//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= // eventscripts.h #if !defined ( EVENTSCRIPTSH ) #define EVENTSCRIPTSH // defaults for clientinfo messages #define DEFAULT_VIEWHEIGHT 28 #define VEC_DUCK_VIEW 12 #define FTENT_FADEOUT 0x00000080 #define DMG_GENERIC 0 // generic damage was done #define DMG_CRUSH (1 << 0) // crushed by falling or moving object #define DMG_BULLET (1 << 1) // shot #define DMG_SLASH (1 << 2) // cut, clawed, stabbed #define DMG_BURN (1 << 3) // heat burned #define DMG_FREEZE (1 << 4) // frozen #define DMG_FALL (1 << 5) // fell too far #define DMG_BLAST (1 << 6) // explosive blast damage #define DMG_CLUB (1 << 7) // crowbar, punch, headbutt #define DMG_SHOCK (1 << 8) // electric shock #define DMG_SONIC (1 << 9) // sound pulse shockwave #define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam #define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death #define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death. // time-based damage //mask off TF-specific stuff too #define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage #define DMG_DROWN (1 << 14) // Drowning #define DMG_FIRSTTIMEBASED DMG_DROWN #define DMG_PARALYZE (1 << 15) // slows affected creature down #define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad #define DMG_POISON (1 << 17) // blood poisioning #define DMG_RADIATION (1 << 18) // radiation exposure #define DMG_DROWNRECOVER (1 << 19) // drowning recovery #define DMG_ACID (1 << 20) // toxic chemicals or acid burns #define DMG_SLOWBURN (1 << 21) // in an oven #define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer #define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar) //TF ADDITIONS /*#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn #define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance #define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius. #define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor #define DMG_AIMED (1 << 28) // Does Hit location damage #define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls */ // Some of these are HL/TFC specific? void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype ); void EV_GetGunPosition( struct event_args_s *args, float *pos, float *origin ); void EV_GetDefaultShellInfo( int iWeaponType,struct event_args_s *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale ); qboolean EV_IsLocal( int idx ); qboolean EV_IsPlayer( int idx ); void EV_CreateTracer( float *start, float *end ); struct cl_entity_s *GetEntity( int idx ); struct cl_entity_s *GetViewEntity( void ); void EV_MuzzleFlash( void ); #endif // EVENTSCRIPTSH