attempted merge at 1.77 back into trunk... Oh MY GOD
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@@ -23,15 +23,64 @@
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#define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped)
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#define MSG_SPEC 9 // Sends to all spectator proxies
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/* Message types for message_begin() */
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#define SVC_TEMPENTITY 23
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#define SVC_INTERMISSION 30
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#define SVC_CDTRACK 32
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#define SVC_WEAPONANIM 35
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#define SVC_ROOMTYPE 37
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#define SVC_ADDANGLE 38 // [vec3] add this angle to the view angle
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#define SVC_NEWUSERMSG 39
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#define SVC_HLTV 50
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/* Hardcoded message types for message_begin()
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* Look in the actual HLSDK for details!
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*/
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#define SVC_NOP 1
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#define SVC_DISCONNECT 2
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#define SVC_EVENT 3
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#define SVC_VERSION 4
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#define SVC_SETVIEW 5
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#define SVC_SOUND 6
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#define SVC_TIME 7
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#define SVC_PRINT 8
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#define SVC_STUFFTEXT 9
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#define SVC_SETANGLE 10
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#define SVC_SERVERINFO 11
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#define SVC_LIGHTSTYLE 12
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#define SVC_UPDATEUSERINFO 13
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#define SVC_DELTADESCRIPTION 14
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#define SVC_CLIENTDATA 15
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#define SVC_STOPSOUND 16
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#define SVC_PINGS 17
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#define SVC_PARTICLE 18
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#define SVC_DAMAGE 19
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#define SVC_SPAWNSTATIC 20
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#define SVC_EVENT_RELIABLE 21
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#define SVC_SPAWNBASELINE 22
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#define SVC_TEMPENTITY 23
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#define SVC_SETPAUSE 24
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#define SVC_SIGNONNUM 25
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#define SVC_CENTERPRINT 26
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#define SVC_KILLEDMONSTER 27
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#define SVC_FOUNDSECRET 28
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#define SVC_SPAWNSTATICSOUND 29
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#define SVC_INTERMISSION 30
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#define SVC_FINALE 31
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#define SVC_CDTRACK 32
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#define SVC_RESTORE 33
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#define SVC_CUTSCENE 34
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#define SVC_WEAPONANIM 35
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#define SVC_DECALNAME 36
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#define SVC_ROOMTYPE 37
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#define SVC_ADDANGLE 38
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#define SVC_NEWUSERMSG 39
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#define SVC_PACKETENTITIES 40
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#define SVC_DELTAPACKETENTITIES 41
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#define SVC_CHOKE 42
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#define SVC_RESOURCELIST 43
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#define SVC_NEWMOVEVARS 44
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#define SVC_RESOURCEREQUEST 45
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#define SVC_CUSTOMIZATION 46
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#define SVC_CROSSHAIRANGLE 47
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#define SVC_SOUNDFADE 48
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#define SVC_FILETXFERFAILED 49
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#define SVC_HLTV 50
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#define SVC_DIRECTOR 51
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#define SVC_VOICEINIT 52
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#define SVC_VOICEDATA 53
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#define SVC_SENDEXTRAINFO 54
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#define SVC_TIMESCALE 55
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/* Message flags for set_msg_block() */
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#define BLOCK_NOT 0
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@@ -323,8 +372,6 @@ enum
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// write_coord(position.z)
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// write_short(model index)
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// write_byte(scale / 10)
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// write_byte(size)
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// write_byte(brightness)
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#define TE_BEAMRING 24 // Connect a beam ring to two entities
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// write_byte(TE_BEAMRING)
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@@ -364,6 +411,7 @@ enum
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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// write_byte(brightness)
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// write_byte(life in 10's)
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// write_byte(decay rate in 10's)
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@@ -649,7 +697,7 @@ enum
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#define TE_PLAYERSPRITES 121 // Sprites emit from a player's bounding box (ONLY use for players!)
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// write_byte(TE_PLAYERSPRITES)
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// write_short(playernum)
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// write_byte(playernum)
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// write_short(sprite modelindex)
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// write_byte(count)
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// write_byte(variance) (0 = no variance in size) (10 = 10% variance in size)
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@@ -719,3 +767,35 @@ enum
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// write_byte(life * 10)
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// write_byte(color) this is an index into an array of color vectors in the engine. (0 - )
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// write_byte(length * 10)
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// From hltv.h from the HLSDK, these are used in conjunction with SVC_DIRECTOR
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// sub commands of svc_director:
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#define DRC_CMD_NONE 0 // NULL director command
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#define DRC_CMD_START 1 // start director mode
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#define DRC_CMD_EVENT 2 // informs about director command
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#define DRC_CMD_MODE 3 // switches camera modes
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#define DRC_CMD_CAMERA 4 // sets camera registers
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#define DRC_CMD_TIMESCALE 5 // sets time scale
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#define DRC_CMD_MESSAGE 6 // send HUD centerprint
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#define DRC_CMD_SOUND 7 // plays a particular sound
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#define DRC_CMD_STATUS 8 // status info about broadcast
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#define DRC_CMD_BANNER 9 // banner file name for HLTV gui
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#define DRC_CMD_FADE 10 // send screen fade command
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#define DRC_CMD_SHAKE 11 // send screen shake command
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#define DRC_CMD_STUFFTEXT 12 // like the normal svc_stufftext but as director command
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#define DRC_CMD_LAST 12
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// HLTV_EVENT event flags
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#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
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#define DRC_FLAG_SIDE (1<<4) //
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#define DRC_FLAG_DRAMATIC (1<<5) // is a dramatic scene
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#define DRC_FLAG_SLOWMOTION (1<<6) // would look good in SloMo
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#define DRC_FLAG_FACEPLAYER (1<<7) // player is doning something (reload/defuse bomb etc)
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#define DRC_FLAG_INTRO (1<<8) // is a introduction scene
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#define DRC_FLAG_FINAL (1<<9) // is a final scene
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#define DRC_FLAG_NO_RANDOM (1<<10) // don't randomize event data
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#define MAX_DIRECTOR_CMD_PARAMETERS 4
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#define MAX_DIRECTOR_CMD_STRING 128
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