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https://github.com/FWGS/hlsdk-xash3d
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787 lines
27 KiB
C
787 lines
27 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#pragma once
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#if !defined(CONST_H)
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#define CONST_H
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//
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// Constants shared by the engine and dlls
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// This header file included by engine files and DLL files.
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// Most came from server.h
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// edict->flags
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#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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#define FL_CONVEYOR (1<<2)
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#define FL_CLIENT (1<<3)
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#define FL_INWATER (1<<4)
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#define FL_MONSTER (1<<5)
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#define FL_GODMODE (1<<6)
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#define FL_NOTARGET (1<<7)
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#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
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#define FL_ONGROUND (1<<9) // At rest / on the ground
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#define FL_PARTIALGROUND (1<<10) // not all corners are valid
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#define FL_WATERJUMP (1<<11) // player jumping out of water
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#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera
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#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them
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#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched
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#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water
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#define FL_GRAPHED (1<<16) // worldgraph has this ent listed as something that blocks a connection
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// UNDONE: Do we need these?
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#define FL_IMMUNE_WATER (1<<17)
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#define FL_IMMUNE_SLIME (1<<18)
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#define FL_IMMUNE_LAVA (1<<19)
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#define FL_PROXY (1<<20) // This is a spectator proxy
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#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
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#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
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#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
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#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
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#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
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#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc.
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#define FL_CUSTOMENTITY (1<<29) // This is a custom entity
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#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
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#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
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// Goes into globalvars_t.trace_flags
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#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
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#define FTRACE_IGNORE_GLASS (1<<1) // traceline will be ignored entities with rendermode != kRenderNormal
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// walkmove modes
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#define WALKMOVE_NORMAL 0 // normal walkmove
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#define WALKMOVE_WORLDONLY 1 // doesn't hit ANY entities, no matter what the solid type
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#define WALKMOVE_CHECKONLY 2 // move, but don't touch triggers
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// edict->movetype values
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#define MOVETYPE_NONE 0 // never moves
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//#define MOVETYPE_ANGLENOCLIP 1
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//#define MOVETYPE_ANGLECLIP 2
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#define MOVETYPE_WALK 3 // Player only - moving on the ground
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#define MOVETYPE_STEP 4 // gravity, special edge handling -- monsters use this
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#define MOVETYPE_FLY 5 // No gravity, but still collides with stuff
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#define MOVETYPE_TOSS 6 // gravity/collisions
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#define MOVETYPE_PUSH 7 // no clip to world, push and crush
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#define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity
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#define MOVETYPE_FLYMISSILE 9 // extra size to monsters
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#define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces
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#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
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#define MOVETYPE_FOLLOW 12 // track movement of aiment
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#define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision)
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#define MOVETYPE_COMPOUND 14 // glue two entities together (simple movewith)
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// edict->solid values
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// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves
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// SOLID only effects OTHER entities colliding with this one when they move - UGH!
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#define SOLID_NOT 0 // no interaction with other objects
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#define SOLID_TRIGGER 1 // touch on edge, but not blocking
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#define SOLID_BBOX 2 // touch on edge, block
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#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
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#define SOLID_BSP 4 // bsp clip, touch on edge, block
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#define SOLID_CUSTOM 5 // call external callbacks for tracing
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// edict->deadflag values
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#define DEAD_NO 0 // alive
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#define DEAD_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground
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#define DEAD_DEAD 2 // dead. lying still.
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#define DEAD_RESPAWNABLE 3
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#define DEAD_DISCARDBODY 4
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#define DAMAGE_NO 0
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#define DAMAGE_YES 1
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#define DAMAGE_AIM 2
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// entity effects
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#define EF_BRIGHTFIELD 1 // swirling cloud of particles
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#define EF_MUZZLEFLASH 2 // single frame ELIGHT on entity attachment 0
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#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
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#define EF_DIMLIGHT 8 // player flashlight
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#define EF_INVLIGHT 16 // get lighting from ceiling
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#define EF_NOINTERP 32 // don't interpolate the next frame
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#define EF_LIGHT 64 // rocket flare glow sprite
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#define EF_NODRAW 128 // don't draw entity
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#define EF_NIGHTVISION 256 // player nightvision
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#define EF_SNIPERLASER 512 // sniper laser effect
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#define EF_FIBERCAMERA 1024 // fiber camera
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#define EF_NOREFLECT (1<<24) // Entity won't reflecting in mirrors
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#define EF_REFLECTONLY (1<<25) // Entity will be drawing only in mirrors
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#define EF_NOWATERCSG (1<<26) // Do not remove sides for func_water entity
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#define EF_FULLBRIGHT (1<<27) // Just get fullbright
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#define EF_NOSHADOW (1<<28) // ignore shadow for this entity
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#define EF_MERGE_VISIBILITY (1<<29) // this entity allowed to merge vis (e.g. env_sky or portal camera)
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#define EF_REQUEST_PHS (1<<30) // This entity requested phs bitvector instead of pvsbitvector in AddToFullPack calls
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// g-cont. one reserved bit here for me
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// entity flags
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#define EFLAG_SLERP 1 // do studio interpolation of this entity
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//
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// temp entity events
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//
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#define TE_BEAMPOINTS 0 // beam effect between two points
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// coord coord coord (start position)
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// coord coord coord (end position)
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// short (sprite index)
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// byte (starting frame)
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// byte (frame rate in 0.1's)
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// byte (life in 0.1's)
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// byte (line width in 0.1's)
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// byte (noise amplitude in 0.01's)
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// byte,byte,byte (color)
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// byte (brightness)
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// byte (scroll speed in 0.1's)
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#define TE_BEAMENTPOINT 1 // beam effect between point and entity
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// short (start entity)
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// coord coord coord (end position)
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// short (sprite index)
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// byte (starting frame)
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// byte (frame rate in 0.1's)
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// byte (life in 0.1's)
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// byte (line width in 0.1's)
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// byte (noise amplitude in 0.01's)
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// byte,byte,byte (color)
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// byte (brightness)
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// byte (scroll speed in 0.1's)
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#define TE_GUNSHOT 2 // particle effect plus ricochet sound
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// coord coord coord (position)
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#define TE_EXPLOSION 3 // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
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// coord coord coord (position)
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// short (sprite index)
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// byte (scale in 0.1's)
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// byte (framerate)
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// byte (flags)
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//
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// The Explosion effect has some flags to control performance/aesthetic features:
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#define TE_EXPLFLAG_NONE 0 // all flags clear makes default Half-Life explosion
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#define TE_EXPLFLAG_NOADDITIVE 1 // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
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#define TE_EXPLFLAG_NODLIGHTS 2 // do not render dynamic lights
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#define TE_EXPLFLAG_NOSOUND 4 // do not play client explosion sound
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#define TE_EXPLFLAG_NOPARTICLES 8 // do not draw particles
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#define TE_EXPLFLAG_DRAWALPHA 16 // sprite will be drawn alpha
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#define TE_EXPLFLAG_ROTATE 32 // rotate the sprite randomly
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#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound
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// coord coord coord (position)
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#define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps
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// coord coord coord (position)
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// short (sprite index)
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// byte (scale in 0.1's)
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// byte (framerate)
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#define TE_TRACER 6 // tracer effect from point to point
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// coord, coord, coord (start)
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// coord, coord, coord (end)
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#define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters
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// coord, coord, coord (start)
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// coord, coord, coord (end)
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// byte (life in 0.1's)
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// byte (width in 0.1's)
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// byte (amplitude in 0.01's)
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// short (sprite model index)
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#define TE_BEAMENTS 8
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// short (start entity)
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// short (end entity)
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// short (sprite index)
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// byte (starting frame)
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// byte (frame rate in 0.1's)
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// byte (life in 0.1's)
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// byte (line width in 0.1's)
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// byte (noise amplitude in 0.01's)
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// byte,byte,byte (color)
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// byte (brightness)
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// byte (scroll speed in 0.1's)
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#define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite
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// coord coord coord (position)
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#define TE_LAVASPLASH 10 // Quake1 lava splash
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// coord coord coord (position)
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#define TE_TELEPORT 11 // Quake1 teleport splash
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// coord coord coord (position)
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#define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound
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// coord coord coord (position)
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// byte (starting color)
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// byte (num colors)
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#define TE_BSPDECAL 13 // Decal from the .BSP file
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// coord, coord, coord (x,y,z), decal position (center of texture in world)
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// short (texture index of precached decal texture name)
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// short (entity index)
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// [optional - only included if previous short is non-zero (not the world)] short (index of model of above entity)
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#define TE_IMPLOSION 14 // tracers moving toward a point
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// coord, coord, coord (position)
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// byte (radius)
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// byte (count)
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// byte (life in 0.1's)
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#define TE_SPRITETRAIL 15 // line of moving glow sprites with gravity, fadeout, and collisions
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// coord, coord, coord (start)
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// coord, coord, coord (end)
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// short (sprite index)
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// byte (count)
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// byte (life in 0.1's)
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// byte (scale in 0.1's)
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// byte (velocity along vector in 10's)
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// byte (randomness of velocity in 10's)
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#define TE_BEAM 16 // obsolete
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#define TE_SPRITE 17 // additive sprite, plays 1 cycle
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// coord, coord, coord (position)
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// short (sprite index)
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// byte (scale in 0.1's)
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// byte (brightness)
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#define TE_BEAMSPRITE 18 // A beam with a sprite at the end
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// coord, coord, coord (start position)
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// coord, coord, coord (end position)
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// short (beam sprite index)
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// short (end sprite index)
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#define TE_BEAMTORUS 19 // screen aligned beam ring, expands to max radius over lifetime
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// coord coord coord (center position)
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// coord coord coord (axis and radius)
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// short (sprite index)
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// byte (starting frame)
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// byte (frame rate in 0.1's)
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// byte (life in 0.1's)
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// byte (line width in 0.1's)
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// byte (noise amplitude in 0.01's)
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// byte,byte,byte (color)
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// byte (brightness)
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// byte (scroll speed in 0.1's)
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#define TE_BEAMDISK 20 // disk that expands to max radius over lifetime
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// coord coord coord (center position)
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// coord coord coord (axis and radius)
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// short (sprite index)
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// byte (starting frame)
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// byte (frame rate in 0.1's)
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// byte (life in 0.1's)
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// byte (line width in 0.1's)
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// byte (noise amplitude in 0.01's)
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// byte,byte,byte (color)
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// byte (brightness)
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// byte (scroll speed in 0.1's)
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#define TE_BEAMCYLINDER 21 // cylinder that expands to max radius over lifetime
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// coord coord coord (center position)
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// coord coord coord (axis and radius)
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// short (sprite index)
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// byte (starting frame)
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// byte (frame rate in 0.1's)
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// byte (life in 0.1's)
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// byte (line width in 0.1's)
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// byte (noise amplitude in 0.01's)
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// byte,byte,byte (color)
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// byte (brightness)
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// byte (scroll speed in 0.1's)
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#define TE_BEAMFOLLOW 22 // create a line of decaying beam segments until entity stops moving
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// short (entity:attachment to follow)
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// short (sprite index)
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// byte (life in 0.1's)
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// byte (line width in 0.1's)
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// byte,byte,byte (color)
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// byte (brightness)
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#define TE_GLOWSPRITE 23
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// coord, coord, coord (pos) short (model index) byte (scale / 10)
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#define TE_BEAMRING 24 // connect a beam ring to two entities
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// short (start entity)
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// short (end entity)
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// short (sprite index)
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// byte (starting frame)
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// byte (frame rate in 0.1's)
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// byte (life in 0.1's)
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// byte (line width in 0.1's)
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// byte (noise amplitude in 0.01's)
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// byte,byte,byte (color)
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// byte (brightness)
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// byte (scroll speed in 0.1's)
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#define TE_STREAK_SPLASH 25 // oriented shower of tracers
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// coord coord coord (start position)
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// coord coord coord (direction vector)
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// byte (color)
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// short (count)
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// short (base speed)
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// short (random velocity)
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#define TE_BEAMHOSE 26 // obsolete
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#define TE_DLIGHT 27 // dynamic light, effect world, minor entity effect
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// coord, coord, coord (pos)
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// byte (radius in 10's)
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// byte byte byte (color)
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// byte (life in 10's)
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// byte (decay rate in 10's)
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#define TE_ELIGHT 28 // point entity light, no world effect
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// short (entity:attachment to follow)
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// coord coord coord (initial position)
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// coord (radius)
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// byte byte byte (color)
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// byte (life in 0.1's)
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// coord (decay rate)
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#define TE_TEXTMESSAGE 29
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// short 1.2.13 x (-1 = center)
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// short 1.2.13 y (-1 = center)
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// byte Effect 0 = fade in/fade out
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// 1 is flickery credits
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// 2 is write out (training room)
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// 4 bytes r,g,b,a color1 (text color)
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// 4 bytes r,g,b,a color2 (effect color)
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// ushort 8.8 fadein time
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// ushort 8.8 fadeout time
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// ushort 8.8 hold time
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// optional ushort 8.8 fxtime (time the highlight lags behing the leading text in effect 2)
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// string text message (512 chars max sz string)
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#define TE_LINE 30
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// coord, coord, coord startpos
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// coord, coord, coord endpos
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// short life in 0.1 s
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// 3 bytes r, g, b
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#define TE_BOX 31
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// coord, coord, coord boxmins
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// coord, coord, coord boxmaxs
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// short life in 0.1 s
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// 3 bytes r, g, b
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#define TE_KILLBEAM 99 // kill all beams attached to entity
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// short (entity)
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#define TE_LARGEFUNNEL 100
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// coord coord coord (funnel position)
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// short (sprite index)
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// short (flags)
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#define TE_BLOODSTREAM 101 // particle spray
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// coord coord coord (start position)
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// coord coord coord (spray vector)
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// byte (color)
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// byte (speed)
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#define TE_SHOWLINE 102 // line of particles every 5 units, dies in 30 seconds
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// coord coord coord (start position)
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// coord coord coord (end position)
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#define TE_BLOOD 103 // particle spray
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// coord coord coord (start position)
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// coord coord coord (spray vector)
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// byte (color)
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// byte (speed)
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#define TE_DECAL 104 // Decal applied to a brush entity (not the world)
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// coord, coord, coord (x,y,z), decal position (center of texture in world)
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// byte (texture index of precached decal texture name)
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// short (entity index)
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#define TE_FIZZ 105 // create alpha sprites inside of entity, float upwards
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// short (entity)
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// short (sprite index)
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// byte (density)
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#define TE_MODEL 106 // create a moving model that bounces and makes a sound when it hits
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// coord, coord, coord (position)
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// coord, coord, coord (velocity)
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// angle (initial yaw)
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// short (model index)
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// byte (bounce sound type)
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// byte (life in 0.1's)
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#define TE_EXPLODEMODEL 107 // spherical shower of models, picks from set
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// coord, coord, coord (origin)
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// coord (velocity)
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// short (model index)
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// short (count)
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// byte (life in 0.1's)
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#define TE_BREAKMODEL 108 // box of models or sprites
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// coord, coord, coord (position)
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// coord, coord, coord (size)
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// coord, coord, coord (velocity)
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// byte (random velocity in 10's)
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// short (sprite or model index)
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// byte (count)
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// byte (life in 0.1 secs)
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// byte (flags)
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#define TE_GUNSHOTDECAL 109 // decal and ricochet sound
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// coord, coord, coord (position)
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// short (entity index???)
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// byte (decal???)
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#define TE_SPRITE_SPRAY 110 // spay of alpha sprites
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// coord, coord, coord (position)
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// coord, coord, coord (velocity)
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// short (sprite index)
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// byte (count)
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// byte (speed)
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// byte (noise)
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#define TE_ARMOR_RICOCHET 111 // quick spark sprite, client ricochet sound.
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// coord, coord, coord (position)
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// byte (scale in 0.1's)
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#define TE_PLAYERDECAL 112 // ???
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// byte (playerindex)
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// coord, coord, coord (position)
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// short (entity???)
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// byte (decal number???)
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// [optional] short (model index???)
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#define TE_BUBBLES 113 // create alpha sprites inside of box, float upwards
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// coord, coord, coord (min start position)
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// coord, coord, coord (max start position)
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// coord (float height)
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// short (model index)
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// byte (count)
|
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// coord (speed)
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#define TE_BUBBLETRAIL 114 // create alpha sprites along a line, float upwards
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// coord, coord, coord (min start position)
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// coord, coord, coord (max start position)
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// coord (float height)
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// short (model index)
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// byte (count)
|
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// coord (speed)
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#define TE_BLOODSPRITE 115 // spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)
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// coord, coord, coord (position)
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// short (sprite1 index)
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// short (sprite2 index)
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// byte (color)
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// byte (scale)
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|
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#define TE_WORLDDECAL 116 // Decal applied to the world brush
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// coord, coord, coord (x,y,z), decal position (center of texture in world)
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// byte (texture index of precached decal texture name)
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#define TE_WORLDDECALHIGH 117 // Decal (with texture index > 256) applied to world brush
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// coord, coord, coord (x,y,z), decal position (center of texture in world)
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// byte (texture index of precached decal texture name - 256)
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#define TE_DECALHIGH 118 // Same as TE_DECAL, but the texture index was greater than 256
|
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// coord, coord, coord (x,y,z), decal position (center of texture in world)
|
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// byte (texture index of precached decal texture name - 256)
|
|
// short (entity index)
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|
|
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#define TE_PROJECTILE 119 // Makes a projectile (like a nail) (this is a high-priority tent)
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// coord, coord, coord (position)
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// coord, coord, coord (velocity)
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// short (modelindex)
|
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// byte (life)
|
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// byte (owner) projectile won't collide with owner (if owner == 0, projectile will hit any client).
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#define TE_SPRAY 120 // Throws a shower of sprites or models
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// coord, coord, coord (position)
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// coord, coord, coord (direction)
|
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// short (modelindex)
|
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// byte (count)
|
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// byte (speed)
|
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// byte (noise)
|
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// byte (rendermode)
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#define TE_PLAYERSPRITES 121 // sprites emit from a player's bounding box (ONLY use for players!)
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// byte (playernum)
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// short (sprite modelindex)
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// byte (count)
|
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// byte (variance) (0 = no variance in size) (10 = 10% variance in size)
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#define TE_PARTICLEBURST 122 // very similar to lavasplash.
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// coord (origin)
|
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// short (radius)
|
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// byte (particle color)
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// byte (duration * 10) (will be randomized a bit)
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|
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#define TE_FIREFIELD 123 // makes a field of fire.
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|
// coord (origin)
|
|
// short (radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
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// short (modelindex)
|
|
// byte (count)
|
|
// byte (flags)
|
|
// byte (duration (in seconds) * 10) (will be randomized a bit)
|
|
//
|
|
// to keep network traffic low, this message has associated flags that fit into a byte:
|
|
#define TEFIRE_FLAG_ALLFLOAT 1 // all sprites will drift upwards as they animate
|
|
#define TEFIRE_FLAG_SOMEFLOAT 2 // some of the sprites will drift upwards. (50% chance)
|
|
#define TEFIRE_FLAG_LOOP 4 // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
|
|
#define TEFIRE_FLAG_ALPHA 8 // if set, sprite is rendered alpha blended at 50% else, opaque
|
|
#define TEFIRE_FLAG_PLANAR 16 // if set, all fire sprites have same initial Z instead of randomly filling a cube.
|
|
#define TEFIRE_FLAG_ADDITIVE 32 // if set, sprite is rendered non-opaque with additive
|
|
|
|
#define TE_PLAYERATTACHMENT 124 // attaches a TENT to a player (this is a high-priority tent)
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|
// byte (entity index of player)
|
|
// coord (vertical offset) ( attachment origin.z = player origin.z + vertical offset )
|
|
// short (model index)
|
|
// short (life * 10 );
|
|
|
|
#define TE_KILLPLAYERATTACHMENTS 125 // will expire all TENTS attached to a player.
|
|
// byte (entity index of player)
|
|
|
|
#define TE_MULTIGUNSHOT 126 // much more compact shotgun message
|
|
// This message is used to make a client approximate a 'spray' of gunfire.
|
|
// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is
|
|
// a good candidate for MULTIGUNSHOT use. (shotguns)
|
|
//
|
|
// NOTE: This effect makes the client do traces for each bullet, these client traces ignore
|
|
// entities that have studio models.Traces are 4096 long.
|
|
//
|
|
// coord (origin)
|
|
// coord (origin)
|
|
// coord (origin)
|
|
// coord (direction)
|
|
// coord (direction)
|
|
// coord (direction)
|
|
// coord (x noise * 100)
|
|
// coord (y noise * 100)
|
|
// byte (count)
|
|
// byte (bullethole decal texture index)
|
|
|
|
#define TE_USERTRACER 127 // larger message than the standard tracer, but allows some customization.
|
|
// coord (origin)
|
|
// coord (origin)
|
|
// coord (origin)
|
|
// coord (velocity)
|
|
// coord (velocity)
|
|
// coord (velocity)
|
|
// byte ( life * 10 )
|
|
// byte ( color ) this is an index into an array of color vectors in the engine. (0 - )
|
|
// byte ( length * 10 )
|
|
|
|
#define MSG_BROADCAST 0 // unreliable to all
|
|
#define MSG_ONE 1 // reliable to one (msg_entity)
|
|
#define MSG_ALL 2 // reliable to all
|
|
#define MSG_INIT 3 // write to the init string
|
|
#define MSG_PVS 4 // Ents in PVS of org
|
|
#define MSG_PAS 5 // Ents in PAS of org
|
|
#define MSG_PVS_R 6 // Reliable to PVS
|
|
#define MSG_PAS_R 7 // Reliable to PAS
|
|
#define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram ( could be dropped )
|
|
#define MSG_SPEC 9 // Sends to all spectator proxies
|
|
|
|
// contents of a spot in the world
|
|
#define CONTENTS_EMPTY -1
|
|
#define CONTENTS_SOLID -2
|
|
#define CONTENTS_WATER -3
|
|
#define CONTENTS_SLIME -4
|
|
#define CONTENTS_LAVA -5
|
|
#define CONTENTS_SKY -6
|
|
// These additional contents constants are defined in bspfile.h
|
|
#define CONTENTS_ORIGIN -7 // removed at csg time
|
|
#define CONTENTS_CLIP -8 // changed to contents_solid
|
|
#define CONTENTS_CURRENT_0 -9
|
|
#define CONTENTS_CURRENT_90 -10
|
|
#define CONTENTS_CURRENT_180 -11
|
|
#define CONTENTS_CURRENT_270 -12
|
|
#define CONTENTS_CURRENT_UP -13
|
|
#define CONTENTS_CURRENT_DOWN -14
|
|
#define CONTENTS_TRANSLUCENT -15
|
|
|
|
#define CONTENTS_LADDER -16
|
|
|
|
#define CONTENT_FLYFIELD -17
|
|
#define CONTENT_GRAVITY_FLYFIELD -18
|
|
#define CONTENT_FOG -19
|
|
|
|
#define CONTENT_EMPTY -1
|
|
#define CONTENT_SOLID -2
|
|
#define CONTENT_WATER -3
|
|
#define CONTENT_SLIME -4
|
|
#define CONTENT_LAVA -5
|
|
#define CONTENT_SKY -6
|
|
|
|
// channels
|
|
#define CHAN_AUTO 0
|
|
#define CHAN_WEAPON 1
|
|
#define CHAN_VOICE 2
|
|
#define CHAN_ITEM 3
|
|
#define CHAN_BODY 4
|
|
#define CHAN_STREAM 5 // allocate stream channel from the static or dynamic area
|
|
#define CHAN_STATIC 6 // allocate channel from the static area
|
|
#define CHAN_NETWORKVOICE_BASE 7 // voice data coming across the network
|
|
#define CHAN_NETWORKVOICE_END 500 // network voice data reserves slots (CHAN_NETWORKVOICE_BASE through CHAN_NETWORKVOICE_END).
|
|
#define CHAN_BOT 501 // channel used for bot chatter.
|
|
|
|
// attenuation values
|
|
#define ATTN_NONE 0
|
|
#define ATTN_NORM (float)0.8
|
|
#define ATTN_IDLE (float)2
|
|
#define ATTN_STATIC (float)1.25
|
|
|
|
// pitch values
|
|
#define PITCH_NORM 100 // non-pitch shifted
|
|
#define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high
|
|
#define PITCH_HIGH 120
|
|
|
|
// volume values
|
|
#define VOL_NORM 1.0
|
|
|
|
// plats
|
|
#define PLAT_LOW_TRIGGER 1
|
|
|
|
// Trains
|
|
#define SF_TRAIN_WAIT_RETRIGGER 1
|
|
#define SF_TRAIN_START_ON 4 // Train is initially moving
|
|
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
|
|
|
|
// buttons
|
|
#define IN_ATTACK (1<<0)
|
|
#define IN_JUMP (1<<1)
|
|
#define IN_DUCK (1<<2)
|
|
#define IN_FORWARD (1<<3)
|
|
#define IN_BACK (1<<4)
|
|
#define IN_USE (1<<5)
|
|
#define IN_CANCEL (1<<6)
|
|
#define IN_LEFT (1<<7)
|
|
#define IN_RIGHT (1<<8)
|
|
#define IN_MOVELEFT (1<<9)
|
|
#define IN_MOVERIGHT (1<<10)
|
|
#define IN_ATTACK2 (1<<11)
|
|
#define IN_RUN (1<<12)
|
|
#define IN_RELOAD (1<<13)
|
|
#define IN_ALT1 (1<<14)
|
|
#define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down
|
|
|
|
// Break Model Defines
|
|
#define BREAK_TYPEMASK 0x4F
|
|
#define BREAK_GLASS 0x01
|
|
#define BREAK_METAL 0x02
|
|
#define BREAK_FLESH 0x04
|
|
#define BREAK_WOOD 0x08
|
|
#define BREAK_SMOKE 0x10
|
|
#define BREAK_TRANS 0x20
|
|
#define BREAK_CONCRETE 0x40
|
|
#define BREAK_2 0x80
|
|
|
|
// Colliding temp entity sounds
|
|
#define BOUNCE_GLASS BREAK_GLASS
|
|
#define BOUNCE_METAL BREAK_METAL
|
|
#define BOUNCE_FLESH BREAK_FLESH
|
|
#define BOUNCE_WOOD BREAK_WOOD
|
|
#define BOUNCE_SHRAP 0x10
|
|
#define BOUNCE_SHELL 0x20
|
|
#define BOUNCE_CONCRETE BREAK_CONCRETE
|
|
#define BOUNCE_SHOTSHELL 0x80
|
|
|
|
// Temp entity bounce sound types
|
|
#define TE_BOUNCE_NULL 0
|
|
#define TE_BOUNCE_SHELL 1
|
|
#define TE_BOUNCE_SHOTSHELL 2
|
|
|
|
// Rendering constants
|
|
enum
|
|
{
|
|
kRenderNormal, // src
|
|
kRenderTransColor, // c*a+dest*(1-a)
|
|
kRenderTransTexture, // src*a+dest*(1-a)
|
|
kRenderGlow, // src*a+dest -- No Z buffer checks
|
|
kRenderTransAlpha, // src*srca+dest*(1-srca)
|
|
kRenderTransAdd, // src*a+dest
|
|
kRenderWorldGlow // Same as kRenderGlow but not fixed size in screen space
|
|
};
|
|
|
|
enum
|
|
{
|
|
kRenderFxNone = 0,
|
|
kRenderFxPulseSlow,
|
|
kRenderFxPulseFast,
|
|
kRenderFxPulseSlowWide,
|
|
kRenderFxPulseFastWide,
|
|
kRenderFxFadeSlow,
|
|
kRenderFxFadeFast,
|
|
kRenderFxSolidSlow,
|
|
kRenderFxSolidFast,
|
|
kRenderFxStrobeSlow,
|
|
kRenderFxStrobeFast,
|
|
kRenderFxStrobeFaster,
|
|
kRenderFxFlickerSlow,
|
|
kRenderFxFlickerFast,
|
|
kRenderFxNoDissipation,
|
|
kRenderFxDistort, // Distort/scale/translate flicker
|
|
kRenderFxHologram, // kRenderFxDistort + distance fade
|
|
kRenderFxDeadPlayer, // kRenderAmt is the player index
|
|
kRenderFxExplode, // Scale up really big!
|
|
kRenderFxGlowShell, // Glowing Shell
|
|
kRenderFxClampMinScale, // Keep this sprite from getting very small (SPRITES only!)
|
|
kRenderFxLightMultiplier //CTM !!!CZERO added to tell the studiorender that the value in iuser2 is a lightmultiplier
|
|
};
|
|
|
|
typedef unsigned int func_t;
|
|
typedef int string_t;
|
|
|
|
typedef unsigned char byte;
|
|
typedef unsigned short word;
|
|
|
|
#undef true
|
|
#undef false
|
|
|
|
#if !__cplusplus
|
|
typedef enum { false, true } qboolean;
|
|
#else
|
|
typedef int qboolean;
|
|
#endif
|
|
|
|
typedef struct
|
|
{
|
|
byte r, g, b;
|
|
} color24;
|
|
|
|
typedef struct
|
|
{
|
|
unsigned r, g, b, a;
|
|
} colorVec;
|
|
|
|
typedef struct link_s
|
|
{
|
|
struct link_s *prev, *next;
|
|
} link_t;
|
|
|
|
typedef struct edict_s edict_t;
|
|
|
|
typedef struct
|
|
{
|
|
vec3_t normal;
|
|
float dist;
|
|
} plane_t;
|
|
|
|
typedef struct
|
|
{
|
|
qboolean allsolid; // if true, plane is not valid
|
|
qboolean startsolid; // if true, the initial point was in a solid area
|
|
qboolean inopen, inwater;
|
|
float fraction; // time completed, 1.0 = didn't hit anything
|
|
vec3_t endpos; // final position
|
|
plane_t plane; // surface normal at impact
|
|
edict_t *ent; // entity the surface is on
|
|
int hitgroup; // 0 == generic, non zero is specific body part
|
|
} trace_t;
|
|
|
|
#endif//CONST_H
|