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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)) |
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