Cstrike: Add more known constants from game
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@ -121,6 +121,7 @@ public stock const Float:NULL_VECTOR[3];
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/**
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* IDs of weapons in CS
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*/
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#define CSW_NONE 0
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#define CSW_P228 1
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#define CSW_SCOUT 3
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#define CSW_HEGRENADE 4
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@ -154,6 +155,7 @@ public stock const Float:NULL_VECTOR[3];
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#define CSW_VEST 31 // Custom
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#define CSW_VESTHELM 32 // Custom
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#define CSW_SHIELDGUN 99
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#define CSW_ALLWEAPONS (~(1<<CSW_VEST))
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/**
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* HI weapon constants
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@ -187,6 +189,7 @@ public stock const Float:NULL_VECTOR[3];
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#define HIT_RIGHTARM 5
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#define HIT_LEFTLEG 6
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#define HIT_RIGHTLEG 7
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#define HIT_SHIELD 8 // CS only
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/**
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* @section emit_sound() constants
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@ -28,6 +28,7 @@
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enum CsInternalModel
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{
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CS_DONTCHANGE = 0,
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CS_UNASSIGNED = 0,
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CS_CT_URBAN = 1,
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CS_T_TERROR = 2,
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CS_T_LEET = 3,
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@ -94,6 +95,7 @@ enum
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* contain custom AMXX values that do not correspond to any real value in
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* the game. The CSI_* constants should therefore be used for consistency.
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*/
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#define CSI_NONE CSW_NONE
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#define CSI_P228 CSW_P228
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#define CSI_SCOUT CSW_SCOUT
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#define CSI_HEGRENADE CSW_HEGRENADE
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@ -131,3 +133,215 @@ enum
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#define CSI_SECAMMO 37 // Custom
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#define CSI_SHIELD 38 // Custom - The value passed by the forward, more convenient for plugins.
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/**
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* Player's movements constants.
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*/
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#define CS_PLAYER_FATAL_FALL_SPEED 1100.0
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#define CS_PLAYER_MAX_SAFE_FALL_SPEED 500.0
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#define CS_DAMAGE_FOR_FALL_SPEED 100.0 / (CS_PLAYER_FATAL_FALL_SPEED - CS_PLAYER_MAX_SAFE_FALL_SPEED)
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#define CS_PLAYER_MIN_BOUNCE_SPEED 350
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#define CS_PLAYER_FALL_PUNCH_THRESHHOLD 250.0
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/**
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* Hint message flags for use with m_flDisplayHistory.
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*/
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#define CS_HINT_ROUND_STARTED (1<<1)
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#define CS_HINT_HOSTAGE_SEEN_FAR (1<<2)
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#define CS_HINT_HOSTAGE_SEEN_NEAR (1<<3)
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#define CS_HINT_HOSTAGE_USED (1<<4)
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#define CS_HINT_HOSTAGE_INJURED (1<<5)
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#define CS_HINT_HOSTAGE_KILLED (1<<6)
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#define CS_HINT_FRIEND_SEEN (1<<7)
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#define CS_HINT_ENEMY_SEEN (1<<8)
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#define CS_HINT_FRIEND_INJURED (1<<9)
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#define CS_HINT_FRIEND_KILLED (1<<10)
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#define CS_HINT_ENEMY_KILLED (1<<11)
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#define CS_HINT_BOMB_RETRIEVED (1<<12)
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#define CS_HINT_AMMO_EXHAUSTED (1<<15)
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#define CS_HINT_IN_TARGET_ZONE (1<<16)
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#define CS_HINT_IN_RESCUE_ZONE (1<<17)
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#define CS_HINT_IN_ESCAPE_ZONE (1<<18)
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#define CS_HINT_IN_VIPSAFETY_ZONE (1<<19)
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#define CS_HINT_NIGHTVISION (1<<20)
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#define CS_HINT_HOSTAGE_CTMOVE (1<<21)
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#define CS_HINT_SPEC_DUCK (1<<22)
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/**
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* Constants for use with m_iIgnoreGlobalChat (ignoremsg client's command)
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*/
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#define CS_IGNOREMSG_NONE 0
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#define CS_IGNOREMSG_ENEMY 1
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#define CS_IGNOREMSG_TEAM 2
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/**
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* Player's gait animation constants.
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*/
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enum CsPlayerAnim
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{
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CS_PLAYER_IDLE = 0,
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CS_PLAYER_WALK = 1,
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CS_PLAYER_JUMP = 2,
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CS_PLAYER_SUPERJUMP = 3,
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CS_PLAYER_DIE = 4,
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CS_PLAYER_ATTACK1 = 5,
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CS_PLAYER_ATTACK2 = 6,
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CS_PLAYER_FLINCH = 7,
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CS_PLAYER_LARGE_FLINCH = 8,
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CS_PLAYER_RELOAD = 9,
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CS_PLAYER_HOLDBOMB = 10,
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};
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/**
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* Player's menu states for use with m_iMenu.
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*/
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enum CsMenu
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{
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CS_Menu_OFF = 0,
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CS_Menu_ChooseTeam = 1,
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CS_Menu_IGChooseTeam = 2,
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CS_Menu_ChooseAppearance = 3,
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CS_Menu_Buy = 4,
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CS_Menu_BuyPistol = 5,
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CS_Menu_BuyRifle = 6,
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CS_Menu_BuyMachineGun = 7,
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CS_Menu_BuyShotgun = 8,
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CS_Menu_BuySubMachineGun = 9,
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CS_Menu_BuyItem = 10,
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CS_Menu_Radio1 = 11,
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CS_Menu_Radio2 = 12,
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CS_Menu_Radio3 = 13,
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CS_Menu_ClientBuy = 14,
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};
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/**
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* Player's join states for use with m_iJointState.
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*/
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enum CsJoinState
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{
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CS_STATE_JOINED = 0,
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CS_STATE_SHOW_LTEXT = 1,
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CS_STATE_READING_LTEXT = 2,
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CS_STATE_SHOW_TEAM_SELECT = 3,
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CS_STATE_PICKING_TEAM = 4,
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CS_STATE_GET_INTO_GAME = 5,
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};
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/**
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* Player's throw direction on killed for use with m_iThrowDirection.
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*/
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enum CsThrowDirection
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{
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CS_THROW_NONE = 0,
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CS_THROW_FORWARD = 1,
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CS_THROW_BACKWARD = 2,
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CS_THROW_HITVEL = 3,
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CS_THROW_BOMB = 4,
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CS_THROW_GRENADE = 5,
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CS_THROW_HITVEL_MINUS_AIRVEL = 6,
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};
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/**
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* @section Player's status bar constants.
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*/
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/**
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* Constants associated with mp_playerid server cvar.
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*/
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#define CS_PLAYERID_EVERYONE 0
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#define CS_PLAYERID_TEAMONLY 1
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#define CS_PLAYERID_OFF 2
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/**
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* Maximum range a status bar can be displayed.
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*/
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#define CS_MAX_ID_RANGE 2048
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#define CS_MAX_SPECTATOR_ID_RANGE 8192
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/**
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* Maximum buffer length of a status bar message.
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*/
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#define CS_SBAR_STRING_SIZE 128
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/**
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* Constants associated to CS_SBAR_ID_TARGETTYPE.
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*/
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#define CS_SBAR_TARGETTYPE_TEAMMATE 1
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#define CS_SBAR_TARGETTYPE_ENEMY 2
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#define CS_SBAR_TARGETTYPE_HOSTAGE 3
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/**
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* Status bar states.
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*/
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enum CsStatusBar
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{
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CS_SBAR_ID_TARGETTYPE = 1,
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CS_SBAR_ID_TARGETNAME = 2,
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CS_SBAR_ID_TARGETHEALTH = 3,
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};
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/**
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* @endsection
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*/
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/**
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* Weapon slot types.
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*/
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#define CS_WEAPONSLOT_PRIMARY 1
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#define CS_WEAPONSLOT_SECONDARY 2
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#define CS_WEAPONSLOT_KNIFE 3
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#define CS_WEAPONSLOT_GRENADE 4
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#define CS_WEAPONSLOT_C4 5
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/**
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* Weapon class types.
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*/
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enum CsWeaponClassType
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{
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CS_WEAPONCLASS_NONE = 0,
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CS_WEAPONCLASS_KNIFE = 1,
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CS_WEAPONCLASS_PISTOL = 2,
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CS_WEAPONCLASS_GRENADE = 3,
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CS_WEAPONCLASS_SUBMACHINEGUN = 4,
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CS_WEAPONCLASS_SHOTGUN = 5,
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CS_WEAPONCLASS_MACHINEGUN = 6,
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CS_WEAPONCLASS_RIFLE = 7,
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CS_WEAPONCLASS_SNIPERRIFLE = 8,
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};
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/**
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* Weapon autobuy class types.
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*/
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enum CsAutoBuyClassType
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{
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CS_AUTOBUYCLASS_PRIMARY = (1<<0),
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CS_AUTOBUYCLASS_SECONDARY = (1<<1),
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CS_AUTOBUYCLASS_AMMO = (1<<2),
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CS_AUTOBUYCLASS_ARMOR = (1<<3),
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CS_AUTOBUYCLASS_DEFUSER = (1<<4),
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CS_AUTOBUYCLASS_PISTOL = (1<<5),
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CS_AUTOBUYCLASS_SMG = (1<<6),
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CS_AUTOBUYCLASS_RIFLE = (1<<7),
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CS_AUTOBUYCLASS_SNIPERRIFLE = (1<<8),
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CS_AUTOBUYCLASS_SHOTGUN = (1<<9),
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CS_AUTOBUYCLASS_MACHINEGUN = (1<<10),
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CS_AUTOBUYCLASS_GRENADE = (1<<11),
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CS_AUTOBUYCLASS_NIGHTVISION = (1<<12),
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CS_AUTOBUYCLASS_SHIELD = (1<<13),
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};
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/**
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* Ammo types.
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*/
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enum CsAmmoType
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{
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CS_AMMO_BUCKSHOT = 0,
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CS_AMMO_9MM = 1,
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CS_AMMO_556NATO = 2,
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CS_AMMO_556NATOBOX = 3,
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CS_AMMO_762NATO = 4,
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CS_AMMO_45ACP = 5,
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CS_AMMO_50AE = 6,
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CS_AMMO_338MAGNUM = 7,
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CS_AMMO_57MM = 8,
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CS_AMMO_357SIG = 9,
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};
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@ -653,6 +653,15 @@
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#define HLW_SUIT 31
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#define HLW_ALLWEAPONS (~(1<<HLW_SUIT))
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/**
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* Item's flags
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*/
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#define ITEM_FLAG_SELECTONEMPTY (1<<0)
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#define ITEM_FLAG_NOAUTORELOAD (1<<1)
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#define ITEM_FLAG_NOAUTOSWITCHEMPTY (1<<2)
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#define ITEM_FLAG_LIMITINWORLD (1<<3)
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#define ITEM_FLAG_EXHAUSTIBLE (1<<4)
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#define FEV_NOTHOST (1<<0) // Skip local host for event send.
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#define FEV_RELIABLE (1<<1) // Send the event reliably. You must specify the origin and angles
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