, env_lightning +/** + * env_beam, env_lightning + */ #define SF_BEAM_STARTON 0x0001 #define SF_BEAM_TOGGLE 0x0002 #define SF_BEAM_RANDOM 0x0004 @@ -279,16 +348,22 @@ #define SF_BEAM_SHADEOUT 0x0100 #define SF_BEAM_TEMPORARY 0x8000 -// env_sprite +/** + * env_sprite + */ #define SF_SPRITE_STARTON 0x0001 #define SF_SPRITE_ONCE 0x0002 #define SF_SPRITE_TEMPORARY 0x8000 -// env_message +/** + * env_message + */ #define SF_MESSAGE_ONCE 0x0001 // Fade in, not out #define SF_MESSAGE_ALL 0x0002 // Send to all clients -// env_explosion +/** + * env_explosion + */ #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? #define SF_ENVEXPLOSION_NOFIREBALL (1<<2) // Don't draw the fireball @@ -296,7 +371,9 @@ #define SF_ENVEXPLOSION_NODECAL (1<<4) // Don't make a scorch mark #define SF_ENVEXPLOSION_NOSPARKS (1<<5) // Don't make a scorch mark -// func_tank +/** + * func_tank + */ #define SF_TANK_ACTIVE 0x0001 #define SF_TANK_PLAYER 0x0002 #define SF_TANK_HUMANS 0x0004 @@ -305,43 +382,65 @@ #define SF_TANK_CANCONTROL 0x0020 #define SF_TANK_SOUNDON 0x8000 -// grenade +/** + * grenade + */ #define SF_DETONATE 0x0001 -// item_suit +/** + * item_suit + */ #define SF_SUIT_SHORTLOGON 0x0001 -// game_score +/** + * game_score + */ #define SF_SCORE_NEGATIVE 0x0001 #define SF_SCORE_TEAM 0x0002 -// game_text +/** + * game_text + */ #define SF_ENVTEXT_ALLPLAYERS 0x0001 -// game_team_master +/** + * game_team_master + */ #define SF_TEAMMASTER_FIREONCE 0x0001 #define SF_TEAMMASTER_ANYTEAM 0x0002 -// game_team_set +/** + * game_team_set + */ #define SF_TEAMSET_FIREONCE 0x0001 #define SF_TEAMSET_CLEARTEAM 0x0002 -// game_player_hurt +/** + * game_player_hurt + */ #define SF_PKILL_FIREONCE 0x0001 -// game_counter +/** + * game_counter + */ #define SF_GAMECOUNT_FIREONCE 0x0001 #define SF_GAMECOUNT_RESET 0x0002 -// game_player_equip +/** + * game_player_equip + */ #define SF_PLAYEREQUIP_USEONLY 0x0001 -// game_player_team +/** + * game_player_team + */ #define SF_PTEAM_FIREONCE 0x0001 #define SF_PTEAM_KILL 0x0002 #define SF_PTEAM_GIB 0x0004 -// func_trackchange +/** + * func_trackchange + */ #define SF_PLAT_TOGGLE 0x0001 #define SF_TRACK_ACTIVATETRAIN 0x00000001 #define SF_TRACK_RELINK 0x00000002 @@ -349,7 +448,9 @@ #define SF_TRACK_STARTBOTTOM 0x00000008 #define SF_TRACK_DONT_MOVE 0x00000010 -// func_tracktrain +/** + * func_tracktrain + */ #define SF_TRACKTRAIN_NOPITCH 0x0001 #define SF_TRACKTRAIN_NOCONTROL 0x0002 #define SF_TRACKTRAIN_FORWARDONLY 0x0004 @@ -363,44 +464,66 @@ #define SF_CORNER_TELEPORT 0x002 #define SF_CORNER_FIREONCE 0x004 -// trigger_push +/** + * trigger_push + */ #define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF -// trigger_hurt +/** + * trigger_hurt + */ #define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once #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 #define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // Only clients may touch this trigger -// trigger_auto +/** + * trigger_auto + */ #define SF_AUTO_FIREONCE 0x0001 -// trigger_relay +/** + * trigger_relay + */ #define SF_RELAY_FIREONCE 0x0001 -// multi_manager +/** + * multi_manager + */ #define SF_MULTIMAN_CLONE 0x80000000 #define SF_MULTIMAN_THREAD 0x00000001 -// env_render - Flags to indicate masking off various render parameters that are normally copied to the targets +/** + * env_render + * @note These are flags to indicate masking off various render parameters that + * are usually copied to the targets + */ #define SF_RENDER_MASKFX (1<<0) #define SF_RENDER_MASKAMT (1<<1) #define SF_RENDER_MASKMODE (1<<2) #define SF_RENDER_MASKCOLOR (1<<3) -// trigger_changelevel +/** + * trigger_changelevel + */ #define SF_CHANGELEVEL_USEONLY 0x0002 -// trigger_endsection +/** + * trigger_endsection + */ #define SF_ENDSECTION_USEONLY 0x0001 -// trigger_camera +/** + * trigger_camera + */ #define SF_CAMERA_PLAYER_POSITION 1 #define SF_CAMERA_PLAYER_TARGET 2 #define SF_CAMERA_PLAYER_TAKECONTROL 4 -// func_rotating +/** + * func_rotating + */ #define SF_BRUSH_ROTATE_Y_AXIS 0 #define SF_BRUSH_ROTATE_INSTANT 1 #define SF_BRUSH_ROTATE_BACKWARDS 2 @@ -412,29 +535,40 @@ #define SF_BRUSH_ROTATE_MEDIUMRADIUS 256 #define SF_BRUSH_ROTATE_LARGERADIUS 512 -// triggers +/** + * triggers + */ #define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters allowed to fire this trigger #define SF_TRIGGER_NOCLIENTS 2 // Players not allowed to fire this trigger #define SF_TRIGGER_PUSHABLES 4 // Only pushables can fire this trigger #define SF_TRIG_PUSH_ONCE 1 -// func_breakable + +/** + * func_breakable + */ #define SF_BREAK_TRIGGER_ONLY 1 // May only be broken by trigger #define SF_BREAK_TOUCH 2 // Can be 'crashed through' by running player (plate glass) #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 -// func_pushable (it's also func_breakable, so don't collide with those flags) +/** + * func_pushable (also func_breakable, so don't collide with those flags) + */ #define SF_PUSH_BREAKABLE 128 -// light_spawn +/** + * light_spawn + */ #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) -// Monster Spawnflags +/** + * Monster Spawnflags + */ #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 #define SF_MONSTER_HITMONSTERCLIP 4 @@ -447,18 +581,30 @@ #define SF_MONSTER_TURRET_STARTINACTIVE 64 #define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // Don't attack the player unless provoked -// info_decal +/** + * info_decal + */ #define SF_DECAL_NOTINDEATHMATCH 2048 -// worldspawn +/** + * worldspawn + */ #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 -// Set this bit on guns and stuff that should never respawn +/** + * Set this bit on guns and stuff that should never respawn + */ #define SF_NORESPAWN (1<<30) -// Valve Mod Weapon Constants +/** + * @endsection + */ + +/** + * Valve Mod Weapon Constants + */ #define HLI_HEALTHKIT 1 #define HLI_ANTIDOTE 2 #define HLI_SECURITY 3 @@ -485,7 +631,7 @@ #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 +#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. @@ -496,7 +642,10 @@ #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 ) -// These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions) +/** + * Cap bits to indicate what an object's capabilities are, currently used for + * save/restore and level transitions. + */ #define FCAP_CUSTOMSAVE 0x00000001 #define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions #define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore