/
cssdk_const.inc
1311 lines (1195 loc) · 37.2 KB
/
cssdk_const.inc
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#if defined _cssdk_const_included
#endinput
#endif
#define _cssdk_const_included
/**
* Basic constants
*/
#define BIT(%0) (1<<(%0))
#define NULLENT -1
#define MAX_WEAPONS 32
#define MAX_CLIENTS 32 // Max # of clients allowed in a server.
#define MAX_ITEM_TYPES 6 // hud item selection slots
#define MAX_EDICT_BITS 11 // How many bits to use to encode an edict. # of bits needed to represent max edicts
#define MAX_EDICTS (1<<MAX_EDICT_BITS) // Max # of edicts in a level (2048)
/**
* get_entvar(entity, var_button) or get_entvar(entity, var_oldbuttons) values
*/
#define IN_ATTACK (1<<0)
#define IN_JUMP (1<<1)
#define IN_DUCK (1<<2)
#define IN_FORWARD (1<<3)
#define IN_BACK (1<<4)
#define IN_USE (1<<5)
#define IN_CANCEL (1<<6)
#define IN_LEFT (1<<7)
#define IN_RIGHT (1<<8)
#define IN_MOVELEFT (1<<9)
#define IN_MOVERIGHT (1<<10)
#define IN_ATTACK2 (1<<11)
#define IN_RUN (1<<12)
#define IN_RELOAD (1<<13)
#define IN_ALT1 (1<<14)
#define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down
/**
* get_entvar(entity, var_flags) values
*/
#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR (1<<2)
#define FL_CLIENT (1<<3)
#define FL_INWATER (1<<4)
#define FL_MONSTER (1<<5)
#define FL_GODMODE (1<<6)
#define FL_NOTARGET (1<<7)
#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
#define FL_ONGROUND (1<<9) // At rest / on the ground
#define FL_PARTIALGROUND (1<<10) // Not all corners are valid
#define FL_WATERJUMP (1<<11) // Player jumping out of water
#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera
#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them
#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched
#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water
#define FL_GRAPHED (1<<16) // Worldgraph has this ent listed as something that blocks a connection
#define FL_IMMUNE_WATER (1<<17)
#define FL_IMMUNE_SLIME (1<<18)
#define FL_IMMUNE_LAVA (1<<19)
#define FL_PROXY (1<<20) // This is a spectator proxy
#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc.
#define FL_CUSTOMENTITY (1<<29) // This is a custom entity
#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
/**
* get_entvar(entity, var_movetype) values
*/
#define MOVETYPE_NONE 0 // Never moves
#define MOVETYPE_WALK 3 // Player only - moving on the ground
#define MOVETYPE_STEP 4 // Gravity, special edge handling -- monsters use this
#define MOVETYPE_FLY 5 // No gravity, but still collides with stuff
#define MOVETYPE_TOSS 6 // Gravity/Collisions
#define MOVETYPE_PUSH 7 // No clip to world, push and crush
#define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity
#define MOVETYPE_FLYMISSILE 9 // Extra size to monsters
#define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces
#define MOVETYPE_BOUNCEMISSILE 11 // Bounce w/o gravity
#define MOVETYPE_FOLLOW 12 // Track movement of aiment
#define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision)
/**
* get_entvar(entity, var_solid) values
*
* @note Some movetypes will cause collisions independent of SOLID_NOT and
* SOLID_TRIGGER when the entity moves. SOLID only effects OTHER entities
* colliding with this one when they move - UGH!
*/
#define SOLID_NOT 0 // No interaction with other objects
#define SOLID_TRIGGER 1 // Touch on edge, but not blocking
#define SOLID_BBOX 2 // Touch on edge, block
#define SOLID_SLIDEBOX 3 // Touch on edge, but not an onground
#define SOLID_BSP 4 // BSP clip, touch on edge, block
/**
* get_entvar(entity, var_deadflag) values
*/
#define DEAD_NO 0 // Alive
#define DEAD_DYING 1 // Playing death animation or still falling off of a ledge waiting to hit ground
#define DEAD_DEAD 2 // Dead, lying still
#define DEAD_RESPAWNABLE 3
#define DEAD_DISCARDBODY 4
/**
* new Float:takedamage;
* get_entvar(entity, var_takedamage, takedamage) values
* or
* new Float:takedamage = Float:get_entvar(entity, var_takedamage) values
*/
#define DAMAGE_NO 0.0
#define DAMAGE_YES 1.0
#define DAMAGE_AIM 2.0
/**
* get_entvar(entity, var_effects) values
*/
#define EF_BRIGHTFIELD 1 // Swirling cloud of particles
#define EF_MUZZLEFLASH 2 // Single frame ELIGHT on entity attachment 0
#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
#define EF_DIMLIGHT 8 // Player flashlight
#define EF_INVLIGHT 16 // Get lighting from ceiling
#define EF_NOINTERP 32 // Don't interpolate the next frame
#define EF_LIGHT 64 // Rocket flare glow sprite
#define EF_NODRAW 128 // Don't draw entity
/**
* Break Model Defines
*/
#define BREAK_TYPEMASK 0x4F
#define BREAK_GLASS 0x01
#define BREAK_METAL 0x02
#define BREAK_FLESH 0x04
#define BREAK_WOOD 0x08
#define BREAK_SMOKE 0x10
#define BREAK_TRANS 0x20
#define BREAK_CONCRETE 0x40
#define BREAK_2 0x80
/**
* Colliding temp entity sounds
*/
#define BOUNCE_GLASS BREAK_GLASS
#define BOUNCE_METAL BREAK_METAL
#define BOUNCE_FLESH BREAK_FLESH
#define BOUNCE_WOOD BREAK_WOOD
#define BOUNCE_SHRAP 0x10
#define BOUNCE_SHELL 0x20
#define BOUNCE_CONCRETE BREAK_CONCRETE
#define BOUNCE_SHOTSHELL 0x80
/**
* Temp entity bounce sound types
*/
#define TE_BOUNCE_NULL 0
#define TE_BOUNCE_SHELL 1
#define TE_BOUNCE_SHOTSHELL 2
/**
* Spectating camera mode constants
*
* @note These constants are linked to different camera modes available when you
* are spectating (either dead or when in spectator team). Usually this is
* stored in the var_iuser1 field in Counter-Strike game.
*/
#define OBS_NONE 0
#define OBS_CHASE_LOCKED 1 // Locked Chase Cam
#define OBS_CHASE_FREE 2 // Free Chase Cam
#define OBS_ROAMING 3 // Free Look
#define OBS_IN_EYE 4 // First Person
#define OBS_MAP_FREE 5 // Free Overview
#define OBS_MAP_CHASE 6 // Chase Overview
/**
* Instant damage values for use with the 3rd parameter of the "Damage" client
* message.
*/
#define DMG_GENERIC 0 // Generic damage was done
#define DMG_CRUSH (1<<0) // Crushed by falling or moving object
#define DMG_BULLET (1<<1) // Shot
#define DMG_SLASH (1<<2) // Cut, clawed, stabbed
#define DMG_BURN (1<<3) // Heat burned
#define DMG_FREEZE (1<<4) // Frozen
#define DMG_FALL (1<<5) // Fell too far
#define DMG_BLAST (1<<6) // Explosive blast damage
#define DMG_CLUB (1<<7) // Crowbar, punch, headbutt
#define DMG_SHOCK (1<<8) // Electric shock
#define DMG_SONIC (1<<9) // Sound pulse shockwave
#define DMG_ENERGYBEAM (1<<10) // Laser or other high energy beam
#define DMG_NEVERGIB (1<<12) // With this bit OR'd in, no damage type will be able to gib victims upon death
#define DMG_ALWAYSGIB (1<<13) // With this bit OR'd in, any damage type can be made to gib victims upon death.
#define DMG_DROWN (1<<14) // Drowning
#define DMG_PARALYZE (1<<15) // Slows affected creature down
#define DMG_NERVEGAS (1<<16) // Nerve toxins, very bad
#define DMG_POISON (1<<17) // Blood poisioning
#define DMG_RADIATION (1<<18) // Radiation exposure
#define DMG_DROWNRECOVER (1<<19) // Drowning recovery
#define DMG_ACID (1<<20) // Toxic chemicals or acid burns
#define DMG_SLOWBURN (1<<21) // In an oven
#define DMG_SLOWFREEZE (1<<22) // In a subzero freezer
#define DMG_MORTAR (1<<23) // Hit by air raid (done to distinguish grenade from mortar)
#define DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade
#define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage
// These are the damage types that are allowed to gib corpses
#define DMG_GIB_CORPSE (DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB)
// These are the damage types that have client hud art
#define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
/**
* When calling KILLED(), a value that governs gib behavior is expected to be
* one of these three 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 )
/**
* Player physics flags bits
* CBasePlayer::m_afPhysicsFlags
*/
#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 HUD
* CBasePlayer::m_iHideHUD
*/
#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)
/**
* Item's flags
*/
#define ITEM_FLAG_SELECTONEMPTY (1<<0)
#define ITEM_FLAG_NOAUTORELOAD (1<<1)
#define ITEM_FLAG_NOAUTOSWITCHEMPTY (1<<2)
#define ITEM_FLAG_LIMITINWORLD (1<<3)
#define ITEM_FLAG_EXHAUSTIBLE (1<<4)
/**
* @section get_entvar(entity, var_spawnflags) values
*/
/**
* func_train
*/
#define SF_TRAIN_WAIT_RETRIGGER 1
#define SF_TRAIN_START_ON 4 // Train is initially moving
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
/**
* func_wall_toggle
*/
#define SF_WALL_TOOGLE_START_OFF 0x0001
#define SF_WALL_TOOGLE_NOTSOLID 0x0008
/**
* func_converyor
*/
#define SF_CONVEYOR_VISUAL 0x0001
#define SF_CONVEYOR_NOTSOLID 0x0002
/**
* func_button
*/
#define SF_BUTTON_DONTMOVE 1
#define SF_BUTTON_TOGGLE 32 // Button stays pushed until reactivated
#define SF_BUTTON_SPARK_IF_OFF 64 // Button sparks in OFF state
#define SF_BUTTON_TOUCH_ONLY 256 // Button only fires as a result of USE key.
/**
* func_rot_button
*/
#define SF_ROTBUTTON_NOTSOLID 1
#define SF_ROTBUTTON_BACKWARDS 2
/**
* env_global
*/
#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
/**
* multisource
*/
#define MAX_MS_TARGETS 32 // maximum number of targets a single multisource entity may be assigned.
#define SF_MULTI_INIT 1
/**
* momentary_rot_button
*/
#define SF_MOMENTARY_DOOR 0x0001 // Make this button behave like a door (HACKHACK)
// This will disable use and make the button solid
// rotating buttons were made SOLID_NOT by default since their were some
// collision problems with them...
/**
* button_target
*/
#define SF_BTARGET_USE 0x0001
#define SF_BTARGET_ON 0x0002
/**
* func_door, func_water, func_door_rotating, momementary_door
*/
#define SF_DOOR_START_OPEN 1
#define SF_DOOR_PASSABLE 8
#define SF_DOOR_NO_AUTO_RETURN 32
#define SF_DOOR_USE_ONLY 256 // door must be opened by player's use button.
#define SF_DOOR_TOUCH_ONLY_CLIENTS 1024 // Only clients can touch
#define SF_DOOR_ACTUALLY_WATER 0x80000000 // This bit marks that func_door are actually func_water
/**
* gibshooter
*/
#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
/**
* env_funnel
*/
#define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them
/**
* env_bubbles
*/
#define SF_BUBBLES_STARTOFF 0x0001
/**
* env_blood
*/
#define SF_BLOOD_RANDOM 0x0001
#define SF_BLOOD_STREAM 0x0002
#define SF_BLOOD_PLAYER 0x0004
#define SF_BLOOD_DECAL 0x0008
/**
* env_shake
*/
#define SF_SHAKE_EVERYONE 0x0001 // Don't check radius
#define SF_SHAKE_DISRUPT 0x0002 // Disrupt controls
#define SF_SHAKE_INAIR 0x0004 // Shake players in air
/**
* env_fade
*/
#define SF_FADE_IN 0x0001 // Fade in, not out
#define SF_FADE_MODULATE 0x0002 // Modulate, don't blend
#define SF_FADE_ONLYONE 0x0004
/**
* env_beam, env_lightning
*/
#define SF_BEAM_STARTON 0x0001
#define SF_BEAM_TOGGLE 0x0002
#define SF_BEAM_RANDOM 0x0004
#define SF_BEAM_RING 0x0008
#define SF_BEAM_SPARKSTART 0x0010
#define SF_BEAM_SPARKEND 0x0020
#define SF_BEAM_DECALS 0x0040
#define SF_BEAM_SHADEIN 0x0080
#define SF_BEAM_SHADEOUT 0x0100
#define SF_BEAM_TEMPORARY 0x8000
/**
* env_sprite
*/
#define SF_SPRITE_STARTON 0x0001
#define SF_SPRITE_ONCE 0x0002
#define SF_SPRITE_TEMPORARY 0x8000
/**
* env_message
*/
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
#define SF_MESSAGE_ALL 0x0002 // Send to all clients
/**
* env_explosion
*/
#define SF_ENVEXPLOSION_NODAMAGE (1<<0) // When set, ENV_EXPLOSION will not actually inflict damage
#define SF_ENVEXPLOSION_REPEATABLE (1<<1) // Can this entity be refired?
#define SF_ENVEXPLOSION_NOFIREBALL (1<<2) // Don't draw the fireball
#define SF_ENVEXPLOSION_NOSMOKE (1<<3) // Don't draw the smoke
#define SF_ENVEXPLOSION_NODECAL (1<<4) // Don't make a scorch mark
#define SF_ENVEXPLOSION_NOSPARKS (1<<5) // Don't make a scorch mark
/**
* func_tank
*/
#define SF_TANK_ACTIVE 0x0001
#define SF_TANK_PLAYER 0x0002
#define SF_TANK_HUMANS 0x0004
#define SF_TANK_ALIENS 0x0008
#define SF_TANK_LINEOFSIGHT 0x0010
#define SF_TANK_CANCONTROL 0x0020
#define SF_TANK_SOUNDON 0x8000
/**
* grenade
*/
#define SF_DETONATE 0x0001 // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
/**
* game_score
*/
#define SF_SCORE_NEGATIVE 0x0001 // Allow negative scores
#define SF_SCORE_TEAM 0x0002 // Award points to team in teamplay
/**
* game_text
*/
#define SF_ENVTEXT_ALLPLAYERS 0x0001 // Message will be displayed to all players instead of just the activator.
/**
* game_team_master
*/
#define SF_TEAMMASTER_FIREONCE 0x0001 // Remove on Fire
#define SF_TEAMMASTER_ANYTEAM 0x0002 // Any team until set? -- Any team can use this until the team is set (otherwise no teams can use it)
/**
* game_team_set
*/
#define SF_TEAMSET_FIREONCE 0x0001 // Remove entity after firing.
#define SF_TEAMSET_CLEARTEAM 0x0002 // Clear team -- Sets the team to "NONE" instead of activator
/**
* game_player_hurt
*/
#define SF_PKILL_FIREONCE 0x0001 // Remove entity after firing.
/**
* game_counter
*/
#define SF_GAMECOUNT_FIREONCE 0x0001 // Remove entity after firing.
#define SF_GAMECOUNT_RESET 0x0002 // Reset entity Initial value after fired.
#define SF_GAMECOUNT_OVER_LIMIT 0x0004 // Fire a target when initial value is higher than limit value.
/**
* game_player_equip
*/
#define MAX_EQUIP 32
#define SF_PLAYEREQUIP_USEONLY 0x0001 // If set, the game_player_equip entity will not equip respawning players,
// but only react to direct triggering, equipping its activator. This makes its master obsolete.
/**
* game_player_team
*/
#define SF_PTEAM_FIREONCE 0x0001 // Remove entity after firing.
#define SF_PTEAM_KILL 0x0002 // Kill Player.
#define SF_PTEAM_GIB 0x0004 // Gib Player.
/**
* func_plat
*/
#define SF_PLAT_TOGGLE 0x0001 // The lift is no more automatically called from top and activated by stepping on it.
// It required trigger to do so.
/**
* func_trackchange
*/
#define SF_TRACK_ACTIVATETRAIN 0x00000001
#define SF_TRACK_RELINK 0x00000002
#define SF_TRACK_ROTMOVE 0x00000004
#define SF_TRACK_STARTBOTTOM 0x00000008
#define SF_TRACK_DONT_MOVE 0x00000010
/**
* func_tracktrain
*/
#define SF_TRACKTRAIN_NOPITCH 0x0001
#define SF_TRACKTRAIN_NOCONTROL 0x0002
#define SF_TRACKTRAIN_FORWARDONLY 0x0004
#define SF_TRACKTRAIN_PASSABLE 0x0008
/**
* 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
*/
#define SF_TRIGGER_PUSH_ONCE 1
#define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
/**
* trigger_hurt
*/
#define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once
#define SF_TRIGGER_HURT_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
#define SF_TRIGGER_HURT_NO_CLIENTS 8 // Spawnflag that makes trigger_push spawn turned OFF
#define SF_TRIGGER_HURT_CLIENTONLYFIRE 16 // Trigger hurt will only fire its target if it is hurting a client
#define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // Only clients may touch this trigger.
/**
* trigger_auto
*/
#define SF_AUTO_FIREONCE 0x0001
#define SF_AUTO_NORESET 0x0002
/**
* trigger_relay
*/
#define SF_RELAY_FIREONCE 0x0001
/**
* multi_manager
*/
#define SF_MULTIMAN_THREAD 0x00000001
#define SF_MULTIMAN_CLONE 0x80000000
/**
* env_render
* @note These are flags to indicate masking off various render parameters that
* are usually copied to the targets
*/
#define SF_RENDER_MASKFX (1<<0)
#define SF_RENDER_MASKAMT (1<<1)
#define SF_RENDER_MASKMODE (1<<2)
#define SF_RENDER_MASKCOLOR (1<<3)
/**
* trigger_changelevel
*/
#define SF_CHANGELEVEL_USEONLY 0x0002
/**
* trigger_endsection
*/
#define SF_ENDSECTION_USEONLY 0x0001
/**
* trigger_camera
*/
#define SF_CAMERA_PLAYER_POSITION 1
#define SF_CAMERA_PLAYER_TARGET 2
#define SF_CAMERA_PLAYER_TAKECONTROL 4
/**
* func_rotating
*/
#define SF_BRUSH_ROTATE_START_ON 1
#define SF_BRUSH_ROTATE_BACKWARDS 2
#define SF_BRUSH_ROTATE_Z_AXIS 4
#define SF_BRUSH_ROTATE_X_AXIS 8
#define SF_BRUSH_ACCDCC 16 // Brush should accelerate and decelerate when toggled
#define SF_BRUSH_HURT 32 // Rotating brush that inflicts pain based on rotation speed
#define SF_BRUSH_ROTATE_NOT_SOLID 64 // Some special rotating objects are not solid.
#define SF_BRUSH_ROTATE_SMALLRADIUS 128
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
#define SF_BRUSH_ROTATE_LARGERADIUS 512
/**
* triggers
*/
#define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters allowed to fire this trigger
#define SF_TRIGGER_NOCLIENTS 2 // Players not allowed to fire this trigger
#define SF_TRIGGER_PUSHABLES 4 // Only pushables can fire this trigger
#define SF_TRIGGER_NORESET 64 // It is not allowed to be resetting on a new round
/**
* trigger_multiple
*/
#define SF_TRIGGER_MULTIPLE_NOTOUCH 0x0001
/**
* trigger_counter
*/
#define SF_TRIGGER_COUNTER_NOMESSAGE 0x0001
/**
* func_breakable
*/
#define SF_BREAK_TRIGGER_ONLY 1 // May only be broken by trigger
#define SF_BREAK_TOUCH 2 // Can be 'crashed through' by running player (plate glass)
#define SF_BREAK_PRESSURE 4 // Can be broken by a player standing on it
#define SF_BREAK_CROWBAR 256 // Instant break if hit with crowbar
/**
* func_pushable (also func_breakable, so don't collide with those flags)
*/
#define SF_PUSH_BREAKABLE 128
/**
* light_spawn
*/
#define SF_LIGHT_START_OFF 1
/**
* info_decal
*/
#define SF_DECAL_NOTINDEATHMATCH 2048
/**
* worldspawn
*/
#define SF_WORLD_DARK 0x0001 // Fade from black at startup
#define SF_WORLD_TITLE 0x0002 // Display game title at startup
#define SF_WORLD_FORCETEAM 0x0004 // Force teams
/**
* Set this bit on guns and stuff that should never respawn
*/
#define SF_NORESPAWN (1<<30)
/**
* @endsection
*/
/**
* Train status values
*/
#define TRAIN_ACTIVE 0x80
#define TRAIN_NEW 0xc0
#define TRAIN_OFF 0x00
#define TRAIN_NEUTRAL 0x01
#define TRAIN_SLOW 0x02
#define TRAIN_MEDIUM 0x03
#define TRAIN_FAST 0x04
#define TRAIN_BACK 0x05
/**
* PlaybackEvent flags
*/
#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
// for this to work correctly on the server for anything
// that depends on the event origin/angles. I.e., the origin/angles are not
// taken from the invoking edict for reliable events.
#define FEV_GLOBAL (1<<2) // Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC
// sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ).
#define FEV_UPDATE (1<<3) // If this client already has one of these events in its queue, just update the event instead of sending it as a duplicate
#define FEV_HOSTONLY (1<<4) // Only send to entity specified as the invoker
#define FEV_SERVER (1<<5) // Only send if the event was created on the server.
#define FEV_CLIENT (1<<6) // Only issue event client side ( from shared code )
/**
* Cap bits to indicate what an object's capabilities are, currently used for
* save/restore and level transitions.
*/
#define FCAP_CUSTOMSAVE 0x00000001
#define FCAP_ACROSS_TRANSITION 0x00000002 // Should transfer between transitions
#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
#define FCAP_IMPULSE_USE 0x00000008 // Can be used by the player
#define FCAP_CONTINUOUS_USE 0x00000010 // 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_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
/**
* CBasePlayer::m_iIgnoreGlobalChat
*/
enum
{
IGNOREMSG_NONE, // Nothing to do
IGNOREMSG_ENEMY, // To ignore any chat messages from the enemy
IGNOREMSG_TEAM // Same as IGNOREMSG_ENEMY but ignore teammates
}
/**
* Hitgroups
*/
enum HitBoxGroup
{
HITGROUP_GENERIC = 0,
HITGROUP_HEAD,
HITGROUP_CHEST,
HITGROUP_STOMACH,
HITGROUP_LEFTARM,
HITGROUP_RIGHTARM,
HITGROUP_LEFTLEG,
HITGROUP_RIGHTLEG,
HITGROUP_SHIELD
};
/**
* Armor types for m_iKevlar
*/
enum ArmorType
{
ARMOR_NONE, // No armor
ARMOR_KEVLAR, // Body vest only
ARMOR_VESTHELM, // Vest and helmet
};
/**
* For CArmoury::m_Armoury_iItem
*/
enum ArmouryItemPack
{
ARMOURY_MP5NAVY,
ARMOURY_TMP,
ARMOURY_P90,
ARMOURY_MAC10,
ARMOURY_AK47,
ARMOURY_SG552,
ARMOURY_M4A1,
ARMOURY_AUG,
ARMOURY_SCOUT,
ARMOURY_G3SG1,
ARMOURY_AWP,
ARMOURY_M3,
ARMOURY_XM1014,
ARMOURY_M249,
ARMOURY_FLASHBANG,
ARMOURY_HEGRENADE,
ARMOURY_KEVLAR,
ARMOURY_ASSAULT,
ARMOURY_SMOKEGRENADE,
ARMOURY_SHIELD,
ARMOURY_FAMAS,
ARMOURY_SG550,
ARMOURY_GALIL,
ARMOURY_UMP45,
ARMOURY_GLOCK18,
ARMOURY_USP,
ARMOURY_ELITE,
ARMOURY_FIVESEVEN,
ARMOURY_P228,
ARMOURY_DEAGLE,
};
/**
* Reward types for RG_CBasePlayer_AddAccount
*/
enum RewardType
{
RT_NONE,
RT_ROUND_BONUS,
RT_PLAYER_RESET,
RT_PLAYER_JOIN,
RT_PLAYER_SPEC_JOIN,
RT_PLAYER_BOUGHT_SOMETHING,
RT_HOSTAGE_TOOK,
RT_HOSTAGE_RESCUED,
RT_HOSTAGE_DAMAGED,
RT_HOSTAGE_KILLED,
RT_TEAMMATES_KILLED,
RT_ENEMY_KILLED,
RT_INTO_GAME,
RT_VIP_KILLED,
RT_VIP_RESCUED_MYSELF
};
/**
* Team IDs for m_iTeam
*/
enum TeamName
{
TEAM_UNASSIGNED,
TEAM_TERRORIST,
TEAM_CT,
TEAM_SPECTATOR
};
/**
* For m_iModelName
*/
enum ModelName
{
MODEL_UNASSIGNED,
MODEL_CT_URBAN,
MODEL_T_TERROR,
MODEL_T_LEET,
MODEL_T_ARCTIC,
MODEL_CT_GSG9,
MODEL_CT_GIGN,
MODEL_CT_SAS,
MODEL_T_GUERILLA,
MODEL_CT_VIP,
MODEL_T_MILITIA,
MODEL_CT_SPETSNAZ,
MODEL_AUTO
};
/**
* weapon respawning return codes
*/
enum
{
GR_NONE = 0,
GR_WEAPON_RESPAWN_YES,
GR_WEAPON_RESPAWN_NO,
GR_AMMO_RESPAWN_YES,
GR_AMMO_RESPAWN_NO,
GR_ITEM_RESPAWN_YES,
GR_ITEM_RESPAWN_NO,
GR_PLR_DROP_GUN_ALL,
GR_PLR_DROP_GUN_ACTIVE,
GR_PLR_DROP_GUN_NO,
GR_PLR_DROP_AMMO_ALL,
GR_PLR_DROP_AMMO_ACTIVE,
GR_PLR_DROP_AMMO_NO
};
/**
* Weapon IDs for rg_get_weaponbox_id, GetGrenadeType, rg_get_weapon_info(const weapon_name[], WI_ID)
*/
enum WeaponIdType
{
WEAPON_NONE,
WEAPON_P228,
WEAPON_GLOCK,
WEAPON_SCOUT,
WEAPON_HEGRENADE,
WEAPON_XM1014,
WEAPON_C4,
WEAPON_MAC10,
WEAPON_AUG,
WEAPON_SMOKEGRENADE,
WEAPON_ELITE,
WEAPON_FIVESEVEN,
WEAPON_UMP45,
WEAPON_SG550,
WEAPON_GALIL,
WEAPON_FAMAS,
WEAPON_USP,
WEAPON_GLOCK18,
WEAPON_AWP,
WEAPON_MP5N,
WEAPON_M249,
WEAPON_M3,
WEAPON_M4A1,
WEAPON_TMP,
WEAPON_G3SG1,
WEAPON_FLASHBANG,
WEAPON_DEAGLE,
WEAPON_SG552,
WEAPON_AK47,
WEAPON_KNIFE,
WEAPON_P90,
WEAPON_SHIELDGUN = 99
};
/**
* For CBaseMonster::m_rgbTimeBasedDamage
*/
enum TimeBasedDamage
{
ITDB_PRALYZE,
ITDB_NERVEGAS,
ITDB_POISON,
ITDB_RADIATION,
ITDB_DROWNRECOVER,
ITDB_ACID,
ITDB_SLOWBURN,
ITDB_SLOWFREEZE
};
/**
* m_Activity
*/
enum Activity
{
ACT_INVALID = -1,
ACT_RESET, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
ACT_IDLE,
ACT_GUARD,
ACT_WALK,
ACT_RUN,
ACT_FLY,
ACT_SWIM,
ACT_HOP,
ACT_LEAP,
ACT_FALL,
ACT_LAND,
ACT_STRAFE_LEFT,
ACT_STRAFE_RIGHT,
ACT_ROLL_LEFT,
ACT_ROLL_RIGHT,
ACT_TURN_LEFT,
ACT_TURN_RIGHT,
ACT_CROUCH,
ACT_CROUCHIDLE,
ACT_STAND,
ACT_USE,
ACT_SIGNAL1,
ACT_SIGNAL2,
ACT_SIGNAL3,
ACT_TWITCH,
ACT_COWER,
ACT_SMALL_FLINCH,
ACT_BIG_FLINCH,
ACT_RANGE_ATTACK1,
ACT_RANGE_ATTACK2,
ACT_MELEE_ATTACK1,
ACT_MELEE_ATTACK2,
ACT_RELOAD,
ACT_ARM,
ACT_DISARM,
ACT_EAT,
ACT_DIESIMPLE,
ACT_DIEBACKWARD,
ACT_DIEFORWARD,
ACT_DIEVIOLENT,
ACT_BARNACLE_HIT,
ACT_BARNACLE_PULL,
ACT_BARNACLE_CHOMP,
ACT_BARNACLE_CHEW,
ACT_SLEEP,
ACT_INSPECT_FLOOR,
ACT_INSPECT_WALL,
ACT_IDLE_ANGRY,
ACT_WALK_HURT,
ACT_RUN_HURT,
ACT_HOVER,
ACT_GLIDE,
ACT_FLY_LEFT,
ACT_FLY_RIGHT,
ACT_DETECT_SCENT,
ACT_SNIFF,
ACT_BITE,
ACT_THREAT_DISPLAY,
ACT_FEAR_DISPLAY,
ACT_EXCITED,
ACT_SPECIAL_ATTACK1,
ACT_SPECIAL_ATTACK2,
ACT_COMBAT_IDLE,
ACT_WALK_SCARED,
ACT_RUN_SCARED,
ACT_VICTORY_DANCE,
ACT_DIE_HEADSHOT,
ACT_DIE_CHESTSHOT,
ACT_DIE_GUTSHOT,
ACT_DIE_BACKSHOT,
ACT_FLINCH_HEAD,
ACT_FLINCH_CHEST,
ACT_FLINCH_STOMACH,
ACT_FLINCH_LEFTARM,
ACT_FLINCH_RIGHTARM,
ACT_FLINCH_LEFTLEG,
ACT_FLINCH_RIGHTLEG,
ACT_FLINCH,
ACT_LARGE_FLINCH,
ACT_HOLDBOMB,
ACT_IDLE_FIDGET,
ACT_IDLE_SCARED,
ACT_IDLE_SCARED_FIDGET,
ACT_FOLLOW_IDLE,
ACT_FOLLOW_IDLE_FIDGET,
ACT_FOLLOW_IDLE_SCARED,
ACT_FOLLOW_IDLE_SCARED_FIDGET,
ACT_CROUCH_IDLE,
ACT_CROUCH_IDLE_FIDGET,
ACT_CROUCH_IDLE_SCARED,
ACT_CROUCH_IDLE_SCARED_FIDGET,
ACT_CROUCH_WALK,
ACT_CROUCH_WALK_SCARED,
ACT_CROUCH_DIE,
ACT_WALK_BACK,
ACT_IDLE_SNEAKY,
ACT_IDLE_SNEAKY_FIDGET,