mirror of
https://github.com/FWGS/hlsdk-xash3d
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146 lines
7.3 KiB
C
146 lines
7.3 KiB
C
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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef GAME_EVENT_H
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#define GAME_EVENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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enum GameEventType
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{
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EVENT_INVALID = 0,
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EVENT_WEAPON_FIRED, // tell bots the player is attack (argumens: 1 = attacker, 2 = NULL)
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EVENT_WEAPON_FIRED_ON_EMPTY, // tell bots the player is attack without clip ammo (argumens: 1 = attacker, 2 = NULL)
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EVENT_WEAPON_RELOADED, // tell bots the player is reloading his weapon (argumens: 1 = reloader, 2 = NULL)
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EVENT_HE_GRENADE_EXPLODED, // tell bots the HE grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL)
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EVENT_FLASHBANG_GRENADE_EXPLODED, // tell bots the flashbang grenade is exploded (argumens: 1 = grenade thrower, 2 = explosion origin)
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EVENT_SMOKE_GRENADE_EXPLODED, // tell bots the smoke grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL)
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EVENT_GRENADE_BOUNCED,
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EVENT_BEING_SHOT_AT,
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EVENT_PLAYER_BLINDED_BY_FLASHBANG, // tell bots the player is flashed (argumens: 1 = flashed player, 2 = NULL)
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EVENT_PLAYER_FOOTSTEP, // tell bots the player is running (argumens: 1 = runner, 2 = NULL)
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EVENT_PLAYER_JUMPED, // tell bots the player is jumped (argumens: 1 = jumper, 2 = NULL)
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EVENT_PLAYER_DIED, // tell bots the player is killed (argumens: 1 = victim, 2 = killer)
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EVENT_PLAYER_LANDED_FROM_HEIGHT, // tell bots the player is fell with some damage (argumens: 1 = felled player, 2 = NULL)
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EVENT_PLAYER_TOOK_DAMAGE, // tell bots the player is take damage (argumens: 1 = victim, 2 = attacker)
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EVENT_HOSTAGE_DAMAGED, // tell bots the player has injured a hostage (argumens: 1 = hostage, 2 = injurer)
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EVENT_HOSTAGE_KILLED, // tell bots the player has killed a hostage (argumens: 1 = hostage, 2 = killer)
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EVENT_DOOR, // tell bots the door is moving (argumens: 1 = door, 2 = NULL)
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EVENT_BREAK_GLASS, // tell bots the glass has break (argumens: 1 = glass, 2 = NULL)
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EVENT_BREAK_WOOD, // tell bots the wood has break (argumens: 1 = wood, 2 = NULL)
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EVENT_BREAK_METAL, // tell bots the metal/computer has break (argumens: 1 = metal/computer, 2 = NULL)
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EVENT_BREAK_FLESH, // tell bots the flesh has break (argumens: 1 = flesh, 2 = NULL)
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EVENT_BREAK_CONCRETE, // tell bots the concrete has break (argumens: 1 = concrete, 2 = NULL)
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EVENT_BOMB_PLANTED, // tell bots the bomb has been planted (argumens: 1 = planter, 2 = NULL)
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EVENT_BOMB_DROPPED, // tell bots the bomb has been dropped (argumens: 1 = NULL, 2 = NULL)
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EVENT_BOMB_PICKED_UP, // let the bots hear the bomb pickup (argumens: 1 = player that pickup c4, 2 = NULL)
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EVENT_BOMB_BEEP, // let the bots hear the bomb beeping (argumens: 1 = c4, 2 = NULL)
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EVENT_BOMB_DEFUSING, // tell the bots someone has started defusing (argumens: 1 = defuser, 2 = NULL)
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EVENT_BOMB_DEFUSE_ABORTED, // tell the bots someone has aborted defusing (argumens: 1 = NULL, 2 = NULL)
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EVENT_BOMB_DEFUSED, // tell the bots the bomb is defused (argumens: 1 = defuser, 2 = NULL)
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EVENT_BOMB_EXPLODED, // let the bots hear the bomb exploding (argumens: 1 = NULL, 2 = NULL)
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EVENT_HOSTAGE_USED, // tell bots the hostage is used (argumens: 1 = user, 2 = NULL)
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EVENT_HOSTAGE_RESCUED, // tell bots the hostage is rescued (argumens: 1 = rescuer (CBasePlayer *), 2 = hostage (CHostage *))
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EVENT_ALL_HOSTAGES_RESCUED, // tell bots the all hostages are rescued (argumens: 1 = NULL, 2 = NULL)
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EVENT_VIP_ESCAPED, // tell bots the VIP is escaped (argumens: 1 = NULL, 2 = NULL)
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EVENT_VIP_ASSASSINATED, // tell bots the VIP is assassinated (argumens: 1 = NULL, 2 = NULL)
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EVENT_TERRORISTS_WIN, // tell bots the terrorists won the round (argumens: 1 = NULL, 2 = NULL)
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EVENT_CTS_WIN, // tell bots the CTs won the round (argumens: 1 = NULL, 2 = NULL)
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EVENT_ROUND_DRAW, // tell bots the round was a draw (argumens: 1 = NULL, 2 = NULL)
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EVENT_ROUND_WIN, // tell carreer the round was a win (argumens: 1 = NULL, 2 = NULL)
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EVENT_ROUND_LOSS, // tell carreer the round was a loss (argumens: 1 = NULL, 2 = NULL)
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EVENT_ROUND_START, // tell bots the round was started (when freeze period is expired) (argumens: 1 = NULL, 2 = NULL)
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EVENT_PLAYER_SPAWNED, // tell bots the player is spawned (argumens: 1 = spawned player, 2 = NULL)
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EVENT_CLIENT_CORPSE_SPAWNED,
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EVENT_BUY_TIME_START,
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EVENT_PLAYER_LEFT_BUY_ZONE,
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EVENT_DEATH_CAMERA_START,
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EVENT_KILL_ALL,
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EVENT_ROUND_TIME,
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EVENT_DIE,
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EVENT_KILL,
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EVENT_HEADSHOT,
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EVENT_KILL_FLASHBANGED,
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EVENT_TUTOR_BUY_MENU_OPENNED,
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EVENT_TUTOR_AUTOBUY,
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EVENT_PLAYER_BOUGHT_SOMETHING,
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EVENT_TUTOR_NOT_BUYING_ANYTHING,
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EVENT_TUTOR_NEED_TO_BUY_PRIMARY_WEAPON,
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EVENT_TUTOR_NEED_TO_BUY_PRIMARY_AMMO,
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EVENT_TUTOR_NEED_TO_BUY_SECONDARY_AMMO,
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EVENT_TUTOR_NEED_TO_BUY_ARMOR,
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EVENT_TUTOR_NEED_TO_BUY_DEFUSE_KIT,
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EVENT_TUTOR_NEED_TO_BUY_GRENADE,
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EVENT_CAREER_TASK_DONE,
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EVENT_START_RADIO_1,
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EVENT_RADIO_COVER_ME,
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EVENT_RADIO_YOU_TAKE_THE_POINT,
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EVENT_RADIO_HOLD_THIS_POSITION,
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EVENT_RADIO_REGROUP_TEAM,
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EVENT_RADIO_FOLLOW_ME,
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EVENT_RADIO_TAKING_FIRE,
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EVENT_START_RADIO_2,
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EVENT_RADIO_GO_GO_GO,
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EVENT_RADIO_TEAM_FALL_BACK,
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EVENT_RADIO_STICK_TOGETHER_TEAM,
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EVENT_RADIO_GET_IN_POSITION_AND_WAIT,
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EVENT_RADIO_STORM_THE_FRONT,
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EVENT_RADIO_REPORT_IN_TEAM,
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EVENT_START_RADIO_3,
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EVENT_RADIO_AFFIRMATIVE,
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EVENT_RADIO_ENEMY_SPOTTED,
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EVENT_RADIO_NEED_BACKUP,
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EVENT_RADIO_SECTOR_CLEAR,
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EVENT_RADIO_IN_POSITION,
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EVENT_RADIO_REPORTING_IN,
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EVENT_RADIO_GET_OUT_OF_THERE,
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EVENT_RADIO_NEGATIVE,
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EVENT_RADIO_ENEMY_DOWN,
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EVENT_END_RADIO,
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EVENT_NEW_MATCH, // tell bots the game is new (argumens: 1 = NULL, 2 = NULL)
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EVENT_PLAYER_CHANGED_TEAM, // tell bots the player is switch his team (also called from ClientPutInServer()) (argumens: 1 = switcher, 2 = NULL)
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EVENT_BULLET_IMPACT, // tell bots the player is shoot at wall (argumens: 1 = shooter, 2 = shoot trace end position)
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EVENT_GAME_COMMENCE, // tell bots the game is commencing (argumens: 1 = NULL, 2 = NULL)
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EVENT_WEAPON_ZOOMED, // tell bots the player is switch weapon zoom (argumens: 1 = zoom switcher, 2 = NULL)
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EVENT_HOSTAGE_CALLED_FOR_HELP, // tell bots the hostage is talking (argumens: 1 = listener, 2 = NULL)
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NUM_GAME_EVENTS,
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};
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extern const char *GameEventName[ NUM_GAME_EVENTS + 1 ];
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#endif // GAME_EVENT_H
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