hlsdk_const: Fix up section heading to make docgen happy, purge tabs
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@ -7,7 +7,7 @@
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*/
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#if defined _hlsdk_const_included
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#endinput
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#endinput
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#endif
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#define _hlsdk_const_included
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@ -34,25 +34,25 @@
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/**
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* pev(entity, pev_flags) values
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*/
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#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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#define FL_CONVEYOR (1<<2)
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#define FL_CLIENT (1<<3)
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#define FL_INWATER (1<<4)
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#define FL_MONSTER (1<<5)
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#define FL_GODMODE (1<<6)
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#define FL_NOTARGET (1<<7)
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#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
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#define FL_ONGROUND (1<<9) // At rest / on the ground
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#define FL_PARTIALGROUND (1<<10) // Not all corners are valid
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#define FL_WATERJUMP (1<<11) // Player jumping out of water
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#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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#define FL_CONVEYOR (1<<2)
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#define FL_CLIENT (1<<3)
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#define FL_INWATER (1<<4)
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#define FL_MONSTER (1<<5)
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#define FL_GODMODE (1<<6)
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#define FL_NOTARGET (1<<7)
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#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
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#define FL_ONGROUND (1<<9) // At rest / on the ground
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#define FL_PARTIALGROUND (1<<10) // Not all corners are valid
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#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
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#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them
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#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched
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#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water
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#define FL_GRAPHED (1<<16) // Worldgraph has this ent listed as something that blocks a connection
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#define FL_IMMUNE_WATER (1<<17)
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#define FL_IMMUNE_SLIME (1<<18)
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#define FL_IMMUNE_SLIME (1<<18)
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#define FL_IMMUNE_LAVA (1<<19)
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#define FL_PROXY (1<<20) // This is a spectator proxy
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#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
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@ -68,62 +68,62 @@
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/**
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* engfunc(EngFunc_WalkMove, entity, Float:yaw, Float:dist, iMode) iMode values
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*/
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#define WALKMOVE_NORMAL 0 // Normal walkmove
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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
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#define WALKMOVE_CHECKONLY 2 // Move, but don't touch triggers
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/**
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* pev(entity, pev_movetype) values
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*/
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#define MOVETYPE_NONE 0 // Never moves
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#define MOVETYPE_WALK 3 // Player only - moving on the ground
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#define MOVETYPE_STEP 4 // Gravity, special edge handling -- monsters use this
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#define MOVETYPE_FLY 5 // No gravity, but still collides with stuff
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#define MOVETYPE_TOSS 6 // Gravity/Collisions
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#define MOVETYPE_PUSH 7 // No clip to world, push and crush
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#define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity
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#define MOVETYPE_FLYMISSILE 9 // Extra size to monsters
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#define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces
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#define MOVETYPE_NONE 0 // Never moves
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#define MOVETYPE_WALK 3 // Player only - moving on the ground
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#define MOVETYPE_STEP 4 // Gravity, special edge handling -- monsters use this
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#define MOVETYPE_FLY 5 // No gravity, but still collides with stuff
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#define MOVETYPE_TOSS 6 // Gravity/Collisions
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#define MOVETYPE_PUSH 7 // No clip to world, push and crush
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#define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity
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#define MOVETYPE_FLYMISSILE 9 // Extra size to monsters
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#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
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#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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#define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision)
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/**
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* pev(entity, pev_solid) values
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*
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* @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
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* colliding with this one when they move - UGH!
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* SOLID_TRIGGER when the entity moves. SOLID only effects OTHER entities
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* 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
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#define SOLID_TRIGGER 1 // Touch on edge, but not blocking
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#define SOLID_BBOX 2 // Touch on edge, block
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#define SOLID_SLIDEBOX 3 // Touch on edge, but not an onground
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#define SOLID_BSP 4 // BSP clip, touch on edge, block
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#define SOLID_NOT 0 // No interaction with other objects
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#define SOLID_TRIGGER 1 // Touch on edge, but not blocking
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#define SOLID_BBOX 2 // Touch on edge, block
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#define SOLID_SLIDEBOX 3 // Touch on edge, but not an onground
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#define SOLID_BSP 4 // BSP clip, touch on edge, block
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/**
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* pev(entity, pev_deadflag) values
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*/
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#define DEAD_NO 0 // Alive
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#define DEAD_DYING 1 // Playing death animation or still falling off of a ledge waiting to hit ground
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#define DEAD_DEAD 2 // Dead, lying still
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#define DEAD_NO 0 // Alive
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#define DEAD_DYING 1 // Playing death animation or still falling off of a ledge waiting to hit ground
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#define DEAD_DEAD 2 // Dead, lying still
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#define DEAD_RESPAWNABLE 3
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#define DEAD_DISCARDBODY 4
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/**
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* new Float:takedamage, pev(entity, pev_takedamage, takedamage) values
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*/
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#define DAMAGE_NO 0.0
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#define DAMAGE_YES 1.0
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#define DAMAGE_AIM 2.0
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#define DAMAGE_NO 0.0
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#define DAMAGE_YES 1.0
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#define DAMAGE_AIM 2.0
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/**
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* pev(entity, pev_effects) values
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*/
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#define EF_BRIGHTFIELD 1 // Swirling cloud of particles
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#define EF_MUZZLEFLASH 2 // Single frame ELIGHT on entity attachment 0
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#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
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#define EF_DIMLIGHT 8 // Player flashlight
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#define EF_BRIGHTFIELD 1 // Swirling cloud of particles
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#define EF_MUZZLEFLASH 2 // Single frame ELIGHT on entity attachment 0
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#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
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#define EF_DIMLIGHT 8 // Player flashlight
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#define EF_INVLIGHT 16 // Get lighting from ceiling
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#define EF_NOINTERP 32 // Don't interpolate the next frame
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#define EF_LIGHT 64 // Rocket flare glow sprite
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@ -132,9 +132,9 @@
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/**
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* Spectating camera mode constants
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*
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* @node These constants are linked to different camera modes available when you
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* are spectating (either dead or when in spectator team). Usually this is
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* stored in the pev_iuser1 field in Counter-Strike and Half-Life games.
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* @note These constants are linked to different camera modes available when you
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* are spectating (either dead or when in spectator team). Usually this is
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* 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
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#define OBS_CHASE_LOCKED 1 // Locked Chase Cam
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@ -147,25 +147,25 @@
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/**
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* engfunc(EngFunc_PointContents, Float:origin) return values
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*/
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#define CONTENTS_EMPTY -1
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#define CONTENTS_SOLID -2
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#define CONTENTS_WATER -3
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#define CONTENTS_SLIME -4
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#define CONTENTS_LAVA -5
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#define CONTENTS_SKY -6
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#define CONTENTS_ORIGIN -7 // Removed at csg time
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#define CONTENTS_CLIP -8 // Changed to contents_solid
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#define CONTENTS_CURRENT_0 -9
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#define CONTENTS_CURRENT_90 -10
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#define CONTENTS_CURRENT_180 -11
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#define CONTENTS_CURRENT_270 -12
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#define CONTENTS_CURRENT_UP -13
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#define CONTENTS_CURRENT_DOWN -14
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#define CONTENTS_EMPTY -1
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#define CONTENTS_SOLID -2
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#define CONTENTS_WATER -3
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#define CONTENTS_SLIME -4
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#define CONTENTS_LAVA -5
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#define CONTENTS_SKY -6
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#define CONTENTS_ORIGIN -7 // Removed at csg time
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#define CONTENTS_CLIP -8 // Changed to contents_solid
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#define CONTENTS_CURRENT_0 -9
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#define CONTENTS_CURRENT_90 -10
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#define CONTENTS_CURRENT_180 -11
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#define CONTENTS_CURRENT_270 -12
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#define CONTENTS_CURRENT_UP -13
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#define CONTENTS_CURRENT_DOWN -14
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#define CONTENTS_TRANSLUCENT -15
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#define CONTENTS_LADDER -16
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#define CONTENT_FLYFIELD -17
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#define CONTENT_GRAVITY_FLYFIELD -18
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#define CONTENT_FOG -19
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#define CONTENTS_LADDER -16
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#define CONTENT_FLYFIELD -17
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#define CONTENT_GRAVITY_FLYFIELD -18
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#define CONTENT_FOG -19
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/**
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* Instant damage values for use with the 3rd parameter of the "Damage" client
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@ -228,12 +228,11 @@
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/**
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* @section pev(entity, pev_spawnflags) values
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* @note Many of these flags apply to specific entities
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*/
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/**
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* func_train
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*/
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#define SF_TRAIN_WAIT_RETRIGGER 1
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#define SF_TRAIN_WAIT_RETRIGGER 1
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#define SF_TRAIN_START_ON 4 // Train is initially moving
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#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
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* func_button
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*/
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#define SF_BUTTON_DONTMOVE 1
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#define SF_BUTTON_TOGGLE 32 // Button stays pushed until reactivated
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#define SF_BUTTON_SPARK_IF_OFF 64 // Button sparks in OFF state
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#define SF_BUTTON_TOGGLE 32 // Button stays pushed until reactivated
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#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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/**
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* func_door, func_water, func_door_rotating, momementary_door
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*/
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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_START_OPEN 1
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#define SF_DOOR_ROTATE_BACKWARDS 2
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#define SF_DOOR_PASSABLE 8
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#define SF_DOOR_ONEWAY 16
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#define SF_DOOR_NO_AUTO_RETURN 32
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#define SF_DOOR_NO_AUTO_RETURN 32
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#define SF_DOOR_ROTATE_Z 64
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#define SF_DOOR_ROTATE_X 128
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#define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button
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/**
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* gibshooter
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*/
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#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
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#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
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/**
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* env_funnel
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/**
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* env_explosion
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*/
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#define SF_ENVEXPLOSION_NODAMAGE (1<<0) // When set, ENV_EXPLOSION will not actually inflict damage
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#define SF_ENVEXPLOSION_REPEATABLE (1<<1) // Can this entity be refired?
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#define SF_ENVEXPLOSION_NODAMAGE (1<<0) // When set, ENV_EXPLOSION will not actually inflict damage
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#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
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#define SF_ENVEXPLOSION_NOSMOKE (1<<3) // Don't draw the smoke
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#define SF_ENVEXPLOSION_NODECAL (1<<4) // Don't make a scorch mark
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/**
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* trigger_push
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*/
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#define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
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#define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
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/**
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* trigger_hurt
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*/
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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
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#define SF_TRIGGER_HURT_NO_CLIENTS 8 // Spawnflag that makes trigger_push spawn turned OFF
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#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_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
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#define SF_TRIGGER_HURT_NO_CLIENTS 8 // Spawnflag that makes trigger_push spawn turned OFF
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#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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/**
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#define SF_BRUSH_ROTATE_Z_AXIS 4
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#define SF_BRUSH_ROTATE_X_AXIS 8
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#define SF_PENDULUM_AUTO_RETURN 16
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#define SF_PENDULUM_PASSABLE 32
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#define SF_PENDULUM_PASSABLE 32
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#define SF_BRUSH_ROTATE_SMALLRADIUS 128
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#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
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#define SF_BRUSH_ROTATE_LARGERADIUS 512
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/**
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* triggers
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*/
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#define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters allowed to fire this trigger
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#define SF_TRIGGER_NOCLIENTS 2 // Players not allowed to fire this trigger
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#define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters allowed to fire this trigger
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#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
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#define SF_TRIG_PUSH_ONCE 1
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* func_breakable
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*/
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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_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
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#define SF_BREAK_CROWBAR 256 // Instant break if hit with crowbar
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/**
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* Monster Spawnflags
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*/
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#define SF_MONSTER_WAIT_TILL_SEEN 1 // Spawnflag that makes monsters wait until player can see them before attacking
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#define SF_MONSTER_GAG 2 // No idle noises from this monster
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#define SF_MONSTER_WAIT_TILL_SEEN 1 // Spawnflag that makes monsters wait until player can see them before attacking
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#define SF_MONSTER_GAG 2 // No idle noises from this monster
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#define SF_MONSTER_HITMONSTERCLIP 4
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#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_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
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#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
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#define SF_MONSTER_FALL_TO_GROUND 0x80000000
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/**
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* Valve Mod Weapon Constants
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*/
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#define HLI_HEALTHKIT 1
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#define HLI_ANTIDOTE 2
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#define HLI_SECURITY 3
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#define HLI_BATTERY 4
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#define HLI_HEALTHKIT 1
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#define HLI_ANTIDOTE 2
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#define HLI_SECURITY 3
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#define HLI_BATTERY 4
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#define HLW_NONE 0
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#define HLW_CROWBAR 1
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#define HLW_GLOCK 2
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#define HLW_PYTHON 3
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#define HLW_MP5 4
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#define HLW_CHAINGUN 5
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#define HLW_CROSSBOW 6
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#define HLW_SHOTGUN 7
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#define HLW_RPG 8
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#define HLW_GAUSS 9
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#define HLW_EGON 10
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#define HLW_HORNETGUN 11
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#define HLW_HANDGRENADE 12
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#define HLW_TRIPMINE 13
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#define HLW_SATCHEL 14
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#define HLW_SNARK 15
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#define HLW_SUIT 31
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#define HLW_ALLWEAPONS (~(1<<HLW_SUIT))
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#define HLW_NONE 0
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#define HLW_CROWBAR 1
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#define HLW_GLOCK 2
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#define HLW_PYTHON 3
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#define HLW_MP5 4
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#define HLW_CHAINGUN 5
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#define HLW_CROSSBOW 6
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#define HLW_SHOTGUN 7
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#define HLW_RPG 8
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#define HLW_GAUSS 9
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#define HLW_EGON 10
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#define HLW_HORNETGUN 11
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#define HLW_HANDGRENADE 12
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#define HLW_TRIPMINE 13
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#define HLW_SATCHEL 14
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#define HLW_SNARK 15
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#define HLW_SUIT 31
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#define HLW_ALLWEAPONS (~(1<<HLW_SUIT))
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#define FEV_NOTHOST (1<<0) // Skip local host for event send.
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#define FEV_RELIABLE (1<<1) // Send the event reliably. You must specify the origin and angles
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// for this to work correctly on the server for anything
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// that depends on the event origin/angles. I.e., the origin/angles are not
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// taken from the invoking edict for reliable events.
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||||
#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 )
|
||||
#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 )
|
||||
|
||||
/**
|
||||
* 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
|
||||
#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)
|
||||
#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)
|
||||
|
|
Loading…
Reference in New Issue
Block a user