252 lines
7.2 KiB
C
Executable File
252 lines
7.2 KiB
C
Executable File
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#ifndef NS_CONST_H
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#define NS_CONST_H
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// Offsets (used in NPData.cpp)
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#define OFFSET_WIN_RESOURCES 1816 //454 * 4
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#define OFFSET_LIN_RESOURCES 1836 //459 * 4
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#define OFFSET_WIN_WEAPDMG 400 //100 * 4
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#define OFFSET_LIN_WEAPDMG 416 //104 * 4
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#define OFFSET_WIN_WEAPRANGE 396 //99 * 4
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#define OFFSET_LIN_WEAPRANGE 412 //103 * 4
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#define OFFSET_WIN_WEAPCLIP 364 //91 * 4
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#define OFFSET_LIN_WEAPCLIP 380 //95 * 4
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#define OFFSET_WIN_HIVE_TRAIT 484 //121 * 4
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#define OFFSET_LIN_HIVE_TRAIT 500 //125 * 4
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#define OFFSET_WIN_SCORE 6556 //1639 * 4
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#define OFFSET_LIN_SCORE 6576 //1644 * 4
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#define OFFSET_WIN_EXP 6480 //1620 * 4
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#define OFFSET_LIN_EXP 6500 //1625 * 4
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#define OFFSET_WIN_POINTS 6488 //1622 * 4
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#define OFFSET_LIN_POINTS 6508 //1627 * 4
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#define OFFSET_WIN_AMMO_LMG 1116 //279 * 4
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#define OFFSET_LIN_AMMO_LMG 1136 //284 * 4
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#define OFFSET_WIN_AMMO_PISTOL 1120 //280 * 4
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#define OFFSET_LIN_AMMO_PISTOL 1140 //285 * 4
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#define OFFSET_WIN_AMMO_SHOTGUN 1124 //281 * 4
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#define OFFSET_LIN_AMMO_SHOTGUN 1144 //286 * 4
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#define OFFSET_WIN_AMMO_HMG 1128 //282 * 4
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#define OFFSET_LIN_AMMO_HMG 1148 //287 * 4
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#define OFFSET_WIN_AMMO_GL 1132 //283 * 4
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#define OFFSET_LIN_AMMO_GL 1152 //288 * 4
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#define OFFSET_WIN_AMMO_HG 1136 //284 * 4
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#define OFFSET_LIN_AMMO_HG 1156 //289 * 4
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#define OFFSET_WIN_DEATHS 1380 //345 * 4
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#define OFFSET_LIN_DEATHS 1400 //349 * 4
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#define OFFSET_WIN_STRUCTOWNER 324 //81 * 4
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#define OFFSET_LIN_STRUCTOWNER 340 //85 * 4
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#define OFFSET_WIN_HIVEABILITY 6220 //1555 * 4
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#define OFFSET_LIN_HIVEABILITY 6240 //1560 * 4
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enum
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{
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MASK_NONE = 0,
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MASK_SIGHTED = 1,
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MASK_DETECTED = 2,
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MASK_BUILDABLE = 4,
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MASK_BASEBUILD0 = 8, // Base build slot #0
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MASK_WEAPONS1 = 8, // Marine weapons 1
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MASK_CARAPACE = 8, // Alien carapace
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MASK_WEAPONS2 = 16, // Marines weapons 2
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MASK_REGENERATION = 16, // Alien regeneration
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MASK_BASEBUILD1 = 16, // Base build slot #1
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MASK_WEAPONS3 = 32, // Marine weapons 3
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MASK_REDEMPTION = 32, // Alien redemption
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MASK_BASEBUILD2 = 32, // Base build slot #2
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MASK_ARMOR1 = 64, // Marine armor 1
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MASK_CELERITY = 64, // Alien celerity
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MASK_BASEBUILD3 = 64, // Base build slot #3
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MASK_ARMOR2 = 128, // Marine armor 2
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MASK_ADRENALINE = 128, // Alien adrenaline
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MASK_BASEBUILD4 = 128, // Base build slot #4
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MASK_ARMOR3 = 256, // Marine armor 3
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MASK_SILENCE = 256, // Alien silence
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MASK_BASEBUILD5 = 256, // Base build slot #5
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MASK_JETPACK = 512, // Marine jetpacks
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MASK_CLOAKING = 512, // Alien cloaking
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MASK_BASEBUILD6 = 512, // Base build slot #6
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MASK_FOCUS = 1024, // Alien focus
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MASK_MOTION = 1024, // Marine motion tracking
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MASK_BASEBUILD7 = 1024, // Base build slot #7
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MASK_SCENTOFFEAR = 2048, // Alien scent of fear
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MASK_DEFENSE2 = 4096, // Defense level 2
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MASK_DEFENSE3 = 8192, // Defense level 3
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MASK_ELECTRICITY = 8192, // Electricy
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MASK_MOVEMENT2 = 16384, // Movement level 2,
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MASK_MOVEMENT3 = 32768, // Movement level 3
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MASK_HEAVYARMOR = 32768, // Marine heavy armor
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MASK_SENSORY2 = 65536, // Sensory level 2
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MASK_SENSORY3 = 131072, // Sensory level 3
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MASK_ALIEN_MOVEMENT = 262144, // Onos is charging
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MASK_WALLSTICKING = 524288, // Flag for wall-sticking
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MASK_PRIMALSCREAM = 1048576, // Alien is in range of active primal scream
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MASK_UMBRA = 2097152, // In umbra
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MASK_DIGESTING = 4194304, // When set on a visible player, player is digesting. When set on invisible player, player is being digested
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MASK_RECYCLING = 8388608, // Building is recycling
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MASK_TOPDOWN = 16777216, // Commander view
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MASK_PLAYER_STUNNED = 33554432, // Player has been stunned by stomp
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MASK_ENSNARED = 67108864, // Webbed
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MASK_ALIEN_EMBRYO = 134217728, //268435456, // Gestating
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MASK_SELECTABLE = 268435456, //536870912, // ???
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MASK_PARASITED = 536870912, //1073741824, // Parasite flag
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MASK_SENSORY_NEARBY = 1073741824 //2147483648 // Sensory chamber in range
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};
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typedef enum
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{
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AVH_USER3_NONE = 0,
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AVH_USER3_MARINE_PLAYER,
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AVH_USER3_COMMANDER_PLAYER,
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AVH_USER3_ALIEN_PLAYER1,
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AVH_USER3_ALIEN_PLAYER2,
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AVH_USER3_ALIEN_PLAYER3,
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AVH_USER3_ALIEN_PLAYER4,
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AVH_USER3_ALIEN_PLAYER5,
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AVH_USER3_ALIEN_EMBRYO,
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AVH_USER3_SPAWN_TEAMONE,
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AVH_USER3_SPAWN_TEAMTWO,
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AVH_USER3_PARTICLE_ON, // only valid for AvHParticleEntity: entindex as int in fuser1, template index stored in fuser2
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AVH_USER3_PARTICLE_OFF, // only valid for AvHParticleEntity: particle system handle in fuser1
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AVH_USER3_WELD, // float progress (0 - 100) stored in fuser1
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AVH_USER3_ALPHA, // fuser1 indicates how much alpha this entity toggles to in commander mode, fuser2 for players
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AVH_USER3_MARINEITEM, // Something a friendly marine can pick up
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AVH_USER3_WAYPOINT,
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AVH_USER3_HIVE,
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AVH_USER3_NOBUILD,
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AVH_USER3_USEABLE,
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AVH_USER3_AUDIO_ON,
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AVH_USER3_AUDIO_OFF,
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AVH_USER3_FUNC_RESOURCE,
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AVH_USER3_COMMANDER_STATION,
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AVH_USER3_TURRET_FACTORY,
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AVH_USER3_ARMORY,
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AVH_USER3_ADVANCED_ARMORY,
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AVH_USER3_ARMSLAB,
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AVH_USER3_PROTOTYPE_LAB,
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AVH_USER3_OBSERVATORY,
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AVH_USER3_CHEMLAB,
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AVH_USER3_MEDLAB,
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AVH_USER3_NUKEPLANT,
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AVH_USER3_TURRET,
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AVH_USER3_SIEGETURRET,
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AVH_USER3_RESTOWER,
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AVH_USER3_PLACEHOLDER,
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AVH_USER3_INFANTRYPORTAL,
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AVH_USER3_NUKE,
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AVH_USER3_BREAKABLE,
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AVH_USER3_UMBRA,
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AVH_USER3_PHASEGATE,
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AVH_USER3_DEFENSE_CHAMBER,
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AVH_USER3_MOVEMENT_CHAMBER,
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AVH_USER3_OFFENSE_CHAMBER,
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AVH_USER3_SENSORY_CHAMBER,
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AVH_USER3_ALIENRESTOWER,
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AVH_USER3_HEAVY,
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AVH_USER3_JETPACK,
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AVH_USER3_ADVANCED_TURRET_FACTORY,
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AVH_USER3_SPAWN_READYROOM,
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AVH_USER3_CLIENT_COMMAND,
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AVH_USER3_FUNC_ILLUSIONARY,
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AVH_USER3_MENU_BUILD,
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AVH_USER3_MENU_BUILD_ADVANCED,
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AVH_USER3_MENU_ASSIST,
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AVH_USER3_MENU_EQUIP,
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AVH_USER3_MINE,
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AVH_USER3_MAX
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} AvHUser3;
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enum
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{
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WEAPON_NONE = 0,
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WEAPON_CLAWS,
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WEAPON_SPIT,
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WEAPON_SPORES,
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WEAPON_SPIKE,
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WEAPON_BITE,
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WEAPON_BITE2,
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WEAPON_SWIPE,
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WEAPON_WEBSPINNER,
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WEAPON_METABOLIZE,
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WEAPON_PARASITE,
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WEAPON_BLINK,
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WEAPON_DIVINEWIND,
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WEAPON_KNIFE,
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WEAPON_PISTOL,
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WEAPON_LMG,
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WEAPON_SHOTGUN,
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WEAPON_HMG,
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WEAPON_WELDER,
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WEAPON_MINE,
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WEAPON_GRENADE_GUN,
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WEAPON_LEAP,
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WEAPON_CHARGE,
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WEAPON_UMBRA,
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WEAPON_PRIMALSCREAM,
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WEAPON_BILEBOMB,
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WEAPON_ACIDROCKET,
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WEAPON_HEALINGSPRAY,
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WEAPON_GRENADE,
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WEAPON_STOMP,
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WEAPON_DEVOUR,
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WEAPON_MAX
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};
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enum
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{
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PLAYERCLASS_NONE = 0,
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PLAYERCLASS_ALIVE_MARINE,
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PLAYERCLASS_ALIVE_JETPACK,
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PLAYERCLASS_ALIVE_HEAVY_MARINE,
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PLAYERCLASS_ALIVE_LEVEL1,
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PLAYERCLASS_ALIVE_LEVEL2,
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PLAYERCLASS_ALIVE_LEVEL3,
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PLAYERCLASS_ALIVE_LEVEL4,
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PLAYERCLASS_ALIVE_LEVEL5,
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PLAYERCLASS_ALIVE_DIGESTING,
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PLAYERCLASS_ALIVE_GESTATING,
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PLAYERCLASS_DEAD_MARINE,
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PLAYERCLASS_DEAD_ALIEN,
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PLAYERCLASS_COMMANDER,
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PLAYERCLASS_REINFORCING,
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PLAYERCLASS_SPECTATOR,
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PLAYERCLASS_READY,
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};
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enum classes
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{
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CLASS_UNKNOWN = 0,
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CLASS_SKULK,
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CLASS_GORGE,
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CLASS_LERK,
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CLASS_FADE,
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CLASS_ONOS,
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CLASS_MARINE,
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CLASS_JETPACK,
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CLASS_HEAVY,
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CLASS_COMMANDER,
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CLASS_GESTATE,
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CLASS_DEAD,
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CLASS_NOTEAM
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};
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#endif
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