diff --git a/plugins/include/cstrike_const.inc b/plugins/include/cstrike_const.inc index 3b0f77fb..df50ced0 100644 --- a/plugins/include/cstrike_const.inc +++ b/plugins/include/cstrike_const.inc @@ -488,3 +488,34 @@ enum CsAmmoCostType CS_AMMO_9MM_PRICE = 20, CS_AMMO_BUCKSHOT_PRICE = 65 }; + +/** + * Weapon state for use with m_iWeaponState. + */ +#define CS_WPNSTATE_USP_SILENCED (1<<0) +#define CS_WPNSTATE_GLOCK18_BURST_MODE (1<<1) +#define CS_WPNSTATE_M4A1_SILENCED (1<<2) +#define CS_WPNSTATE_ELITE_LEFT (1<<3) +#define CS_WPNSTATE_FAMAS_BURST_MODE (1<<4) +#define CS_WPNSTATE_SHIELD_DRAWN (1<<5) + +/** + * Internal commands, for use with m_flLastCommandTime. + */ +#define CS_CMD_SAY 0 +#define CS_CMD_SAYTEAM 1 +#define CS_CMD_FULLUPDATE 2 +#define CS_CMD_VOTE 3 +#define CS_CMD_VOTEMAP 4 +#define CS_CMD_LISTMAPS 5 +#define CS_CMD_LISTPLAYERS 6 +#define CS_CMD_NIGHTVISION 7 + +/** + * Signal state for use with m_signals. + */ +#define CS_SIGNAL_BUY (1<<0) +#define CS_SIGNAL_BOMB (1<<1) +#define CS_SIGNAL_RESCUE (1<<2) +#define CS_SIGNAL_ESCAPE (1<<3) +#define CS_SIGNAL_VIPSAFETY (1<<4) diff --git a/plugins/include/hlsdk_const.inc b/plugins/include/hlsdk_const.inc index 8c9d7525..f9b8cfa2 100644 --- a/plugins/include/hlsdk_const.inc +++ b/plugins/include/hlsdk_const.inc @@ -209,6 +209,14 @@ #define DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade #define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage +/** +* Gib values used on client kill based on instant damage values +*/ +#define GIB_NORMAL 0 // Gib if entity was overkilled +#define GIB_NEVER 1 // Never gib, no matter how much death damage is done ( freezing, etc ) +#define GIB_ALWAYS 2 // Always gib ( Houndeye Shock, Barnacle Bite ) +#define GIB_TRY_HEALTH -9000 // Gib players if their health is under this value. (GIB_NEVER overrides this value) + /** * Valid constants for fNoMonsters parameter of EngFunc_TraceLine, * EngFunc_TraceMonsterHull, EngFunc_TraceHull and EngFunc_TraceSphere. @@ -252,6 +260,7 @@ * func_wall_toggle */ #define SF_WALL_START_OFF 0x0001 +#define SF_WALL_NOTSOLID 0x0008 /** * func_converyor @@ -271,6 +280,7 @@ * func_rot_button */ #define SF_ROTBUTTON_NOTSOLID 1 +#define SF_ROTBUTTON_BACKWARDS 2 /** * env_global @@ -306,7 +316,8 @@ #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 +#define SF_DOOR_TOUCH_ONLY_CLIENTS 1024 // Only clients can touch +#define SF_DOOR_SILENT 0x80000000 // This bit marks that func_door are actually func_water /** * gibshooter @@ -475,6 +486,27 @@ #define SF_CORNER_TELEPORT 0x002 #define SF_CORNER_FIREONCE 0x004 +/** +* func_plat +*/ +#define SF_PLAT_TOGGLE 0x0001 + +/** +* path_track +*/ +#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 + +/** +* path_corner +*/ +#define SF_CORNER_WAITFORTRIG 0x001 +#define SF_CORNER_TELEPORT 0x002 +#define SF_CORNER_FIREONCE 0x004 + /** * trigger_push */ @@ -493,6 +525,7 @@ * trigger_auto */ #define SF_AUTO_FIREONCE 0x0001 +#define SF_AUTO_NORESET 0x0002 /** * trigger_relay @@ -555,6 +588,16 @@ #define SF_TRIG_PUSH_ONCE 1 +/** +* trigger_multiple +*/ +#define SF_TRIGGER_MULTIPLE_NOTOUCH 0x0001 + +/** +* trigger_counter +*/ +#define SF_TRIGGER_COUNTER_NOMESSAGE 0x0001 + /** * func_breakable */ @@ -662,7 +705,9 @@ #define ITEM_FLAG_LIMITINWORLD (1<<3) #define ITEM_FLAG_EXHAUSTIBLE (1<<4) - +/** +* PlaybackEvent flags +*/ #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 @@ -688,3 +733,76 @@ #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_MUST_RESET 0x00000100 // Should reset on the new round +#define FCAP_MUST_RELEASE 0x00000200 // Should release on the new round +#define FCAP_DONT_SAVE 0x80000000 // Don't save this + +// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!! +#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions + +/** +* All monsters need this data +*/ +#define DONT_BLEED -1 +#define BLOOD_COLOR_RED 247 +#define BLOOD_COLOR_YELLOW 195 +#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW + +/** + * Player physics flags + */ +#define PFLAG_ONLADDER (1<<0) +#define PFLAG_ONSWING (1<<0) +#define PFLAG_ONTRAIN (1<<1) +#define PFLAG_ONBARNACLE (1<<2) +#define PFLAG_DUCKING (1<<3) // In the process of ducking, but totally squatted yet +#define PFLAG_USING (1<<4) // Using a continuous entity +#define PFLAG_OBSERVER (1<<5) // Player is locked in stationary cam mode. Spectators can move, observers can't. + +/** +* Player hide HUD values +*/ +#define HIDEHUD_WEAPONS (1<<0) +#define HIDEHUD_FLASHLIGHT (1<<1) +#define HIDEHUD_ALL (1<<2) +#define HIDEHUD_HEALTH (1<<3) +#define HIDEHUD_TIMER (1<<4) +#define HIDEHUD_MONEY (1<<5) +#define HIDEHUD_CROSSHAIR (1<<6) +#define HIDEHUD_OBSERVER_CROSSHAIR (1<<7) + +/** +* Entity classification +*/ +#define CLASS_NONE 0 +#define CLASS_MACHINE 1 +#define CLASS_PLAYER 2 +#define CLASS_HUMAN_PASSIVE 3 +#define CLASS_HUMAN_MILITARY 4 +#define CLASS_ALIEN_MILITARY 5 +#define CLASS_ALIEN_PASSIVE 6 +#define CLASS_ALIEN_MONSTER 7 +#define CLASS_ALIEN_PREY 8 +#define CLASS_ALIEN_PREDATOR 9 +#define CLASS_INSECT 10 +#define CLASS_PLAYER_ALLY 11 +#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players +#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace +#define CLASS_VEHICLE 14 +#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures. + +/** +* Entities that toggle (buttons/triggers/doors) need this +*/ +#define TS_AT_TOP 0 +#define TS_AT_BOTTOM 1 +#define TS_GOING_UP 2 +#define TS_GOING_DOWN 3 + +/** +* Entity use states (buttons/triggers/platforms) +*/ +#define USE_OFF 0 +#define USE_ON 1 +#define USE_SET 2 +#define USE_TOGGLE 3