diff --git a/plugins/include/engine_const.inc b/plugins/include/engine_const.inc index 56646c5e..91cac16c 100755 --- a/plugins/include/engine_const.inc +++ b/plugins/include/engine_const.inc @@ -10,15 +10,17 @@ #endif #define _engine_const_included -#define SPEAK_NORMAL 0 +#include + +#define SPEAK_NORMAL 0 #define SPEAK_MUTED 1 #define SPEAK_ALL 2 -#define SPEAK_LISTENALL 4 +#define SPEAK_LISTENALL 4 #define CAMERA_NONE 0 #define CAMERA_3RDPERSON 1 -#define CAMERA_UPLEFT 2 -#define CAMERA_TOPDOWN 3 +#define CAMERA_UPLEFT 2 +#define CAMERA_TOPDOWN 3 /* Int */ enum { @@ -171,129 +173,6 @@ enum { 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 */ -#define EF_NODRAW 128 /* don't draw entity */ - #if defined _jghg_enums #endinput #endif @@ -346,24 +225,23 @@ enum { enum { usercmd_float_start, - usercmd_forwardmove, // Float - usercmd_sidemove, // Float - usercmd_upmove, // Float + 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_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_viewangles, // Vector usercmd_impact_position, // vec usercmd_vec_end - }; // Used by the traceresult() native. @@ -380,9 +258,4 @@ enum TR_Hit, // (entity) entity the surface is on TR_Hitgroup // (int) 0 == generic, non zero is specific body part }; -// used for tracehull -#define HULL_POINT 0 -#define HULL_HUMAN 1 -#define HULL_LARGE 2 -#define HULL_HEAD 3 diff --git a/plugins/include/fakemeta_const.inc b/plugins/include/fakemeta_const.inc index 54b98cb6..bbe020fa 100755 --- a/plugins/include/fakemeta_const.inc +++ b/plugins/include/fakemeta_const.inc @@ -11,6 +11,7 @@ #define FMV_FLOAT 2 #define FMV_CELL 3 +#include /* The actual return value of the function, use these instead of PLUGIN_HANDLED etc when * returning from registered forwards. diff --git a/plugins/include/hlsdk_const.inc b/plugins/include/hlsdk_const.inc new file mode 100644 index 00000000..3e78d01d --- /dev/null +++ b/plugins/include/hlsdk_const.inc @@ -0,0 +1,140 @@ +/** + * These are defines from HLSDK + */ + +#if defined _hlsdk_const_included + #endinput +#endif +#define _hlsdk_const_included + +#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 */ +#define EF_NODRAW 128 /* don't draw entity */ + +// used for tracehull +#define HULL_POINT 0 +#define HULL_HUMAN 1 +#define HULL_LARGE 2 +#define HULL_HEAD 3 +