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// SOLID only effects OTHER entities colliding with this one when they move - UGH! |
#define SOLID_NOT 0 // No interaction with other objects |
#define SOLID_TRIGGER 1 // Touch on edge, but not blocking |
#define SOLID_BBOX 2 // Touch on edge, block |
#define SOLID_SLIDEBOX 3 // Touch on edge, but not an onground |
#define SOLID_BSP 4 // BSP clip, touch on edge, block |
// pev(entity, pev_deadflag) values |
#define DEAD_NO 0 // Alive |
#define DEAD_DYING 1 // Playing death animation or still falling off of a ledge waiting to hit ground |
#define DEAD_DEAD 2 // Dead, lying still |
#define DEAD_RESPAWNABLE 3 |
#define DEAD_DISCARDBODY 4 |
// new Float:takedamage, pev(entity, pev_takedamage, takedamage) values |
#define DAMAGE_NO 0.0 |
#define DAMAGE_YES 1.0 |
#define DAMAGE_AIM 2.0 |
// pev(entity, pev_effects) values |
#define EF_BRIGHTFIELD 1 // Swirling cloud of particles |
#define EF_MUZZLEFLASH 2 // Single frame ELIGHT on entity attachment 0 |
#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin |
#define EF_DIMLIGHT 8 // Player flashlight |
#define EF_INVLIGHT 16 // Get lighting from ceiling |
#define EF_NOINTERP 32 // Don't interpolate the next frame |
#define EF_LIGHT 64 // Rocket flare glow sprite |
#define EF_NODRAW 128 // Don't draw entity |
// engfunc(EngFunc_PointContents, Float:origin) return values |
#define CONTENTS_EMPTY -1 |
#define CONTENTS_SOLID -2 |
#define CONTENTS_WATER -3 |
#define CONTENTS_SLIME -4 |
#define CONTENTS_LAVA -5 |
#define CONTENTS_SKY -6 |
#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 |
// Instant damage values for use with gmsgDamage 3rd value write_long(BIT) |
#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. |
#define DMG_DROWN (1<<14) // Drowning |
#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) |
#define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage |
// The hullnumber paramater of EngFunc_TraceHull, EngFunc_TraceModel and DLLFunc_GetHullBounds |
#define HULL_POINT 0 |
#define HULL_HUMAN 1 |
#define HULL_LARGE 2 |
#define HULL_HEAD 3 |
// global_get(glb_trace_flags) |
#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box |
// Used with get/set_es(es_handle, ES_eFlags, ...) (entity_state data structure) |
#define EFLAG_SLERP 1 // Do studio interpolation of this entity |
// pev(entity, pev_spawnflags) values |
// Many of these flags apply to specific entities |
// func_train |
#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 |
// func_wall_toggle |
#define SF_WALL_START_OFF 0x0001 |
// func_converyor |