Added a whole bunch of constants at29843

Some minor changes to some other inc files that aren't even worth mentioning
This commit is contained in:
Scott Ehlert 2006-05-17 19:33:45 +00:00
parent 39a22813cb
commit c0334deae1
7 changed files with 1125 additions and 144 deletions

View File

@ -11,6 +11,8 @@
#endif
#define _amxconst_included
#include <message_const>
#define AMXX_VERSION 1.75
#define AMXX_VERSION_NUM 175
stock const AMXX_VERSION_STR[]="1.75"

View File

@ -1,6 +1,9 @@
/* FakeMeta functions
* This file is provided as-is with no warrenties.
*/
*
* by the AMX Mod X Development Team
*
* This file is provided as is (no warranties).
*/
#if defined _fakemeta_included
#endinput

View File

@ -1,6 +1,10 @@
/* Fake meta constants
* This file is provided as-is (no warrenties)
*/
/* FakeMeta constants
*
* by the AMX Mod X Development Team
*
* This file is provided as is (no warranties).
*/
#if defined _fakemeta_const_included
#endinput
#endif
@ -328,7 +332,7 @@ enum {
pev_absolute_end
};
/* Used with get_global()
/* Used with global_get()
*/
enum
{

View File

@ -1,4 +1,4 @@
/* Fakemeta stocks
/* FakeMeta stocks
*
* by the AMX Mod X Development Team
*

View File

@ -1,140 +1,434 @@
/**
* These are defines from HLSDK
*/
/* Half-Life Software Development Kit constants
*
* by the AMX Mod X Development Team
*
* This file is provided as is (no warranties).
*
*/
#if defined _hlsdk_const_included
#endinput
#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)
// 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)
#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) // Used by client.dll for when scoreboard is held down
#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 */
// 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)
#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 */
// 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
#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) */
// 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
#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)
// 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!
#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 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
// 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
#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) */
// 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
#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
#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 */
// engfunc(EngFunc_PointContents, Float:origin) return values
#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 CONTENT_FLYFIELD -17
#define CONTENT_GRAVITY_FLYFIELD -18
#define CONTENT_FOG -19
// used for tracehull
#define HULL_POINT 0
#define HULL_HUMAN 1
#define HULL_LARGE 2
#define HULL_HEAD 3
// Instant damage values for use with gmsgDamage 3rd value write_long(BIT)
#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
#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 DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage
// 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)
#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
// 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
#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
#define SF_WALL_START_OFF 0x0001
// func_converyor
#define SF_CONVEYOR_VISUAL 0x0001
#define SF_CONVEYOR_NOTSOLID 0x0002
// 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
#define SF_ROTBUTTON_NOTSOLID 1
// env_global
#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
// multisource
#define SF_MULTI_INIT 1
// momentary_rot_button
#define SF_MOMENTARY_DOOR 0x0001
// button_target
#define SF_BTARGET_USE 0x0001
#define SF_BTARGET_ON 0x0002
// 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
#define SF_DOOR_PASSABLE 8
#define SF_DOOR_ONEWAY 16
#define SF_DOOR_NO_AUTO_RETURN 32
#define SF_DOOR_ROTATE_Z 64
#define SF_DOOR_ROTATE_X 128
#define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button
#define SF_DOOR_NOMONSTERS 512 // Monster can't open
#define SF_DOOR_SILENT 0x80000000
// gibshooter
#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
// env_funnel
#define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them
// env_bubbles
#define SF_BUBBLES_STARTOFF 0x0001
// env_blood
#define SF_BLOOD_RANDOM 0x0001
#define SF_BLOOD_STREAM 0x0002
#define SF_BLOOD_PLAYER 0x0004
#define SF_BLOOD_DECAL 0x0008
// 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
#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
#define SF_BEAM_STARTON 0x0001
#define SF_BEAM_TOGGLE 0x0002
#define SF_BEAM_RANDOM 0x0004
#define SF_BEAM_RING 0x0008
#define SF_BEAM_SPARKSTART 0x0010
#define SF_BEAM_SPARKEND 0x0020
#define SF_BEAM_DECALS 0x0040
#define SF_BEAM_SHADEIN 0x0080
#define SF_BEAM_SHADEOUT 0x0100
#define SF_BEAM_TEMPORARY 0x8000
// env_sprite
#define SF_SPRITE_STARTON 0x0001
#define SF_SPRITE_ONCE 0x0002
#define SF_SPRITE_TEMPORARY 0x8000
// env_message
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
#define SF_MESSAGE_ALL 0x0002 // Send to all clients
// 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
#define SF_ENVEXPLOSION_NOSMOKE (1<<3) // Don't draw the smoke
#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
#define SF_TANK_ACTIVE 0x0001
#define SF_TANK_PLAYER 0x0002
#define SF_TANK_HUMANS 0x0004
#define SF_TANK_ALIENS 0x0008
#define SF_TANK_LINEOFSIGHT 0x0010
#define SF_TANK_CANCONTROL 0x0020
#define SF_TANK_SOUNDON 0x8000
// grenade
#define SF_DETONATE 0x0001
// item_suit
#define SF_SUIT_SHORTLOGON 0x0001
// game_score
#define SF_SCORE_NEGATIVE 0x0001
#define SF_SCORE_TEAM 0x0002
// game_text
#define SF_ENVTEXT_ALLPLAYERS 0x0001
// game_team_master
#define SF_TEAMMASTER_FIREONCE 0x0001
#define SF_TEAMMASTER_ANYTEAM 0x0002
// game_team_set
#define SF_TEAMSET_FIREONCE 0x0001
#define SF_TEAMSET_CLEARTEAM 0x0002
// game_player_hurt
#define SF_PKILL_FIREONCE 0x0001
// game_counter
#define SF_GAMECOUNT_FIREONCE 0x0001
#define SF_GAMECOUNT_RESET 0x0002
// game_player_equip
#define SF_PLAYEREQUIP_USEONLY 0x0001
// game_player_team
#define SF_PTEAM_FIREONCE 0x0001
#define SF_PTEAM_KILL 0x0002
#define SF_PTEAM_GIB 0x0004
// func_trackchange
#define SF_PLAT_TOGGLE 0x0001
#define SF_TRACK_ACTIVATETRAIN 0x00000001
#define SF_TRACK_RELINK 0x00000002
#define SF_TRACK_ROTMOVE 0x00000004
#define SF_TRACK_STARTBOTTOM 0x00000008
#define SF_TRACK_DONT_MOVE 0x00000010
// func_tracktrain
#define SF_TRACKTRAIN_NOPITCH 0x0001
#define SF_TRACKTRAIN_NOCONTROL 0x0002
#define SF_TRACKTRAIN_FORWARDONLY 0x0004
#define SF_TRACKTRAIN_PASSABLE 0x0008
#define SF_PATH_DISABLED 0x00000001
#define SF_PATH_FIREONCE 0x00000002
#define SF_PATH_ALTREVERSE 0x00000004
#define SF_PATH_DISABLE_TRAIN 0x00000008
#define SF_PATH_ALTERNATE 0x00008000
#define SF_CORNER_WAITFORTRIG 0x001
#define SF_CORNER_TELEPORT 0x002
#define SF_CORNER_FIREONCE 0x004
// trigger_push
#define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
// 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
#define SF_AUTO_FIREONCE 0x0001
// trigger_relay
#define SF_RELAY_FIREONCE 0x0001
// 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
#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
#define SF_CHANGELEVEL_USEONLY 0x0002
// trigger_endsection
#define SF_ENDSECTION_USEONLY 0x0001
// trigger_camera
#define SF_CAMERA_PLAYER_POSITION 1
#define SF_CAMERA_PLAYER_TARGET 2
#define SF_CAMERA_PLAYER_TAKECONTROL 4
// func_rotating
#define SF_BRUSH_ROTATE_Y_AXIS 0
#define SF_BRUSH_ROTATE_INSTANT 1
#define SF_BRUSH_ROTATE_BACKWARDS 2
#define SF_BRUSH_ROTATE_Z_AXIS 4
#define SF_BRUSH_ROTATE_X_AXIS 8
#define SF_PENDULUM_AUTO_RETURN 16
#define SF_PENDULUM_PASSABLE 32
#define SF_BRUSH_ROTATE_SMALLRADIUS 128
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
#define SF_BRUSH_ROTATE_LARGERADIUS 512
// 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
#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)
#define SF_PUSH_BREAKABLE 128
// 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
#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
#define SF_MONSTER_PRISONER 16 // Monster won't attack anyone, no one will attacke him
#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
#define SF_MONSTER_PREDISASTER 256 // This is a predisaster scientist or barney; influences how they speak
#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
#define SF_MONSTER_FALL_TO_GROUND 0x80000000
#define SF_MONSTER_TURRET_AUTOACTIVATE 32
#define SF_MONSTER_TURRET_STARTINACTIVE 64
#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // Don't attack the player unless provoked
// info_decal
#define SF_DECAL_NOTINDEATHMATCH 2048
// 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

View File

@ -0,0 +1,679 @@
/* Message constants
*
* by the AMX Mod X Development Team
*
* This file is provided as is (no warranties).
*
*/
#if defined _message_const_included
#endinput
#endif
#define _message_const_included
#define TE_BEAMPOINTS 0 // Beam effect between two points
// write_byte(TE_BEAMPOINTS)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_BEAMENTPOINT 1 // Beam effect between point and entity
// write_byte(TE_BEAMENTPOINT)
// write_short(start entity)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_GUNSHOT 2 // Particle effect plus ricochet sound
// write_byte(TE_GUNSHOT)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
#define TE_EXPLOSION 3 // Additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
// write_byte(TE_EXPLOSION)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(sprite index)
// write_byte(scale in 0.1's)
// write_byte(framerate)
// write_byte(flags)
//
// The Explosion effect has some flags to control performance/aesthetic features:
#define TE_EXPLFLAG_NONE 0 // All flags clear makes default Half-Life explosion
#define TE_EXPLFLAG_NOADDITIVE 1 // Sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
#define TE_EXPLFLAG_NODLIGHTS 2 // Do not render dynamic lights
#define TE_EXPLFLAG_NOSOUND 4 // Do not play client explosion sound
#define TE_EXPLFLAG_NOPARTICLES 8 // Do not draw particles
#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound
// write_byte(TE_TAREXPLOSION)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
#define TE_SMOKE 5 // Alphablend sprite, move vertically 30 pps
// write_byte(TE_SMOKE)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(sprite index)
// write_byte(scale in 0.1's)
// write_byte(framerate)
#define TE_TRACER 6 // Tracer effect from point to point
// write_byte(TE_TRACER)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
#define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters
// write_byte(TE_LIGHTNING)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_byte(life in 0.1's)
// write_byte(width in 0.1's)
// write_byte(amplitude in 0.01's)
// write_short(sprite model index)
#define TE_BEAMENTS 8
// write_byte(TE_BEAMENTS)
// write_short(start entity)
// write_short(end entity)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite
// write_byte(TE_SPARKS)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
#define TE_LAVASPLASH 10 // Quake1 lava splash
// write_byte(TE_LAVASPLASH)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
#define TE_TELEPORT 11 // Quake1 teleport splash
// write_byte(TE_TELEPORT)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
#define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound
// write_byte(TE_EXPLOSION2)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(starting color)
// write_byte(num colors)
#define TE_BSPDECAL 13 // Decal from the .BSP file
// write_byte(TE_BSPDECAL)
// write_coord(position.x) decal position (center of texture in world)
// write_coord(position.y)
// write_coord(position.z)
// write_short(texture index of precached decal texture name)
// write_short(entity index)
// [optional - write_short(index of model of above entity) only included if previous short is non-zero (not the world)]
#define TE_IMPLOSION 14 // Tracers moving toward a point
// write_byte(TE_IMPLOSION)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(radius)
// write_byte(count)
// write_byte(life in 0.1's)
#define TE_SPRITETRAIL 15 // Line of moving glow sprites with gravity, fadeout, and collisions
// write_byte(TE_SPRITETRAIL)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_short(sprite index)
// write_byte(count)
// write_byte(life in 0.1's)
// write_byte(scale in 0.1's)
// write_byte(velocity along vector in 10's)
// write_byte(randomness of velocity in 10's)
#define TE_SPRITE 17 // Additive sprite, plays 1 cycle
// write_byte(TE_SPRITE)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(sprite index)
// write_byte(scale in 0.1's)
// write_byte(brightness)
#define TE_BEAMSPRITE 18 // A beam with a sprite at the end
// write_byte(TE_BEAMSPRITE)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_short(beam sprite index)
// write_short(end sprite index)
#define TE_BEAMTORUS 19 // Screen aligned beam ring, expands to max radius over lifetime
// write_byte(TE_BEAMTORUS)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(axis.x)
// write_coord(axis.y)
// write_coord(axis.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_BEAMDISK 20 // Disk that expands to max radius over lifetime
// write_byte(TE_BEAMDISK)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(axis.x)
// write_coord(axis.y)
// write_coord(axis.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_BEAMCYLINDER 21 // Cylinder that expands to max radius over lifetime
// write_byte(TE_BEAMCYLINDER)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(axis.x)
// write_coord(axis.y)
// write_coord(axis.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_BEAMFOLLOW 22 // Create a line of decaying beam segments until entity stops moving
// write_byte(TE_BEAMFOLLOW)
// write_short(entity:attachment to follow)
// write_short(sprite index)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
#define TE_GLOWSPRITE 23
// write_byte(TE_GLOWSPRITE)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(model index)
// write_byte(scale / 10)
#define TE_BEAMRING 24 // Connect a beam ring to two entities
// write_byte(TE_BEAMRING)
// write_short(start entity)
// write_short(end entity)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
#define TE_STREAK_SPLASH 25 // Oriented shower of tracers
// write_byte(TE_STREAK_SPLASH)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(vector.x)
// write_coord(vector.y)
// write_coord(vector.z)
// write_byte(color)
// write_short(count)
// write_short(base speed)
// write_short(ramdon velocity)
#define TE_DLIGHT 27 // Dynamic light, effect world, minor entity effect
// write_byte(TE_DLIGHT)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(radius in 10's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(life in 10's)
// write_byte(decay rate in 10's)
#define TE_ELIGHT 28 // Point entity light, no world effect
// write_byte(TE_ELIGHT)
// write_short(entity:attachment to follow)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(radius)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(life in 0.1's)
// write_coord(decay rate)
#define TE_TEXTMESSAGE 29
// write_byte(TE_TEXTMESSAGE)
// write_byte(channel)
// write_short(x) -1 = center)
// write_short(y) -1 = center)
// write_byte(effect) 0 = fade in/fade out, 1 is flickery credits, 2 is write out (training room)
// write_byte(red) - text color
// write_byte(green)
// write_byte(blue)
// write_byte(alpha)
// write_byte(red) - effect color
// write_byte(green)
// write_byte(blue)
// write_byte(alpha)
// write_short(fadein time)
// write_short(fadeout time)
// write_short(hold time)
// [optional] write_short(fxtime) time the highlight lags behing the leading text in effect 2
// write_string(text message) 512 chars max string size
#define TE_LINE 30
// write_byte(TE_LINE)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_short(life in 0.1 s)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
#define TE_BOX 31
// write_byte(TE_BOX)
// write_coord(boxmins.x)
// write_coord(boxmins.y)
// write_coord(boxmins.z)
// write_coord(boxmaxs.x)
// write_coord(boxmaxs.y)
// write_coord(boxmaxs.z)
// write_short(life in 0.1 s)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
#define TE_KILLBEAM 99 // Kill all beams attached to entity
// write_byte(TE_KILLBEAM)
// write_short(entity)
#define TE_LARGEFUNNEL 100
// write_byte(TE_LARGEFUNNEL)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(sprite index)
// write_short(flags)
#define TE_BLOODSTREAM 101 // Particle spray
// write_byte(TE_BLOODSTREAM)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(vector.x)
// write_coord(vector.y)
// write_coord(vector.z)
// write_byte(color)
// write_byte(speed)
#define TE_SHOWLINE 102 // Line of particles every 5 units, dies in 30 seconds
// write_byte(TE_SHOWLINE)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
#define TE_BLOOD 103 // Particle spray
// write_byte(TE_BLOOD)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(vector.x)
// write_coord(vector.y)
// write_coord(vector.z)
// write_byte(color)
// write_byte(speed)
#define TE_DECAL 104 // Decal applied to a brush entity (not the world)
// write_byte(TE_DECAL)
// write_coord(position.x) decal position (center of texture in world)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(texture index of precached decal texture name)
// write_short(entity index)
#define TE_FIZZ 105 // Create alpha sprites inside of entity, float upwards
// write_byte(TE_FIZZ)
// write_short(entity)
// write_short(sprite index)
// write_byte density)
#define TE_MODEL 106 // Create a moving model that bounces and makes a sound when it hits
// write_byte(TE_MODEL)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_angle(initial yaw)
// write_short(model index)
// write_byte(bounce sound type)
// write_byte(life in 0.1's)
#define TE_EXPLODEMODEL 107 // Spherical shower of models, picks from set
// write_byte(TE_EXPLODEMODEL)
// write_coord(origin.x)
// write_coord(origin.y)
// write_coord(origin.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_short(model index)
// write_short(count)
// write_byte(life in 0.1's)
#define TE_BREAKMODEL 108 // Box of models or sprites
// write_byte(TE_BREAKMODEL)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(size.x)
// write_coord(size.y)
// write_coord(size.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_byte(random velocity in 10's)
// write_short(sprite or model index)
// write_byte(count)
// write_byte(life in 0.1 secs)
// write_byte(flags)
#define TE_GUNSHOTDECAL 109 // Decal and ricochet sound
// write_byte(TE_GUNSHOTDECAL)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(entity index???)
// write_byte(decal???)
#define TE_SPRITE_SPRAY 110 // Spray of alpha sprites
// write_byte(TE_SPRITE_SPRAY)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_short(sprite index)
// write_byte(count)
// write_byte(speed)
// write_byte(noise)
#define TE_ARMOR_RICOCHET 111 // Quick spark sprite, client ricochet sound.
// write_byte(TE_ARMOR_RICOCHET)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(scale in 0.1's)
#define TE_PLAYERDECAL 112
// write_byte(TE_PLAYERDECAL)
// write_byte(playerindex)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(entity???)
// write_byte(decal number)
// [optional] write_short(model index)
#define TE_BUBBLES 113 // Create alpha sprites inside of box, float upwards
// write_byte(TE_BUBBLES)
// write_coord(position.x) (min start position)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(position.x) (max start position)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(float height)
// write_short(model index)
// write_byte(count)
// write_coord(speed)
#define TE_BUBBLETRAIL 114 // Create alpha sprites along a line, float upwards
// write_byte(TE_BUBBLETRAIL)
// write_coord(position.x) (min start position)
// write_coord(position.y) (min start position)
// write_coord(position.z) (min start position)
// write_coord(position.x) (max start position)
// write_coord(position.y) (max start position)
// write_coord(position.z) (max start position)
// write_coord(float height)
// write_short(model index)
// write_byte(count)
// write_coord(speed)
#define TE_BLOODSPRITE 115 // Spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)
// write_byte(TE_BLOODSPRITE)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(sprite1 index)
// write_short(sprite2 index)
// write_byte(color)
// write_byte(scale)
#define TE_WORLDDECAL 116 // Decal applied to the world brush
// write_byte(TE_WORLDDECAL)
// write_coord(position.x) decal position (center of texture in world)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(texture index of precached decal texture name)
#define TE_WORLDDECALHIGH 117 // Decal (with texture index > 256) applied to world brush
// write_byte(TE_WORLDDECALHIGH)
// write_coord(position.x) decal position (center of texture in world)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(texture index of precached decal texture name - 256)
#define TE_DECALHIGH 118 // Same as TE_DECAL, but the texture index was greater than 256
// write_byte(TE_DECALHIGH)
// write_coord(position.x) decal position (center of texture in world)
// write_coord(position.y)
// write_coord(position.z)
// write_byte(texture index of precached decal texture name - 256)
// write_short(entity index)
#define TE_PROJECTILE 119 // Makes a projectile (like a nail) (this is a high-priority tent)
// write_byte(TE_PROJECTILE)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_short(modelindex)
// write_byte(life)
// write_byte(owner) projectile won't collide with owner (if owner == 0, projectile will hit any client).
#define TE_SPRAY 120 // Throws a shower of sprites or models
// write_byte(TE_SPRAY)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(direction.x)
// write_coord(direction.y)
// write_coord(direction.z)
// write_short(modelindex)
// write_byte(count)
// write_byte(speed)
// write_byte(noise)
// write_byte(rendermode)
#define TE_PLAYERSPRITES 121 // Sprites emit from a player's bounding box (ONLY use for players!)
// write_byte(TE_PLAYERSPRITES)
// write_byte(playernum)
// write_short(sprite modelindex)
// write_byte(count)
// write_byte(variance) (0 = no variance in size) (10 = 10% variance in size)
#define TE_PARTICLEBURST 122 // Very similar to lavasplash
// write_byte(TE_PARTICLEBURST)
// write_coord(origin)
// write_short(radius)
// write_byte(particle color)
// write_byte(duration * 10) (will be randomized a bit)
#define TE_FIREFIELD 123 // Makes a field of fire
// write_byte(TE_FIREFIELD)
// write_coord(origin)
// write_short(radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
// write_short(modelindex)
// write_byte(count)
// write_byte(flags)
// write_byte(duration (in seconds) * 10) (will be randomized a bit)
//
// to keep network traffic low, this message has associated flags that fit into a byte:
#define TEFIRE_FLAG_ALLFLOAT 1 // All sprites will drift upwards as they animate
#define TEFIRE_FLAG_SOMEFLOAT 2 // Some of the sprites will drift upwards. (50% chance)
#define TEFIRE_FLAG_LOOP 4 // If set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
#define TEFIRE_FLAG_ALPHA 8 // If set, sprite is rendered alpha blended at 50% else, opaque
#define TEFIRE_FLAG_PLANAR 16 // If set, all fire sprites have same initial Z instead of randomly filling a cube.
#define TE_PLAYERATTACHMENT 124 // Attaches a TENT to a player (this is a high-priority tent)
// write_byte(TE_PLAYERATTACHMENT)
// write_byte(entity index of player)
// write_coord(vertical offset) (attachment origin.z = player origin.z + vertical offset)
// write_short(model index)
// write_short(life * 10 )
#define TE_KILLPLAYERATTACHMENTS 125 // Will expire all TENTS attached to a player.
// write_byte(TE_KILLPLAYERATTACHMENTS)
// write_byte(entity index of player)
#define TE_MULTIGUNSHOT 126 // Much more compact shotgun message
// This message is used to make a client approximate a 'spray' of gunfire.
// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is
// a good candidate for MULTIGUNSHOT use. (shotguns)
//
// NOTE: This effect makes the client do traces for each bullet, these client traces ignore
// entities that have studio models.Traces are 4096 long.
//
// write_byte(TE_MULTIGUNSHOT)
// write_coord(origin.x)
// write_coord(origin.y)
// write_coord(origin.z)
// write_coord(direction.x)
// write_coord(direction.y)
// write_coord(direction.z)
// write_coord(x noise * 100)
// write_coord(y noise * 100)
// write_byte(count)
// write_byte(bullethole decal texture index)
#define TE_USERTRACER 127 // Larger message than the standard tracer, but allows some customization.
// write_byte(TE_USERTRACER)
// write_coord(origin.x)
// write_coord(origin.y)
// write_coord(origin.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_byte(life * 10)
// write_byte(color) this is an index into an array of color vectors in the engine. (0 - )
// write_byte(length * 10)

View File

@ -10,21 +10,20 @@
#endif
#define _coremsg_included
#define BLOCK_NOT 0
#define BLOCK_ONCE 1
#define BLOCK_SET 2
#define BLOCK_NOT 0
#define BLOCK_ONCE 1
#define BLOCK_SET 2
enum
{
ARG_BYTE = 1, /* int */
ARG_CHAR, /* int */
ARG_SHORT, /* int */
ARG_LONG, /* int */
ARG_ANGLE, /* float */
ARG_COORD, /* float */
ARG_STRING, /* string */
ARG_ENTITY, /* int */
ARG_BYTE = 1, /* int */
ARG_CHAR, /* int */
ARG_SHORT, /* int */
ARG_LONG, /* int */
ARG_ANGLE, /* float */
ARG_COORD, /* float */
ARG_STRING, /* string */
ARG_ENTITY, /* int */
}
/* Sets/Gets what engine messages are blocked. */