Additions to hlsdk_const and cstrike_const (#573)

* Additions to hlsdk_const

Added values to hlsdk_const using regamedll_cs and reapi as reference.

* Update cstrike_const.inc

* Prefix constants with CS_ to avoid name collision and for consistency
This commit is contained in:
PartialCloning 2018-09-23 13:59:18 -07:00 committed by Vincent Herbet
parent dfbeec069c
commit c3225afda1
2 changed files with 151 additions and 2 deletions

View File

@ -488,3 +488,34 @@ enum CsAmmoCostType
CS_AMMO_9MM_PRICE = 20, CS_AMMO_9MM_PRICE = 20,
CS_AMMO_BUCKSHOT_PRICE = 65 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)

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@ -209,6 +209,14 @@
#define DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade #define DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade
#define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage #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, * Valid constants for fNoMonsters parameter of EngFunc_TraceLine,
* EngFunc_TraceMonsterHull, EngFunc_TraceHull and EngFunc_TraceSphere. * EngFunc_TraceMonsterHull, EngFunc_TraceHull and EngFunc_TraceSphere.
@ -252,6 +260,7 @@
* func_wall_toggle * func_wall_toggle
*/ */
#define SF_WALL_START_OFF 0x0001 #define SF_WALL_START_OFF 0x0001
#define SF_WALL_NOTSOLID 0x0008
/** /**
* func_converyor * func_converyor
@ -271,6 +280,7 @@
* func_rot_button * func_rot_button
*/ */
#define SF_ROTBUTTON_NOTSOLID 1 #define SF_ROTBUTTON_NOTSOLID 1
#define SF_ROTBUTTON_BACKWARDS 2
/** /**
* env_global * env_global
@ -306,7 +316,8 @@
#define SF_DOOR_ROTATE_X 128 #define SF_DOOR_ROTATE_X 128
#define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button #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_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 * gibshooter
@ -475,6 +486,27 @@
#define SF_CORNER_TELEPORT 0x002 #define SF_CORNER_TELEPORT 0x002
#define SF_CORNER_FIREONCE 0x004 #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 * trigger_push
*/ */
@ -493,6 +525,7 @@
* trigger_auto * trigger_auto
*/ */
#define SF_AUTO_FIREONCE 0x0001 #define SF_AUTO_FIREONCE 0x0001
#define SF_AUTO_NORESET 0x0002
/** /**
* trigger_relay * trigger_relay
@ -555,6 +588,16 @@
#define SF_TRIG_PUSH_ONCE 1 #define SF_TRIG_PUSH_ONCE 1
/**
* trigger_multiple
*/
#define SF_TRIGGER_MULTIPLE_NOTOUCH 0x0001
/**
* trigger_counter
*/
#define SF_TRIGGER_COUNTER_NOMESSAGE 0x0001
/** /**
* func_breakable * func_breakable
*/ */
@ -662,7 +705,9 @@
#define ITEM_FLAG_LIMITINWORLD (1<<3) #define ITEM_FLAG_LIMITINWORLD (1<<3)
#define ITEM_FLAG_EXHAUSTIBLE (1<<4) #define ITEM_FLAG_EXHAUSTIBLE (1<<4)
/**
* PlaybackEvent flags
*/
#define FEV_NOTHOST (1<<0) // Skip local host for event send. #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 #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 // 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_ONOFF_USE 0x00000020 // can be used by the player
#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains) #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_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