hlsdk_const: Fix up headings for proper display in api reference

This commit is contained in:
Valentin Grünbacher 2014-08-04 19:55:45 +02:00
parent bc3808cb3f
commit 63cf35b904

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@ -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
@ -114,9 +132,9 @@
/**
* 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.
* @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
@ -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
@ -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
@ -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