[Half-Life AMXX] / include / hlsdk_const.inc Repository:
ViewVC logotype

Annotation of /include/hlsdk_const.inc

Parent Directory Parent Directory | Revision Log Revision Log


Revision 1 - (view) (download)

1 : ian 1 /* Half-Life Software Development Kit constants
2 :     *
3 :     * by the AMX Mod X Development Team
4 :     *
5 :     * This file is provided as is (no warranties).
6 :     *
7 :     */
8 :    
9 :     #if defined _hlsdk_const_included
10 :     #endinput
11 :     #endif
12 :     #define _hlsdk_const_included
13 :    
14 :     // pev(entity, pev_button) or pev(entity, pev_oldbuttons) values
15 :     #define IN_ATTACK (1<<0)
16 :     #define IN_JUMP (1<<1)
17 :     #define IN_DUCK (1<<2)
18 :     #define IN_FORWARD (1<<3)
19 :     #define IN_BACK (1<<4)
20 :     #define IN_USE (1<<5)
21 :     #define IN_CANCEL (1<<6)
22 :     #define IN_LEFT (1<<7)
23 :     #define IN_RIGHT (1<<8)
24 :     #define IN_MOVELEFT (1<<9)
25 :     #define IN_MOVERIGHT (1<<10)
26 :     #define IN_ATTACK2 (1<<11)
27 :     #define IN_RUN (1<<12)
28 :     #define IN_RELOAD (1<<13)
29 :     #define IN_ALT1 (1<<14)
30 :     #define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down
31 :    
32 :     // pev(entity, pev_flags) values
33 :     #define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
34 :     #define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
35 :     #define FL_CONVEYOR (1<<2)
36 :     #define FL_CLIENT (1<<3)
37 :     #define FL_INWATER (1<<4)
38 :     #define FL_MONSTER (1<<5)
39 :     #define FL_GODMODE (1<<6)
40 :     #define FL_NOTARGET (1<<7)
41 :     #define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
42 :     #define FL_ONGROUND (1<<9) // At rest / on the ground
43 :     #define FL_PARTIALGROUND (1<<10) // Not all corners are valid
44 :     #define FL_WATERJUMP (1<<11) // Player jumping out of water
45 :     #define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera
46 :     #define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them
47 :     #define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched
48 :     #define FL_FLOAT (1<<15) // Apply floating force to this entity when in water
49 :     #define FL_GRAPHED (1<<16) // Worldgraph has this ent listed as something that blocks a connection
50 :     #define FL_IMMUNE_WATER (1<<17)
51 :     #define FL_IMMUNE_SLIME (1<<18)
52 :     #define FL_IMMUNE_LAVA (1<<19)
53 :     #define FL_PROXY (1<<20) // This is a spectator proxy
54 :     #define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
55 :     #define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
56 :     #define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
57 :     #define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
58 :     #define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
59 :     #define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc.
60 :     #define FL_CUSTOMENTITY (1<<29) // This is a custom entity
61 :     #define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
62 :     #define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
63 :    
64 :     // engfunc(EngFunc_WalkMove, entity, Float:yaw, Float:dist, iMode) iMode values
65 :     #define WALKMOVE_NORMAL 0 // Normal walkmove
66 :     #define WALKMOVE_WORLDONLY 1 // Doesn't hit ANY entities, no matter what the solid type
67 :     #define WALKMOVE_CHECKONLY 2 // Move, but don't touch triggers
68 :    
69 :     // pev(entity, pev_movetype) values
70 :     #define MOVETYPE_NONE 0 // Never moves
71 :     #define MOVETYPE_WALK 3 // Player only - moving on the ground
72 :     #define MOVETYPE_STEP 4 // Gravity, special edge handling -- monsters use this
73 :     #define MOVETYPE_FLY 5 // No gravity, but still collides with stuff
74 :     #define MOVETYPE_TOSS 6 // Gravity/Collisions
75 :     #define MOVETYPE_PUSH 7 // No clip to world, push and crush
76 :     #define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity
77 :     #define MOVETYPE_FLYMISSILE 9 // Extra size to monsters
78 :     #define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces
79 :     #define MOVETYPE_BOUNCEMISSILE 11 // Bounce w/o gravity
80 :     #define MOVETYPE_FOLLOW 12 // Track movement of aiment
81 :     #define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision)
82 :    
83 :     // pev(entity, pev_solid) values
84 :     // NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves
85 :     // SOLID only effects OTHER entities colliding with this one when they move - UGH!
86 :     #define SOLID_NOT 0 // No interaction with other objects
87 :     #define SOLID_TRIGGER 1 // Touch on edge, but not blocking
88 :     #define SOLID_BBOX 2 // Touch on edge, block
89 :     #define SOLID_SLIDEBOX 3 // Touch on edge, but not an onground
90 :     #define SOLID_BSP 4 // BSP clip, touch on edge, block
91 :    
92 :     // pev(entity, pev_deadflag) values
93 :     #define DEAD_NO 0 // Alive
94 :     #define DEAD_DYING 1 // Playing death animation or still falling off of a ledge waiting to hit ground
95 :     #define DEAD_DEAD 2 // Dead, lying still
96 :     #define DEAD_RESPAWNABLE 3
97 :     #define DEAD_DISCARDBODY 4
98 :    
99 :     // new Float:takedamage, pev(entity, pev_takedamage, takedamage) values
100 :     #define DAMAGE_NO 0.0
101 :     #define DAMAGE_YES 1.0
102 :     #define DAMAGE_AIM 2.0
103 :    
104 :     // pev(entity, pev_effects) values
105 :     #define EF_BRIGHTFIELD 1 // Swirling cloud of particles
106 :     #define EF_MUZZLEFLASH 2 // Single frame ELIGHT on entity attachment 0
107 :     #define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
108 :     #define EF_DIMLIGHT 8 // Player flashlight
109 :     #define EF_INVLIGHT 16 // Get lighting from ceiling
110 :     #define EF_NOINTERP 32 // Don't interpolate the next frame
111 :     #define EF_LIGHT 64 // Rocket flare glow sprite
112 :     #define EF_NODRAW 128 // Don't draw entity
113 :    
114 :     // engfunc(EngFunc_PointContents, Float:origin) return values
115 :     #define CONTENTS_EMPTY -1
116 :     #define CONTENTS_SOLID -2
117 :     #define CONTENTS_WATER -3
118 :     #define CONTENTS_SLIME -4
119 :     #define CONTENTS_LAVA -5
120 :     #define CONTENTS_SKY -6
121 :     #define CONTENTS_ORIGIN -7 // Removed at csg time
122 :     #define CONTENTS_CLIP -8 // Changed to contents_solid
123 :     #define CONTENTS_CURRENT_0 -9
124 :     #define CONTENTS_CURRENT_90 -10
125 :     #define CONTENTS_CURRENT_180 -11
126 :     #define CONTENTS_CURRENT_270 -12
127 :     #define CONTENTS_CURRENT_UP -13
128 :     #define CONTENTS_CURRENT_DOWN -14
129 :     #define CONTENTS_TRANSLUCENT -15
130 :     #define CONTENTS_LADDER -16
131 :     #define CONTENT_FLYFIELD -17
132 :     #define CONTENT_GRAVITY_FLYFIELD -18
133 :     #define CONTENT_FOG -19
134 :    
135 :     // Instant damage values for use with gmsgDamage 3rd value write_long(BIT)
136 :     #define DMG_GENERIC 0 // Generic damage was done
137 :     #define DMG_CRUSH (1<<0) // Crushed by falling or moving object
138 :     #define DMG_BULLET (1<<1) // Shot
139 :     #define DMG_SLASH (1<<2) // Cut, clawed, stabbed
140 :     #define DMG_BURN (1<<3) // Heat burned
141 :     #define DMG_FREEZE (1<<4) // Frozen
142 :     #define DMG_FALL (1<<5) // Fell too far
143 :     #define DMG_BLAST (1<<6) // Explosive blast damage
144 :     #define DMG_CLUB (1<<7) // Crowbar, punch, headbutt
145 :     #define DMG_SHOCK (1<<8) // Electric shock
146 :     #define DMG_SONIC (1<<9) // Sound pulse shockwave
147 :     #define DMG_ENERGYBEAM (1<<10) // Laser or other high energy beam
148 :     #define DMG_NEVERGIB (1<<12) // With this bit OR'd in, no damage type will be able to gib victims upon death
149 :     #define DMG_ALWAYSGIB (1<<13) // With this bit OR'd in, any damage type can be made to gib victims upon death.
150 :     #define DMG_DROWN (1<<14) // Drowning
151 :     #define DMG_PARALYZE (1<<15) // Slows affected creature down
152 :     #define DMG_NERVEGAS (1<<16) // Nerve toxins, very bad
153 :     #define DMG_POISON (1<<17) // Blood poisioning
154 :     #define DMG_RADIATION (1<<18) // Radiation exposure
155 :     #define DMG_DROWNRECOVER (1<<19) // Drowning recovery
156 :     #define DMG_ACID (1<<20) // Toxic chemicals or acid burns
157 :     #define DMG_SLOWBURN (1<<21) // In an oven
158 :     #define DMG_SLOWFREEZE (1<<22) // In a subzero freezer
159 :     #define DMG_MORTAR (1<<23) // Hit by air raid (done to distinguish grenade from mortar)
160 :     #define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage
161 :    
162 :     // The fNoMonsters parameter of EngFunc_TraceLine, EngFunc_TraceMonsterHull, EngFunc_TraceHull, and EngFunc_TraceSphere
163 :     #define DONT_IGNORE_MONSTERS 0
164 :     #define IGNORE_MONSTERS 1
165 :     #define IGNORE_MISSILE 2
166 :     #define IGNORE_GLASS 0x100
167 :    
168 :     // The hullnumber paramater of EngFunc_TraceHull, EngFunc_TraceModel and DLLFunc_GetHullBounds
169 :     #define HULL_POINT 0
170 :     #define HULL_HUMAN 1
171 :     #define HULL_LARGE 2
172 :     #define HULL_HEAD 3
173 :    
174 :     // global_get(glb_trace_flags)
175 :     #define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
176 :    
177 :     // Used with get/set_es(es_handle, ES_eFlags, ...) (entity_state data structure)
178 :     #define EFLAG_SLERP 1 // Do studio interpolation of this entity
179 :    
180 :     // pev(entity, pev_spawnflags) values
181 :     // Many of these flags apply to specific entities
182 :     // func_train
183 :     #define SF_TRAIN_WAIT_RETRIGGER 1
184 :     #define SF_TRAIN_START_ON 4 // Train is initially moving
185 :     #define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
186 :    
187 :     // func_wall_toggle
188 :     #define SF_WALL_START_OFF 0x0001
189 :    
190 :     // func_converyor
191 :     #define SF_CONVEYOR_VISUAL 0x0001
192 :     #define SF_CONVEYOR_NOTSOLID 0x0002
193 :    
194 :     // func_button
195 :     #define SF_BUTTON_DONTMOVE 1
196 :     #define SF_BUTTON_TOGGLE 32 // Button stays pushed until reactivated
197 :     #define SF_BUTTON_SPARK_IF_OFF 64 // Button sparks in OFF state
198 :     #define SF_BUTTON_TOUCH_ONLY 256 // Button only fires as a result of USE key.
199 :    
200 :     // func_rot_button
201 :     #define SF_ROTBUTTON_NOTSOLID 1
202 :    
203 :     // env_global
204 :     #define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
205 :    
206 :     // multisource
207 :     #define SF_MULTI_INIT 1
208 :    
209 :     // momentary_rot_button
210 :     #define SF_MOMENTARY_DOOR 0x0001
211 :    
212 :     // button_target
213 :     #define SF_BTARGET_USE 0x0001
214 :     #define SF_BTARGET_ON 0x0002
215 :    
216 :     // func_door, func_water, func_door_rotating, momementary_door
217 :     #define SF_DOOR_ROTATE_Y 0
218 :     #define SF_DOOR_START_OPEN 1
219 :     #define SF_DOOR_ROTATE_BACKWARDS 2
220 :     #define SF_DOOR_PASSABLE 8
221 :     #define SF_DOOR_ONEWAY 16
222 :     #define SF_DOOR_NO_AUTO_RETURN 32
223 :     #define SF_DOOR_ROTATE_Z 64
224 :     #define SF_DOOR_ROTATE_X 128
225 :     #define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button
226 :     #define SF_DOOR_NOMONSTERS 512 // Monster can't open
227 :     #define SF_DOOR_SILENT 0x80000000
228 :    
229 :     // gibshooter
230 :     #define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
231 :    
232 :     // env_funnel
233 :     #define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them
234 :    
235 :     // env_bubbles
236 :     #define SF_BUBBLES_STARTOFF 0x0001
237 :    
238 :     // env_blood
239 :     #define SF_BLOOD_RANDOM 0x0001
240 :     #define SF_BLOOD_STREAM 0x0002
241 :     #define SF_BLOOD_PLAYER 0x0004
242 :     #define SF_BLOOD_DECAL 0x0008
243 :    
244 :     // env_shake
245 :     #define SF_SHAKE_EVERYONE 0x0001 // Don't check radius
246 :     #define SF_SHAKE_DISRUPT 0x0002 // Disrupt controls
247 :     #define SF_SHAKE_INAIR 0x0004 // Shake players in air
248 :    
249 :     // env_fade
250 :     #define SF_FADE_IN 0x0001 // Fade in, not out
251 :     #define SF_FADE_MODULATE 0x0002 // Modulate, don't blend
252 :     #define SF_FADE_ONLYONE 0x0004
253 :    
254 :     // env_beam, env_lightning
255 :     #define SF_BEAM_STARTON 0x0001
256 :     #define SF_BEAM_TOGGLE 0x0002
257 :     #define SF_BEAM_RANDOM 0x0004
258 :     #define SF_BEAM_RING 0x0008
259 :     #define SF_BEAM_SPARKSTART 0x0010
260 :     #define SF_BEAM_SPARKEND 0x0020
261 :     #define SF_BEAM_DECALS 0x0040
262 :     #define SF_BEAM_SHADEIN 0x0080
263 :     #define SF_BEAM_SHADEOUT 0x0100
264 :     #define SF_BEAM_TEMPORARY 0x8000
265 :    
266 :     // env_sprite
267 :     #define SF_SPRITE_STARTON 0x0001
268 :     #define SF_SPRITE_ONCE 0x0002
269 :     #define SF_SPRITE_TEMPORARY 0x8000
270 :    
271 :     // env_message
272 :     #define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
273 :     #define SF_MESSAGE_ALL 0x0002 // Send to all clients
274 :    
275 :     // env_explosion
276 :     #define SF_ENVEXPLOSION_NODAMAGE (1<<0) // When set, ENV_EXPLOSION will not actually inflict damage
277 :     #define SF_ENVEXPLOSION_REPEATABLE (1<<1) // Can this entity be refired?
278 :     #define SF_ENVEXPLOSION_NOFIREBALL (1<<2) // Don't draw the fireball
279 :     #define SF_ENVEXPLOSION_NOSMOKE (1<<3) // Don't draw the smoke
280 :     #define SF_ENVEXPLOSION_NODECAL (1<<4) // Don't make a scorch mark
281 :     #define SF_ENVEXPLOSION_NOSPARKS (1<<5) // Don't make a scorch mark
282 :    
283 :     // func_tank
284 :     #define SF_TANK_ACTIVE 0x0001
285 :     #define SF_TANK_PLAYER 0x0002
286 :     #define SF_TANK_HUMANS 0x0004
287 :     #define SF_TANK_ALIENS 0x0008
288 :     #define SF_TANK_LINEOFSIGHT 0x0010
289 :     #define SF_TANK_CANCONTROL 0x0020
290 :     #define SF_TANK_SOUNDON 0x8000
291 :    
292 :     // grenade
293 :     #define SF_DETONATE 0x0001
294 :    
295 :     // item_suit
296 :     #define SF_SUIT_SHORTLOGON 0x0001
297 :    
298 :     // game_score
299 :     #define SF_SCORE_NEGATIVE 0x0001
300 :     #define SF_SCORE_TEAM 0x0002
301 :    
302 :     // game_text
303 :     #define SF_ENVTEXT_ALLPLAYERS 0x0001
304 :    
305 :     // game_team_master
306 :     #define SF_TEAMMASTER_FIREONCE 0x0001
307 :     #define SF_TEAMMASTER_ANYTEAM 0x0002
308 :    
309 :     // game_team_set
310 :     #define SF_TEAMSET_FIREONCE 0x0001
311 :     #define SF_TEAMSET_CLEARTEAM 0x0002
312 :    
313 :     // game_player_hurt
314 :     #define SF_PKILL_FIREONCE 0x0001
315 :    
316 :     // game_counter
317 :     #define SF_GAMECOUNT_FIREONCE 0x0001
318 :     #define SF_GAMECOUNT_RESET 0x0002
319 :    
320 :     // game_player_equip
321 :     #define SF_PLAYEREQUIP_USEONLY 0x0001
322 :    
323 :     // game_player_team
324 :     #define SF_PTEAM_FIREONCE 0x0001
325 :     #define SF_PTEAM_KILL 0x0002
326 :     #define SF_PTEAM_GIB 0x0004
327 :    
328 :     // func_trackchange
329 :     #define SF_PLAT_TOGGLE 0x0001
330 :     #define SF_TRACK_ACTIVATETRAIN 0x00000001
331 :     #define SF_TRACK_RELINK 0x00000002
332 :     #define SF_TRACK_ROTMOVE 0x00000004
333 :     #define SF_TRACK_STARTBOTTOM 0x00000008
334 :     #define SF_TRACK_DONT_MOVE 0x00000010
335 :    
336 :     // func_tracktrain
337 :     #define SF_TRACKTRAIN_NOPITCH 0x0001
338 :     #define SF_TRACKTRAIN_NOCONTROL 0x0002
339 :     #define SF_TRACKTRAIN_FORWARDONLY 0x0004
340 :     #define SF_TRACKTRAIN_PASSABLE 0x0008
341 :     #define SF_PATH_DISABLED 0x00000001
342 :     #define SF_PATH_FIREONCE 0x00000002
343 :     #define SF_PATH_ALTREVERSE 0x00000004
344 :     #define SF_PATH_DISABLE_TRAIN 0x00000008
345 :     #define SF_PATH_ALTERNATE 0x00008000
346 :     #define SF_CORNER_WAITFORTRIG 0x001
347 :     #define SF_CORNER_TELEPORT 0x002
348 :     #define SF_CORNER_FIREONCE 0x004
349 :    
350 :     // trigger_push
351 :     #define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
352 :    
353 :     // trigger_hurt
354 :     #define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once
355 :     #define SF_TRIGGER_HURT_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
356 :     #define SF_TRIGGER_HURT_NO_CLIENTS 8 // Spawnflag that makes trigger_push spawn turned OFF
357 :     #define SF_TRIGGER_HURT_CLIENTONLYFIRE 16 // Trigger hurt will only fire its target if it is hurting a client
358 :     #define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // Only clients may touch this trigger
359 :    
360 :     // trigger_auto
361 :     #define SF_AUTO_FIREONCE 0x0001
362 :    
363 :     // trigger_relay
364 :     #define SF_RELAY_FIREONCE 0x0001
365 :    
366 :     // multi_manager
367 :     #define SF_MULTIMAN_CLONE 0x80000000
368 :     #define SF_MULTIMAN_THREAD 0x00000001
369 :    
370 :     // env_render - Flags to indicate masking off various render parameters that are normally copied to the targets
371 :     #define SF_RENDER_MASKFX (1<<0)
372 :     #define SF_RENDER_MASKAMT (1<<1)
373 :     #define SF_RENDER_MASKMODE (1<<2)
374 :     #define SF_RENDER_MASKCOLOR (1<<3)
375 :    
376 :     // trigger_changelevel
377 :     #define SF_CHANGELEVEL_USEONLY 0x0002
378 :    
379 :     // trigger_endsection
380 :     #define SF_ENDSECTION_USEONLY 0x0001
381 :    
382 :     // trigger_camera
383 :     #define SF_CAMERA_PLAYER_POSITION 1
384 :     #define SF_CAMERA_PLAYER_TARGET 2
385 :     #define SF_CAMERA_PLAYER_TAKECONTROL 4
386 :    
387 :     // func_rotating
388 :     #define SF_BRUSH_ROTATE_Y_AXIS 0
389 :     #define SF_BRUSH_ROTATE_INSTANT 1
390 :     #define SF_BRUSH_ROTATE_BACKWARDS 2
391 :     #define SF_BRUSH_ROTATE_Z_AXIS 4
392 :     #define SF_BRUSH_ROTATE_X_AXIS 8
393 :     #define SF_PENDULUM_AUTO_RETURN 16
394 :     #define SF_PENDULUM_PASSABLE 32
395 :     #define SF_BRUSH_ROTATE_SMALLRADIUS 128
396 :     #define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
397 :     #define SF_BRUSH_ROTATE_LARGERADIUS 512
398 :    
399 :     // triggers
400 :     #define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters allowed to fire this trigger
401 :     #define SF_TRIGGER_NOCLIENTS 2 // Players not allowed to fire this trigger
402 :     #define SF_TRIGGER_PUSHABLES 4 // Only pushables can fire this trigger
403 :    
404 :     #define SF_TRIG_PUSH_ONCE 1
405 :     // func_breakable
406 :     #define SF_BREAK_TRIGGER_ONLY 1 // May only be broken by trigger
407 :     #define SF_BREAK_TOUCH 2 // Can be 'crashed through' by running player (plate glass)
408 :     #define SF_BREAK_PRESSURE 4 // Can be broken by a player standing on it
409 :     #define SF_BREAK_CROWBAR 256 // Instant break if hit with crowbar
410 :    
411 :     // func_pushable (it's also func_breakable, so don't collide with those flags)
412 :     #define SF_PUSH_BREAKABLE 128
413 :    
414 :     // light_spawn
415 :     #define SF_LIGHT_START_OFF 1
416 :     #define SPAWNFLAG_NOMESSAGE 1
417 :     #define SPAWNFLAG_NOTOUCH 1
418 :     #define SPAWNFLAG_DROIDONLY 4
419 :     #define SPAWNFLAG_USEONLY 1 // Can't be touched, must be used (buttons)
420 :    
421 :     // Monster Spawnflags
422 :     #define SF_MONSTER_WAIT_TILL_SEEN 1 // Spawnflag that makes monsters wait until player can see them before attacking
423 :     #define SF_MONSTER_GAG 2 // No idle noises from this monster
424 :     #define SF_MONSTER_HITMONSTERCLIP 4
425 :     #define SF_MONSTER_PRISONER 16 // Monster won't attack anyone, no one will attacke him
426 :     #define SF_MONSTER_WAIT_FOR_SCRIPT 128 // Spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked
427 :     #define SF_MONSTER_PREDISASTER 256 // This is a predisaster scientist or barney; influences how they speak
428 :     #define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
429 :     #define SF_MONSTER_FALL_TO_GROUND 0x80000000
430 :     #define SF_MONSTER_TURRET_AUTOACTIVATE 32
431 :     #define SF_MONSTER_TURRET_STARTINACTIVE 64
432 :     #define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // Don't attack the player unless provoked
433 :    
434 :     // info_decal
435 :     #define SF_DECAL_NOTINDEATHMATCH 2048
436 :    
437 :     // worldspawn
438 :     #define SF_WORLD_DARK 0x0001 // Fade from black at startup
439 :     #define SF_WORLD_TITLE 0x0002 // Display game title at startup
440 :     #define SF_WORLD_FORCETEAM 0x0004 // Force teams
441 :    
442 :     // Set this bit on guns and stuff that should never respawn
443 :     #define SF_NORESPAWN (1<<30)
444 :    
445 :     // Valve Mod Weapon Constants
446 :     #define HLI_HEALTHKIT 1
447 :     #define HLI_ANTIDOTE 2
448 :     #define HLI_SECURITY 3
449 :     #define HLI_BATTERY 4
450 :    
451 :     #define HLW_NONE 0
452 :     #define HLW_CROWBAR 1
453 :     #define HLW_GLOCK 2
454 :     #define HLW_PYTHON 3
455 :     #define HLW_MP5 4
456 :     #define HLW_CHAINGUN 5
457 :     #define HLW_CROSSBOW 6
458 :     #define HLW_SHOTGUN 7
459 :     #define HLW_RPG 8
460 :     #define HLW_GAUSS 9
461 :     #define HLW_EGON 10
462 :     #define HLW_HORNETGUN 11
463 :     #define HLW_HANDGRENADE 12
464 :     #define HLW_TRIPMINE 13
465 :     #define HLW_SATCHEL 14
466 :     #define HLW_SNARK 15
467 :     #define HLW_SUIT 31
468 :     #define HLW_ALLWEAPONS (~(1<<HLW_SUIT))

Contact
ViewVC Help
Powered by ViewVC 1.0.4