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1 : ian 1 /* NS module constants
2 : ian 17 *
3 :     * by the AMX Mod X Development Team
4 :     * Most definitions graciously provided by Flayra
5 :     *
6 : ian 1 * This file is provided as is (no warranties).
7 :     */
8 :    
9 :    
10 :     #if defined NS_CONST_INC
11 :     #endinput
12 :     #endif
13 :     #define NS_CONST_INC
14 :    
15 : ian 17
16 :     enum NSGameplay
17 :     {
18 :     NSGame_CantTell, /**< It is too soon to tell (can't find avhgameplay
19 :     entity or it doesn't have private data) */
20 :    
21 :     NSGame_MarineVAlien, /**< Marine vs Aliens (standard) gameplay */
22 :     NSGame_MarineVMarine, /**< Marine vs Marine */
23 :     NSGame_AlienVAlien, /**< Alien vs Alien */
24 :    
25 :     NSGame_Unknown, /**< Can find the gameplay entity, but can't
26 :     determine gameplay type. */
27 :     };
28 :    
29 : ian 1 // entity pev->iuser4 fields
30 :     enum {
31 :     MASK_NONE = 0,
32 :     MASK_SIGHTED = 1,
33 :     MASK_DETECTED = 2,
34 :     MASK_BUILDABLE = 4,
35 :     MASK_BASEBUILD0 = 8, // Base build slot #0
36 :     MASK_WEAPONS1 = 8, // Marine weapons 1
37 :     MASK_CARAPACE = 8, // Alien carapace
38 :     MASK_WEAPONS2 = 16, // Marines weapons 2
39 :     MASK_REGENERATION = 16, // Alien regeneration
40 :     MASK_BASEBUILD1 = 16, // Base build slot #1
41 :     MASK_WEAPONS3 = 32, // Marine weapons 3
42 :     MASK_REDEMPTION = 32, // Alien redemption
43 :     MASK_BASEBUILD2 = 32, // Base build slot #2
44 :     MASK_ARMOR1 = 64, // Marine armor 1
45 :     MASK_CELERITY = 64, // Alien celerity
46 :     MASK_BASEBUILD3 = 64, // Base build slot #3
47 :     MASK_ARMOR2 = 128, // Marine armor 2
48 :     MASK_ADRENALINE = 128, // Alien adrenaline
49 :     MASK_BASEBUILD4 = 128, // Base build slot #4
50 :     MASK_ARMOR3 = 256, // Marine armor 3
51 :     MASK_SILENCE = 256, // Alien silence
52 :     MASK_BASEBUILD5 = 256, // Base build slot #5
53 :     MASK_JETPACK = 512, // Marine jetpacks
54 :     MASK_CLOAKING = 512, // Alien cloaking
55 :     MASK_BASEBUILD6 = 512, // Base build slot #6
56 :     MASK_FOCUS = 1024, // Alien focus
57 :     MASK_MOTION = 1024, // Marine motion tracking
58 :     MASK_BASEBUILD7 = 1024, // Base build slot #7
59 :     MASK_SCENTOFFEAR = 2048, // Alien scent of fear
60 :     MASK_DEFENSE2 = 4096, // Defense level 2
61 :     MASK_DEFENSE3 = 8192, // Defense level 3
62 :     MASK_ELECTRICITY = 8192, // Electricy
63 :     MASK_MOVEMENT2 = 16384, // Movement level 2,
64 :     MASK_MOVEMENT3 = 32768, // Movement level 3
65 :     MASK_HEAVYARMOR = 32768, // Marine heavy armor
66 :     MASK_SENSORY2 = 65536, // Sensory level 2
67 :     MASK_SENSORY3 = 131072, // Sensory level 3
68 :     MASK_ALIEN_MOVEMENT = 262144, // Onos is charging
69 :     MASK_WALLSTICKING = 524288, // Flag for wall-sticking
70 :     MASK_PRIMALSCREAM = 1048576, // Alien is in range of active primal scream
71 :     MASK_UMBRA = 2097152, // In umbra
72 :     MASK_DIGESTING = 4194304, // When set on a visible player, player is digesting. When set on invisible player, player is being digested
73 :     MASK_RECYCLING = 8388608, // Building is recycling
74 :     MASK_TOPDOWN = 16777216, // Commander view
75 :     MASK_PLAYER_STUNNED = 33554432, // Player has been stunned by stomp
76 :     MASK_ENSNARED = 67108864, // Webbed
77 :     MASK_ALIEN_EMBRYO = 134217728, // Gestating
78 :     MASK_SELECTABLE = 268435456, // ???
79 :     MASK_PARASITED = 536870912, // Parasite flag
80 :     MASK_SENSORY_NEARBY = 1073741824 // Sensory chamber in range
81 : ian 17 };
82 : ian 1
83 :    
84 :     enum {
85 :     CLASS_UNKNOWN = 0,
86 :     CLASS_SKULK,
87 :     CLASS_GORGE,
88 :     CLASS_LERK,
89 :     CLASS_FADE,
90 :     CLASS_ONOS,
91 :     CLASS_MARINE,
92 :     CLASS_JETPACK,
93 :     CLASS_HEAVY,
94 :     CLASS_COMMANDER,
95 :     CLASS_GESTATE,
96 :     CLASS_DEAD,
97 :     CLASS_NOTEAM
98 : ian 17 };
99 : ian 1
100 :     enum {
101 :     WEAPON_NONE = 0,
102 :     WEAPON_CLAWS,
103 :     WEAPON_SPIT,
104 :     WEAPON_SPORES,
105 :     WEAPON_SPIKE,
106 :     WEAPON_BITE,
107 :     WEAPON_BITE2,
108 :     WEAPON_SWIPE,
109 :     WEAPON_WEBSPINNER,
110 :     WEAPON_METABOLIZE,
111 :     WEAPON_PARASITE,
112 :     WEAPON_BLINK,
113 :     WEAPON_DIVINEWIND,
114 :     WEAPON_KNIFE,
115 :     WEAPON_PISTOL,
116 :     WEAPON_LMG,
117 :     WEAPON_SHOTGUN,
118 :     WEAPON_HMG,
119 :     WEAPON_WELDER,
120 :     WEAPON_MINE,
121 :     WEAPON_GRENADE_GUN,
122 :     WEAPON_LEAP,
123 :     WEAPON_CHARGE,
124 :     WEAPON_UMBRA,
125 :     WEAPON_PRIMALSCREAM,
126 :     WEAPON_BILEBOMB,
127 :     WEAPON_ACIDROCKET,
128 :     WEAPON_HEALINGSPRAY,
129 :     WEAPON_GRENADE,
130 :     WEAPON_STOMP,
131 :     WEAPON_DEVOUR,
132 :     WEAPON_MAX
133 : ian 17 };
134 : ian 1
135 :     enum {
136 :     HIVETRAIT_NONE = 0,
137 :     HIVETRAIT_DC = 92,
138 :     HIVETRAIT_SC = 93,
139 :     HIVETRAIT_MC = 94
140 : ian 17 };
141 :    
142 :     enum NSPS_VelShape
143 :     {
144 :     NSPS_VS_POINT = 1,
145 :     NSPS_VS_BOX,
146 :     NSPS_VS_SPHERE,
147 :     NSPS_VS_BLOB
148 :     };
149 :    
150 :     /* Genshape used in ns_set_ps_genshape
151 :     * NOTE: The following are in the ns.ps file but
152 :     * are not listed in the .fgd file. Use
153 :     * at your own risk!
154 :     * Line, Triangle, Plane, Cylinder,
155 :     * Cone, Disc, Rectangle and None
156 :     */
157 :     enum NSPS_GenShape
158 :     {
159 :     NSPS_GS_POINT = 0,
160 :     NSPS_GS_LINE,
161 :     NSPS_GS_TRIANGLE,
162 :     NSPS_GS_PLANE,
163 :     NSPS_GS_BOX,
164 :     NSPS_GS_CYLINDER,
165 :     NSPS_GS_CONE,
166 :     NSPS_GS_BLOB,
167 :     NSPS_GS_DISC,
168 :     NSPS_GS_RECTANGLE,
169 :     NSPS_GS_NONE
170 :     };
171 :     enum NSPS_RenderMode
172 :     {
173 :     NSPS_R_NORMAL = 0,
174 :     NSPS_R_TRANSCOLOR,
175 :     NSPS_R_TRANSTEXTURE,
176 :     NSPS_R_GLOW,
177 :     NSPS_R_TRANSALPHA,
178 :     NSPS_R_ADDITIVE
179 :     };
180 :     enum NSPS_Flags
181 :     {
182 :     NSPS_FL_START_ON = 1,
183 :     NSPS_FL_PARTICLE_DENSITY = 2,
184 :     NSPS_FL_FADE_IN = 4,
185 :     NSPS_FL_FADE_OUT = 8,
186 :     NSPS_FL_USE_GRAVITY = 16,
187 :     NSPS_FL_USE_TRI = 32,
188 :     NSPS_FL_CONSTRAIN_PITCH = 128,
189 :     NSPS_FL_COLLIDE = 256,
190 :     NSPS_FL_HI_DETAIL = 512,
191 :     NSPS_FL_FACE_UP = 1024
192 :     };

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