Merge of rewritten NS module into trunk

This commit is contained in:
Steve Dudenhoeffer
2007-08-02 16:20:32 +00:00
parent 48022d3c5c
commit c604eefde0
44 changed files with 7697 additions and 1804 deletions

View File

@@ -1,3 +1,36 @@
/* AMX Mod X
* Natural Selection Module
*
* by the AMX Mod X Development Team
*
* This file is part of AMX Mod X.
*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*/
#ifndef NS_CONST_H
#define NS_CONST_H
@@ -6,56 +39,156 @@
// Offsets (used in NPData.cpp)
#define OFFSET_WIN_RESOURCES 1816 //454 * 4 // est: 454 // CONFIRMED
#define OFFSET_LIN_RESOURCES 1836 //459 * 4 // no change
#define NEED_TO_FIND 0
#define OFFSET_WIN_WEAPDMG 408 //100 * 4 // est: 102 // CONFIRMED
#define OFFSET_LIN_WEAPDMG 424 //106 * 4 // Changed + 8 Bytes
#define OFFSET_WIN_WEAPRANGE 404 //99 * 4 // est: 101 // CONFIRMED
#define OFFSET_LIN_WEAPRANGE 420 //105 * 4 // Changed + 8 Bytes
#define OFFSET_WIN_RESOURCES 1816
#define OFFSET_LIN_RESOURCES 1836
#define OFFSET_WIN_WEAPCLIP 364 //91 * 4 // est: 91 // CONFIRMED
#define OFFSET_LIN_WEAPCLIP 380 //95 * 4 // no change
#define OFFSET_WIN_WEAPDMG 408
#define OFFSET_LIN_WEAPDMG 424
#define OFFSET_WIN_HIVE_TRAIT 488 //121 * 4 // est: 122 // CONFIRMED
#define OFFSET_LIN_HIVE_TRAIT 504 //126 * 4 // Changed + 4 bytes
#define OFFSET_WIN_WEAPRANGE 404
#define OFFSET_LIN_WEAPRANGE 420
#define OFFSET_WIN_SCORE 6588 //1639 * 4 // est: 1647 // CONFIRMED
#define OFFSET_LIN_SCORE 6608 //1644 * 4 // Changed + 32 bytes
#define OFFSET_WIN_WEAPCLIP 364
#define OFFSET_LIN_WEAPCLIP 380
#define OFFSET_WIN_EXP 6512 //1620 * 4 // est: 1628 // CONFIRMED
#define OFFSET_LIN_EXP 6532 //1633 * 4 // Changed + 32 bytes
#define OFFSET_WIN_WEAPID 324
#define OFFSET_LIN_WEAPID 340
#define OFFSET_WIN_POINTS 6520 //1622 * 4 // est: 1630 // CONFIRMED
#define OFFSET_LIN_POINTS 6540 //1635 * 4 // Changed + 32 bytes
// Next weapon in the item linked list
#define OFFSET_WIN_WEAP_NEXT 320
#define OFFSET_LIN_WEAP_NEXT 336
#define OFFSET_WIN_AMMO_LMG 1116 //279 * 4 // est: 279 // CONFIRMED
#define OFFSET_LIN_AMMO_LMG 1136 //284 * 4 // no change
#define OFFSET_WIN_HIVE_TRAIT 488
#define OFFSET_LIN_HIVE_TRAIT 504
#define OFFSET_WIN_AMMO_PISTOL 1120 //280 * 4 // est: 280 // CONFIRMED
#define OFFSET_LIN_AMMO_PISTOL 1140 //285 * 4 // no change
#define OFFSET_WIN_SCORE 6588
#define OFFSET_LIN_SCORE 6608
#define OFFSET_WIN_AMMO_SHOTGUN 1124 //281 * 4 // est: 281 // CONFIRMED
#define OFFSET_LIN_AMMO_SHOTGUN 1144 //286 * 4 // no change
#define OFFSET_WIN_EXP 6512
#define OFFSET_LIN_EXP 6532
#define OFFSET_WIN_AMMO_HMG 1128 //282 * 4 // est: 282 // CONFIRMED
#define OFFSET_LIN_AMMO_HMG 1148 //287 * 4 // no change
#define OFFSET_WIN_POINTS 6520
#define OFFSET_LIN_POINTS 6540
#define OFFSET_WIN_AMMO_GL 1132 //283 * 4 // est: 283 // CONFIRMED
#define OFFSET_LIN_AMMO_GL 1152 //288 * 4 // no change
#define OFFSET_WIN_AMMO_LMG 1116
#define OFFSET_LIN_AMMO_LMG 1136
#define OFFSET_WIN_AMMO_HG 1136 //284 * 4 // est: 284 // CONFIRMED
#define OFFSET_LIN_AMMO_HG 1156 //289 * 4 // no change
#define OFFSET_WIN_AMMO_PISTOL 1120
#define OFFSET_LIN_AMMO_PISTOL 1140
#define OFFSET_WIN_DEATHS 1380 //345 * 4 // est: 345 // CONFIRMED
#define OFFSET_LIN_DEATHS 1400 //350 * 4 // no change
#define OFFSET_WIN_AMMO_SHOTGUN 1124
#define OFFSET_LIN_AMMO_SHOTGUN 1144
#define OFFSET_WIN_STRUCTOWNER 324 //81 * 4 // est: 81 // CONFIRMED
#define OFFSET_LIN_STRUCTOWNER 340 //85 * 4 // no change
#define OFFSET_WIN_AMMO_HMG 1128
#define OFFSET_LIN_AMMO_HMG 1148
#define OFFSET_WIN_HIVEABILITY 6248 //1555 * 4 // est: 1562 // CONFIRMED
#define OFFSET_LIN_HIVEABILITY 6268 //1567 * 4 // Changed + 28 bytes
#define OFFSET_WIN_AMMO_GL 1132
#define OFFSET_LIN_AMMO_GL 1152
#define OFFSET_WIN_AMMO_HG 1136
#define OFFSET_LIN_AMMO_HG 1156
#define OFFSET_WIN_DEATHS 1380
#define OFFSET_LIN_DEATHS 1400
#define OFFSET_WIN_STRUCTOWNER 324
#define OFFSET_LIN_STRUCTOWNER 340
#define OFFSET_WIN_HIVEABILITY 6248
#define OFFSET_LIN_HIVEABILITY 6268
#define OFFSET_WIN_PLAYER_ITEMS 1068
#define OFFSET_LIN_PLAYER_ITEMS 1088
#define OFFSET_WIN_NEXT_WEAPON 1280
#define OFFSET_LIN_NEXT_WEAPON 1300
#define OFFSET_WIN_CURRENT_WEAPON 1092
#define OFFSET_LIN_CURRENT_WEAPON 1112 // +4 is the client known weapon if it's ever needed
#define OFFSET_WIN_LAST_WEAPON 1100
#define OFFSET_LIN_LAST_WEAPON 1120
#define OFFSET_WIN_ENTVAR 4
#define OFFSET_LIN_ENTVAR 4 // first entry in the virtual class (vtable is 0)
#define OFFSET_WIN_OBS_ENERGY 476
#define OFFSET_LIN_OBS_ENERGY 492
#define OFFSET_WIN_WELD_DONE 128
#define OFFSET_LIN_WELD_DONE 144
#define OFFSET_WIN_WELD_TIME 132
#define OFFSET_LIN_WELD_TIME 148
#define OFFSET_WIN_GHOST_STRUCTURE 472
#define OFFSET_LIN_GHOST_STRUCTURE 488
// The teamnumber for the specified team
#define OFFSET_WIN_GAMEPLAY_TEAMA 0x54
#define OFFSET_LIN_GAMEPLAY_TEAMA 0x64
#define OFFSET_WIN_GAMEPLAY_TEAMB 0x58
#define OFFSET_LIN_GAMEPLAY_TEAMB 0x68
// TODO: Symbols / signatures instead
// Not actually offsets, but easier to use MAKE_OFFSET stuff for this :o
// First functions listed in the disassembler
#define OFFSET_WIN_BASE "?SUB_CallUseToggle@CBaseEntity@@QAEXXZ"
#define OFFSET_LIN_BASE "_init"
#define OFFSET_LIN_MEMBERFUNCSTART 0x000EDBE8 // The location of _init in the binary
#define OFFSET_WIN_MEMBERFUNCSTART 0x00001000 // The location of CBaseEntity::SUB_CallUseToggle
// NOTE: These addresses are raw offsets, not including the
// base addresses! These are the exact offsets that
// the disassembler provides.
// MAKE_MEMBER_OFFSET will compensate for the base address
// Recycle: void AvHBaseBuildable::StartRecycle(void)
#define OFFSET_WIN_MEMBER_RECYCLE MAKE_MEMBER_OFFSET(0x00053950)
#define OFFSET_LIN_MEMBER_RECYCLE MAKE_MEMBER_OFFSET(0x00180800)
// Weldable: void AvHWeldable::AddWeldTime(float Time)
#define OFFSET_WIN_MEMBER_TRIGGER_WELDABLE MAKE_MEMBER_OFFSET(0x000A0E20)
#define OFFSET_LIN_MEMBER_TRIGGER_WELDABLE MAKE_MEMBER_OFFSET(0x00232840)
// Game Rules: AvHGameRules *GetGameRules(void)
#define OFFSET_WIN_GETGAMERULES MAKE_MEMBER_OFFSET(0x00068000)
#define OFFSET_LIN_GETGAMERULES MAKE_MEMBER_OFFSET(0x0019F930)
// Offset into the gamerules pointer to the TeamA / TeamB class
#define GAMERULES_TEAMA_OFFSET 0xCC
#define GAMERULES_TEAMB_OFFSET 0x2A8
#define AVHTEAM_RESOURCES_OFFSET 0x94
#define GAMERULES_TEAMA_RESOURCES GAMERULES_TEAMA_OFFSET + AVHTEAM_RESOURCES_OFFSET
#define GAMERULES_TEAMB_RESOURCES GAMERULES_TEAMB_OFFSET + AVHTEAM_RESOURCES_OFFSET
enum
{
NSGame_CantTell, /**< It is too soon to tell (can't find avhgameplay
entity or it doesn't have private data) */
NSGame_MarineVAlien, /**< Marine vs Aliens (standard) gameplay */
NSGame_MarineVMarine, /**< Marine vs Marine */
NSGame_AlienVAlien, /**< Alien vs Alien */
NSGame_Unknown, /**< Can find the gameplay entity, but can't
determine gameplay type. */
};
enum
{
@@ -63,51 +196,51 @@ enum
MASK_SIGHTED = 1,
MASK_DETECTED = 2,
MASK_BUILDABLE = 4,
MASK_BASEBUILD0 = 8, // Base build slot #0
MASK_WEAPONS1 = 8, // Marine weapons 1
MASK_CARAPACE = 8, // Alien carapace
MASK_WEAPONS2 = 16, // Marines weapons 2
MASK_REGENERATION = 16, // Alien regeneration
MASK_BASEBUILD1 = 16, // Base build slot #1
MASK_WEAPONS3 = 32, // Marine weapons 3
MASK_REDEMPTION = 32, // Alien redemption
MASK_BASEBUILD2 = 32, // Base build slot #2
MASK_ARMOR1 = 64, // Marine armor 1
MASK_CELERITY = 64, // Alien celerity
MASK_BASEBUILD3 = 64, // Base build slot #3
MASK_ARMOR2 = 128, // Marine armor 2
MASK_ADRENALINE = 128, // Alien adrenaline
MASK_BASEBUILD4 = 128, // Base build slot #4
MASK_ARMOR3 = 256, // Marine armor 3
MASK_SILENCE = 256, // Alien silence
MASK_BASEBUILD5 = 256, // Base build slot #5
MASK_JETPACK = 512, // Marine jetpacks
MASK_CLOAKING = 512, // Alien cloaking
MASK_BASEBUILD6 = 512, // Base build slot #6
MASK_FOCUS = 1024, // Alien focus
MASK_MOTION = 1024, // Marine motion tracking
MASK_BASEBUILD7 = 1024, // Base build slot #7
MASK_BASEBUILD0 = 8, // Base build slot #0
MASK_WEAPONS1 = 8, // Marine weapons 1
MASK_CARAPACE = 8, // Alien carapace
MASK_WEAPONS2 = 16, // Marines weapons 2
MASK_REGENERATION = 16, // Alien regeneration
MASK_BASEBUILD1 = 16, // Base build slot #1
MASK_WEAPONS3 = 32, // Marine weapons 3
MASK_REDEMPTION = 32, // Alien redemption
MASK_BASEBUILD2 = 32, // Base build slot #2
MASK_ARMOR1 = 64, // Marine armor 1
MASK_CELERITY = 64, // Alien celerity
MASK_BASEBUILD3 = 64, // Base build slot #3
MASK_ARMOR2 = 128, // Marine armor 2
MASK_ADRENALINE = 128, // Alien adrenaline
MASK_BASEBUILD4 = 128, // Base build slot #4
MASK_ARMOR3 = 256, // Marine armor 3
MASK_SILENCE = 256, // Alien silence
MASK_BASEBUILD5 = 256, // Base build slot #5
MASK_JETPACK = 512, // Marine jetpacks
MASK_CLOAKING = 512, // Alien cloaking
MASK_BASEBUILD6 = 512, // Base build slot #6
MASK_FOCUS = 1024, // Alien focus
MASK_MOTION = 1024, // Marine motion tracking
MASK_BASEBUILD7 = 1024, // Base build slot #7
MASK_SCENTOFFEAR = 2048, // Alien scent of fear
MASK_DEFENSE2 = 4096, // Defense level 2
MASK_DEFENSE3 = 8192, // Defense level 3
MASK_DEFENSE2 = 4096, // Defense level 2
MASK_DEFENSE3 = 8192, // Defense level 3
MASK_ELECTRICITY = 8192, // Electricy
MASK_MOVEMENT2 = 16384, // Movement level 2,
MASK_MOVEMENT3 = 32768, // Movement level 3
MASK_MOVEMENT2 = 16384, // Movement level 2,
MASK_MOVEMENT3 = 32768, // Movement level 3
MASK_HEAVYARMOR = 32768, // Marine heavy armor
MASK_SENSORY2 = 65536, // Sensory level 2
MASK_SENSORY3 = 131072, // Sensory level 3
MASK_SENSORY2 = 65536, // Sensory level 2
MASK_SENSORY3 = 131072, // Sensory level 3
MASK_ALIEN_MOVEMENT = 262144, // Onos is charging
MASK_WALLSTICKING = 524288, // Flag for wall-sticking
MASK_PRIMALSCREAM = 1048576, // Alien is in range of active primal scream
MASK_UMBRA = 2097152, // In umbra
MASK_UMBRA = 2097152, // In umbra
MASK_DIGESTING = 4194304, // When set on a visible player, player is digesting. When set on invisible player, player is being digested
MASK_RECYCLING = 8388608, // Building is recycling
MASK_TOPDOWN = 16777216, // Commander view
MASK_PLAYER_STUNNED = 33554432, // Player has been stunned by stomp
MASK_ENSNARED = 67108864, // Webbed
MASK_ALIEN_EMBRYO = 134217728, //268435456, // Gestating
MASK_SELECTABLE = 268435456, //536870912, // ???
MASK_PARASITED = 536870912, //1073741824, // Parasite flag
MASK_ALIEN_EMBRYO = 134217728, //268435456, // Gestating
MASK_SELECTABLE = 268435456, //536870912, // ???
MASK_PARASITED = 536870912, //1073741824, // Parasite flag
MASK_SENSORY_NEARBY = 1073741824 //2147483648 // Sensory chamber in range
};