385 lines
11 KiB
C
Executable File
385 lines
11 KiB
C
Executable File
/* AMX Mod X
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* Natural Selection Module
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*
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* by the AMX Mod X Development Team
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*
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* This file is part of AMX Mod X.
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*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*/
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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 NEED_TO_FIND 0
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#define OFFSET_WIN_RESOURCES 1816
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#define OFFSET_LIN_RESOURCES 1836
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#define OFFSET_WIN_WEAPDMG 408
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#define OFFSET_LIN_WEAPDMG 424
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#define OFFSET_WIN_WEAPRANGE 404
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#define OFFSET_LIN_WEAPRANGE 420
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#define OFFSET_WIN_WEAPCLIP 364
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#define OFFSET_LIN_WEAPCLIP 380
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#define OFFSET_WIN_WEAPID 324
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#define OFFSET_LIN_WEAPID 340
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// Next weapon in the item linked list
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#define OFFSET_WIN_WEAP_NEXT 320
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#define OFFSET_LIN_WEAP_NEXT 336
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#define OFFSET_WIN_HIVE_TRAIT 488
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#define OFFSET_LIN_HIVE_TRAIT 504
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#define OFFSET_WIN_SCORE 6588
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#define OFFSET_LIN_SCORE 6608
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#define OFFSET_WIN_EXP 6512
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#define OFFSET_LIN_EXP 6532
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#define OFFSET_WIN_POINTS 6520
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#define OFFSET_LIN_POINTS 6540
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#define OFFSET_WIN_AMMO_LMG 1116
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#define OFFSET_LIN_AMMO_LMG 1136
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#define OFFSET_WIN_AMMO_PISTOL 1120
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#define OFFSET_LIN_AMMO_PISTOL 1140
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#define OFFSET_WIN_AMMO_SHOTGUN 1124
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#define OFFSET_LIN_AMMO_SHOTGUN 1144
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#define OFFSET_WIN_AMMO_HMG 1128
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#define OFFSET_LIN_AMMO_HMG 1148
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#define OFFSET_WIN_AMMO_GL 1132
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#define OFFSET_LIN_AMMO_GL 1152
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#define OFFSET_WIN_AMMO_HG 1136
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#define OFFSET_LIN_AMMO_HG 1156
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#define OFFSET_WIN_DEATHS 1380
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#define OFFSET_LIN_DEATHS 1400
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#define OFFSET_WIN_STRUCTOWNER 324
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#define OFFSET_LIN_STRUCTOWNER 340
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#define OFFSET_WIN_HIVEABILITY 6248
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#define OFFSET_LIN_HIVEABILITY 6268
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#define OFFSET_WIN_PLAYER_ITEMS 1068
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#define OFFSET_LIN_PLAYER_ITEMS 1088
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#define OFFSET_WIN_NEXT_WEAPON 1280
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#define OFFSET_LIN_NEXT_WEAPON 1300
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#define OFFSET_WIN_CURRENT_WEAPON 1092
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#define OFFSET_LIN_CURRENT_WEAPON 1112 // +4 is the client known weapon if it's ever needed
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#define OFFSET_WIN_LAST_WEAPON 1100
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#define OFFSET_LIN_LAST_WEAPON 1120
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#define OFFSET_WIN_ENTVAR 4
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#define OFFSET_LIN_ENTVAR 4 // first entry in the virtual class (vtable is 0)
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#define OFFSET_WIN_OBS_ENERGY 476
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#define OFFSET_LIN_OBS_ENERGY 492
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#define OFFSET_WIN_WELD_DONE 128
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#define OFFSET_LIN_WELD_DONE 144
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#define OFFSET_WIN_WELD_TIME 132
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#define OFFSET_LIN_WELD_TIME 148
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#define OFFSET_WIN_GHOST_STRUCTURE 472
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#define OFFSET_LIN_GHOST_STRUCTURE 488
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// The teamnumber for the specified team
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#define OFFSET_WIN_GAMEPLAY_TEAMA 0x54
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#define OFFSET_LIN_GAMEPLAY_TEAMA 0x64
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#define OFFSET_WIN_GAMEPLAY_TEAMB 0x58
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#define OFFSET_LIN_GAMEPLAY_TEAMB 0x68
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// TODO: Symbols / signatures instead
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// Not actually offsets, but easier to use MAKE_OFFSET stuff for this :o
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// First functions listed in the disassembler
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#define OFFSET_WIN_BASE "?SUB_CallUseToggle@CBaseEntity@@QAEXXZ"
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#define OFFSET_LIN_BASE "_init"
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#define OFFSET_LIN_MEMBERFUNCSTART 0x000EDBE8 // The location of _init in the binary
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#define OFFSET_WIN_MEMBERFUNCSTART 0x00001000 // The location of CBaseEntity::SUB_CallUseToggle
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// NOTE: These addresses are raw offsets, not including the
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// base addresses! These are the exact offsets that
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// the disassembler provides.
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// MAKE_MEMBER_OFFSET will compensate for the base address
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// Recycle: void AvHBaseBuildable::StartRecycle(void)
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#define OFFSET_WIN_MEMBER_RECYCLE MAKE_MEMBER_OFFSET(0x00053950)
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#define OFFSET_LIN_MEMBER_RECYCLE MAKE_MEMBER_OFFSET(0x00180800)
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// Weldable: void AvHWeldable::AddWeldTime(float Time)
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#define OFFSET_WIN_MEMBER_TRIGGER_WELDABLE MAKE_MEMBER_OFFSET(0x000A0E20)
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#define OFFSET_LIN_MEMBER_TRIGGER_WELDABLE MAKE_MEMBER_OFFSET(0x00232840)
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// Game Rules: AvHGameRules *GetGameRules(void)
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#define OFFSET_WIN_GETGAMERULES MAKE_MEMBER_OFFSET(0x00068000)
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#define OFFSET_LIN_GETGAMERULES MAKE_MEMBER_OFFSET(0x0019F930)
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// Offset into the gamerules pointer to the TeamA / TeamB class
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#define GAMERULES_TEAMA_OFFSET 0xCC
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#define GAMERULES_TEAMB_OFFSET 0x2A8
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#define AVHTEAM_RESOURCES_OFFSET 0x94
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#define GAMERULES_TEAMA_RESOURCES GAMERULES_TEAMA_OFFSET + AVHTEAM_RESOURCES_OFFSET
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#define GAMERULES_TEAMB_RESOURCES GAMERULES_TEAMB_OFFSET + AVHTEAM_RESOURCES_OFFSET
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enum
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{
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NSGame_CantTell, /**< It is too soon to tell (can't find avhgameplay
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entity or it doesn't have private data) */
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NSGame_MarineVAlien, /**< Marine vs Aliens (standard) gameplay */
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NSGame_MarineVMarine, /**< Marine vs Marine */
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NSGame_AlienVAlien, /**< Alien vs Alien */
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NSGame_Unknown, /**< Can find the gameplay entity, but can't
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determine gameplay type. */
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};
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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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