/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // cdll_dll.h // this file is included by both the game-dll and the client-dll, #ifndef CDLL_DLL_H #define CDLL_DLL_H #define MAX_WEAPONS 32 // ??? #define MAX_WEAPON_SLOTS 10 // hud item selection slots #define MAX_ITEM_TYPES 6 // hud item selection slots #define MAX_ITEMS 5 // hard coded item types #define ITEM_ANTIDOTE 0 #define ITEM_SECURITY 1 #define HIDEHUD_WEAPONS ( 1<<0 ) #define HIDEHUD_FLASHLIGHT ( 1<<1 ) #define HIDEHUD_ALL ( 1<<2 ) #define HIDEHUD_HEALTH ( 1<<3 ) #define ITEM_SUIT ( 1<<4 ) #define ITEM_HEADSHIELD ( 1<<5 ) #define ITEM_GASMASK ( 1<<6 ) #define MAX_AMMO_SLOTS 32 // not really slots #define HUD_PRINTNOTIFY 1 #define HUD_PRINTCONSOLE 2 #define HUD_PRINTTALK 3 #define HUD_PRINTCENTER 4 // decal flags #define FDECAL_PERMANENT 0x01 // This decal should not be removed in favor of any new decals #define FDECAL_USE_LANDMARK 0x02 // This is a decal applied on a bmodel without origin-brush so we done in absoulute pos #define FDECAL_CUSTOM 0x04 // This is a custom clan logo and should not be saved/restored #define FDECAL_PUDDLE 0x08 // Decal is a puddle (use special shader) #define FDECAL_NORANDOM 0x10 // Decal came from save\restore, so we don't use random select #define FDECAL_DONTSAVE 0x20 // Decal was loaded from adjacent level, don't save it for this level #define FDECAL_STUDIO 0x40 // Indicates a studio decal #define FDECAL_LOCAL_SPACE 0x80 // Decal is in local space (any decal after serialization) #endif