mirror of
https://github.com/0TheSpy/Seaside.git
synced 2025-01-10 19:22:10 +08:00
838 lines
19 KiB
C++
838 lines
19 KiB
C++
#ifndef SHADERAPI_SHAREDDEFS_H
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#define SHADERAPI_SHAREDDEFS_H
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#ifdef _WIN32
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#pragma once
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#endif
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enum ShaderShadeMode_t
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{
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SHADER_FLAT = 0,
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SHADER_SMOOTH
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};
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enum ShaderTexCoordComponent_t
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{
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SHADER_TEXCOORD_S = 0,
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SHADER_TEXCOORD_T,
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SHADER_TEXCOORD_U
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};
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enum ShaderTexFilterMode_t
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{
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SHADER_TEXFILTERMODE_NEAREST,
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SHADER_TEXFILTERMODE_LINEAR,
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SHADER_TEXFILTERMODE_NEAREST_MIPMAP_NEAREST,
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SHADER_TEXFILTERMODE_LINEAR_MIPMAP_NEAREST,
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SHADER_TEXFILTERMODE_NEAREST_MIPMAP_LINEAR,
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SHADER_TEXFILTERMODE_LINEAR_MIPMAP_LINEAR,
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SHADER_TEXFILTERMODE_ANISOTROPIC
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};
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enum ShaderTexWrapMode_t
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{
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SHADER_TEXWRAPMODE_CLAMP,
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SHADER_TEXWRAPMODE_REPEAT,
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SHADER_TEXWRAPMODE_BORDER
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};
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enum TextureStage_t
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{
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SHADER_TEXTURE_STAGE0 = 0,
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SHADER_TEXTURE_STAGE1,
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};
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enum Sampler_t
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{
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SHADER_SAMPLER0 = 0,
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SHADER_SAMPLER1,
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SHADER_SAMPLER2,
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SHADER_SAMPLER3,
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SHADER_SAMPLER4,
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SHADER_SAMPLER5,
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SHADER_SAMPLER6,
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SHADER_SAMPLER7,
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SHADER_SAMPLER8,
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SHADER_SAMPLER9,
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SHADER_SAMPLER10,
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SHADER_SAMPLER11,
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SHADER_SAMPLER12,
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SHADER_SAMPLER13,
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SHADER_SAMPLER14,
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SHADER_SAMPLER15,
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};
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enum VertexTextureSampler_t
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{
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SHADER_VERTEXTEXTURE_SAMPLER0 = 0,
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SHADER_VERTEXTEXTURE_SAMPLER1,
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SHADER_VERTEXTEXTURE_SAMPLER2,
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SHADER_VERTEXTEXTURE_SAMPLER3,
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};
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#if defined( _X360 )
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#define REVERSE_DEPTH_ON_X360
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#endif
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#if defined( REVERSE_DEPTH_ON_X360 )
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#define ReverseDepthOnX360() true
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#else
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#define ReverseDepthOnX360() false
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#endif
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#include "bittools.h"
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#define TICK_INTERVAL (gpGlobals->interval_per_tick)
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#define TIME_TO_TICKS( dt ) ( (int)( 0.5f + (float)(dt) / TICK_INTERVAL ) )
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#define TICKS_TO_TIME( t ) ( TICK_INTERVAL *( t ) )
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#define ROUND_TO_TICKS( t ) ( TICK_INTERVAL * TIME_TO_TICKS( t ) )
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#define TICK_NEVER_THINK (-1)
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#define ANIMATION_CYCLE_BITS 15
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#define ANIMATION_CYCLE_MINFRAC (1.0f / (1<<ANIMATION_CYCLE_BITS))
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#define CONCEPT_WEIGHT 5.0f
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class CViewVectors
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{
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public:
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CViewVectors() {}
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CViewVectors(
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Vector vView,
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Vector vHullMin,
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Vector vHullMax,
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Vector vDuckHullMin,
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Vector vDuckHullMax,
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Vector vDuckView,
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Vector vObsHullMin,
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Vector vObsHullMax,
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Vector vDeadViewHeight)
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{
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m_vView = vView;
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m_vHullMin = vHullMin;
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m_vHullMax = vHullMax;
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m_vDuckHullMin = vDuckHullMin;
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m_vDuckHullMax = vDuckHullMax;
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m_vDuckView = vDuckView;
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m_vObsHullMin = vObsHullMin;
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m_vObsHullMax = vObsHullMax;
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m_vDeadViewHeight = vDeadViewHeight;
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}
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Vector m_vView;
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Vector m_vHullMin;
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Vector m_vHullMax;
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Vector m_vDuckHullMin;
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Vector m_vDuckHullMax;
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Vector m_vDuckView;
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Vector m_vObsHullMin;
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Vector m_vObsHullMax;
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Vector m_vDeadViewHeight;
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};
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#define VEC_VIEW g_pGameRules->GetViewVectors()->m_vView
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#define VEC_HULL_MIN g_pGameRules->GetViewVectors()->m_vHullMin
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#define VEC_HULL_MAX g_pGameRules->GetViewVectors()->m_vHullMax
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#define VEC_DUCK_HULL_MIN g_pGameRules->GetViewVectors()->m_vDuckHullMin
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#define VEC_DUCK_HULL_MAX g_pGameRules->GetViewVectors()->m_vDuckHullMax
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#define VEC_DUCK_VIEW g_pGameRules->GetViewVectors()->m_vDuckView
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#define VEC_OBS_HULL_MIN g_pGameRules->GetViewVectors()->m_vObsHullMin
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#define VEC_OBS_HULL_MAX g_pGameRules->GetViewVectors()->m_vObsHullMax
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#define VEC_DEAD_VIEWHEIGHT g_pGameRules->GetViewVectors()->m_vDeadViewHeight
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#define WATERJUMP_HEIGHT 8
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#define MAX_CLIMB_SPEED 200
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#define TIME_TO_DUCK_MSECS 400
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#define TIME_TO_UNDUCK_MSECS 200
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inline float FractionDucked(int msecs)
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{
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return clamp((float)msecs / (float)TIME_TO_DUCK_MSECS, 0.0f, 1.0f);
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}
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inline float FractionUnDucked(int msecs)
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{
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return clamp((float)msecs / (float)TIME_TO_UNDUCK_MSECS, 0.0f, 1.0f);
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}
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#define MAX_WEAPON_SLOTS 6
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#define MAX_WEAPON_POSITIONS 20
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#define MAX_ITEM_TYPES 6
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#define MAX_WEAPONS 48
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#define MAX_ITEMS 5
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#define WEAPON_NOCLIP -1
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#define MAX_AMMO_TYPES 32
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#define MAX_AMMO_SLOTS 32
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#define HUD_PRINTNOTIFY 1
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#define HUD_PRINTCONSOLE 2
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#define HUD_PRINTTALK 3
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#define HUD_PRINTCENTER 4
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#define CLOSE_CAPTION_WARNIFMISSING ( 1<<0 )
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#define CLOSE_CAPTION_FROMPLAYER ( 1<<1 )
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#define CLOSE_CAPTION_GENDER_MALE ( 1<<2 )
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#define CLOSE_CAPTION_GENDER_FEMALE ( 1<<3 )
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#define HIDEHUD_WEAPONSELECTION ( 1<<0 )
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#define HIDEHUD_FLASHLIGHT ( 1<<1 )
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#define HIDEHUD_ALL ( 1<<2 )
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#define HIDEHUD_HEALTH ( 1<<3 )
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#define HIDEHUD_PLAYERDEAD ( 1<<4 )
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#define HIDEHUD_NEEDSUIT ( 1<<5 )
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#define HIDEHUD_MISCSTATUS ( 1<<6 )
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#define HIDEHUD_CHAT ( 1<<7 )
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#define HIDEHUD_CROSSHAIR ( 1<<8 )
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#define HIDEHUD_VEHICLE_CROSSHAIR ( 1<<9 )
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#define HIDEHUD_INVEHICLE ( 1<<10 )
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#define HIDEHUD_BONUS_PROGRESS ( 1<<11 )
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#define HIDEHUD_RADAR ( 1<<12 )
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#define HIDEHUD_BITCOUNT 13
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#define bits_SUIT_DEVICE_SPRINT 0x00000001
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#define bits_SUIT_DEVICE_FLASHLIGHT 0x00000002
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#define bits_SUIT_DEVICE_BREATHER 0x00000004
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#define MAX_SUIT_DEVICES 3
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#define MAX_PLAYERS 33
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#define MAX_PLACE_NAME_LENGTH 18
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#define TEAM_ANY -1
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#define TEAM_INVALID -1
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#define TEAM_UNASSIGNED 0
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#define TEAM_SPECTATOR 1
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#define LAST_SHARED_TEAM TEAM_SPECTATOR
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#define FIRST_GAME_TEAM (LAST_SHARED_TEAM+1)
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#define MAX_TEAMS 32
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#define MAX_TEAM_NAME_LENGTH 32
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#define WEAPON_NOT_CARRIED 0
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#define WEAPON_IS_CARRIED_BY_PLAYER 1
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#define WEAPON_IS_ACTIVE 2
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#define SKILL_EASY 1
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#define SKILL_MEDIUM 2
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#define SKILL_HARD 3
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#define ITEM_FLAG_SELECTONEMPTY (1<<0)
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#define ITEM_FLAG_NOAUTORELOAD (1<<1)
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#define ITEM_FLAG_NOAUTOSWITCHEMPTY (1<<2)
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#define ITEM_FLAG_LIMITINWORLD (1<<3)
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#define ITEM_FLAG_EXHAUSTIBLE (1<<4)
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#define ITEM_FLAG_DOHITLOCATIONDMG (1<<5)
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#define ITEM_FLAG_NOAMMOPICKUPS (1<<6)
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#define ITEM_FLAG_NOITEMPICKUP (1<<7)
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#define MAX_VIEWMODELS 2
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#define MAX_BEAM_ENTS 10
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#define TRACER_TYPE_DEFAULT 0x00000001
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#define TRACER_TYPE_GUNSHIP 0x00000002
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#define TRACER_TYPE_STRIDER 0x00000004
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#define TRACER_TYPE_GAUSS 0x00000008
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#define TRACER_TYPE_WATERBULLET 0x00000010
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#define MUZZLEFLASH_TYPE_DEFAULT 0x00000001
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#define MUZZLEFLASH_TYPE_GUNSHIP 0x00000002
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#define MUZZLEFLASH_TYPE_STRIDER 0x00000004
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enum
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{
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MUZZLEFLASH_AR2 = 0,
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MUZZLEFLASH_SHOTGUN,
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MUZZLEFLASH_SMG1,
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MUZZLEFLASH_SMG2,
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MUZZLEFLASH_PISTOL,
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MUZZLEFLASH_COMBINE,
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MUZZLEFLASH_357,
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MUZZLEFLASH_RPG,
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MUZZLEFLASH_COMBINE_TURRET,
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MUZZLEFLASH_FIRSTPERSON = 0x100,
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};
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#define TRACER_FLAG_WHIZ 0x0001
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#define TRACER_FLAG_USEATTACHMENT 0x0002
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#define TRACER_DONT_USE_ATTACHMENT -1
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enum
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{
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ENTITY_DISSOLVE_NORMAL = 0,
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ENTITY_DISSOLVE_ELECTRICAL,
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ENTITY_DISSOLVE_ELECTRICAL_LIGHT,
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ENTITY_DISSOLVE_CORE,
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ENTITY_DISSOLVE_BITS = 3
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};
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#define HITGROUP_GENERIC 0
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#define HITGROUP_HEAD 1
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#define HITGROUP_CHEST 2
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#define HITGROUP_STOMACH 3
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#define HITGROUP_LEFTARM 4
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#define HITGROUP_RIGHTARM 5
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#define HITGROUP_LEFTLEG 6
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#define HITGROUP_RIGHTLEG 7
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#define HITGROUP_GEAR 10
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enum PLAYER_ANIM
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{
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PLAYER_IDLE,
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PLAYER_WALK,
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PLAYER_JUMP,
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PLAYER_SUPERJUMP,
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PLAYER_DIE,
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PLAYER_ATTACK1,
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PLAYER_IN_VEHICLE,
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PLAYER_RELOAD,
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PLAYER_START_AIMING,
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PLAYER_LEAVE_AIMING,
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};
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#ifdef HL2_DLL
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#define PLAYER_FATAL_FALL_SPEED 922.5f
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#define PLAYER_MAX_SAFE_FALL_SPEED 526.5f
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#define PLAYER_LAND_ON_FLOATING_OBJECT 173
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#define PLAYER_MIN_BOUNCE_SPEED 173
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#define PLAYER_FALL_PUNCH_THRESHOLD 303.0f
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#else
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#define PLAYER_FATAL_FALL_SPEED 1024
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#define PLAYER_MAX_SAFE_FALL_SPEED 580
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#define PLAYER_LAND_ON_FLOATING_OBJECT 200
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#define PLAYER_MIN_BOUNCE_SPEED 200
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#define PLAYER_FALL_PUNCH_THRESHOLD (float)350
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#endif
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#define DAMAGE_FOR_FALL_SPEED 100.0f / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )
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#define AUTOAIM_2DEGREES 0.0348994967025
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#define AUTOAIM_5DEGREES 0.08715574274766
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#define AUTOAIM_8DEGREES 0.1391731009601
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#define AUTOAIM_10DEGREES 0.1736481776669
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#define AUTOAIM_20DEGREES 0.3490658503989
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#define AUTOAIM_SCALE_DEFAULT 1.0f
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#define AUTOAIM_SCALE_DIRECT_ONLY 0.0f
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#define DMG_GENERIC 0
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#define DMG_CRUSH (1 << 0)
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#define DMG_BULLET (1 << 1)
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#define DMG_SLASH (1 << 2)
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#define DMG_BURN (1 << 3)
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#define DMG_VEHICLE (1 << 4)
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#define DMG_FALL (1 << 5)
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#define DMG_BLAST (1 << 6)
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#define DMG_CLUB (1 << 7)
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#define DMG_SHOCK (1 << 8)
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#define DMG_SONIC (1 << 9)
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#define DMG_ENERGYBEAM (1 << 10)
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#define DMG_PREVENT_PHYSICS_FORCE (1 << 11)
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#define DMG_NEVERGIB (1 << 12)
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#define DMG_ALWAYSGIB (1 << 13)
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#define DMG_DROWN (1 << 14)
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#define DMG_PARALYZE (1 << 15)
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#define DMG_NERVEGAS (1 << 16)
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#define DMG_POISON (1 << 17)
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#define DMG_RADIATION (1 << 18)
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#define DMG_DROWNRECOVER (1 << 19)
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#define DMG_ACID (1 << 20)
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#define DMG_SLOWBURN (1 << 21)
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#define DMG_REMOVENORAGDOLL (1<<22)
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#define DMG_PHYSGUN (1<<23)
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#define DMG_PLASMA (1<<24)
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#define DMG_AIRBOAT (1<<25)
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#define DMG_DISSOLVE (1<<26)
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#define DMG_BLAST_SURFACE (1<<27)
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#define DMG_DIRECT (1<<28)
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#define DMG_BUCKSHOT (1<<29)
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#define DMG_LASTGENERICFLAG DMG_BUCKSHOT
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#define DAMAGE_NO 0
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#define DAMAGE_EVENTS_ONLY 1
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#define DAMAGE_YES 2
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#define DAMAGE_AIM 3
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enum
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{
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OBS_MODE_NONE = 0,
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OBS_MODE_DEATHCAM,
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OBS_MODE_FREEZECAM,
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OBS_MODE_FIXED,
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OBS_MODE_IN_EYE,
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OBS_MODE_CHASE,
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OBS_MODE_ROAMING,
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NUM_OBSERVER_MODES,
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};
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#define LAST_PLAYER_OBSERVERMODE OBS_MODE_ROAMING
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enum {
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OBS_ALLOW_ALL = 0,
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OBS_ALLOW_TEAM,
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OBS_ALLOW_NONE,
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OBS_ALLOW_NUM_MODES,
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};
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enum
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{
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TYPE_TEXT = 0,
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TYPE_INDEX,
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TYPE_URL,
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TYPE_FILE,
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};
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enum
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{
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VGUI_SCREEN_ACTIVE = 0x1,
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VGUI_SCREEN_VISIBLE_TO_TEAMMATES = 0x2,
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VGUI_SCREEN_ATTACHED_TO_VIEWMODEL = 0x4,
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VGUI_SCREEN_TRANSPARENT = 0x8,
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VGUI_SCREEN_ONLY_USABLE_BY_OWNER = 0x10,
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VGUI_SCREEN_MAX_BITS = 5
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};
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typedef enum
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{
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USE_OFF = 0,
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USE_ON = 1,
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USE_SET = 2,
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USE_TOGGLE = 3
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} USE_TYPE;
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#define COLOR_RED Color(255, 64, 64, 255)
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#define COLOR_BLUE Color(153, 204, 255, 255)
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#define COLOR_YELLOW Color(255, 178, 0, 255)
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#define COLOR_GREEN Color(153, 255, 153, 255)
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#define COLOR_GREY Color(204, 204, 204, 255)
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enum
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{
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DONT_BLEED = -1,
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BLOOD_COLOR_RED = 0,
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BLOOD_COLOR_YELLOW,
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BLOOD_COLOR_GREEN,
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BLOOD_COLOR_MECH,
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#if defined( HL2_EPISODIC )
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BLOOD_COLOR_ANTLION,
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BLOOD_COLOR_ZOMBIE,
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BLOOD_COLOR_ANTLION_WORKER,
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BLOOD_COLOR_BLOB,
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BLOOD_COLOR_BLOB_FROZEN,
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#endif
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#if defined( INFESTED_DLL )
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BLOOD_COLOR_BLOB,
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BLOOD_COLOR_BLOB_FROZEN,
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#endif
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BLOOD_COLOR_BRIGHTGREEN,
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};
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enum PassengerRole_t
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{
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VEHICLE_ROLE_NONE = -1,
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VEHICLE_ROLE_DRIVER = 0,
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LAST_SHARED_VEHICLE_ROLE,
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};
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enum
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{
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FX_WATER_IN_SLIME = 0x1,
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};
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#define MAX_CONTEXT_LENGTH 32
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#define NO_THINK_CONTEXT -1
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enum
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{
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EFL_KILLME = (1 << 0),
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EFL_DORMANT = (1 << 1),
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EFL_NOCLIP_ACTIVE = (1 << 2),
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EFL_SETTING_UP_BONES = (1 << 3),
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EFL_KEEP_ON_RECREATE_ENTITIES = (1 << 4),
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EFL_DIRTY_SHADOWUPDATE = (1 << 5),
|
|
EFL_NOTIFY = (1 << 6),
|
|
|
|
EFL_FORCE_CHECK_TRANSMIT = (1 << 7),
|
|
|
|
EFL_BOT_FROZEN = (1 << 8),
|
|
EFL_SERVER_ONLY = (1 << 9),
|
|
EFL_NO_AUTO_EDICT_ATTACH = (1 << 10),
|
|
|
|
EFL_DIRTY_ABSTRANSFORM = (1 << 11),
|
|
EFL_DIRTY_ABSVELOCITY = (1 << 12),
|
|
EFL_DIRTY_ABSANGVELOCITY = (1 << 13),
|
|
EFL_DIRTY_SURROUNDING_COLLISION_BOUNDS = (1 << 14),
|
|
EFL_DIRTY_SPATIAL_PARTITION = (1 << 15),
|
|
EFL_HAS_PLAYER_CHILD = (1 << 16),
|
|
|
|
EFL_IN_SKYBOX = (1 << 17),
|
|
EFL_USE_PARTITION_WHEN_NOT_SOLID = (1 << 18),
|
|
EFL_TOUCHING_FLUID = (1 << 19),
|
|
|
|
EFL_IS_BEING_LIFTED_BY_BARNACLE = (1 << 20),
|
|
EFL_NO_ROTORWASH_PUSH = (1 << 21),
|
|
EFL_NO_THINK_FUNCTION = (1 << 22),
|
|
EFL_NO_GAME_PHYSICS_SIMULATION = (1 << 23),
|
|
|
|
EFL_CHECK_UNTOUCH = (1 << 24),
|
|
EFL_DONTBLOCKLOS = (1 << 25),
|
|
EFL_DONTWALKON = (1 << 26),
|
|
EFL_NO_DISSOLVE = (1 << 27),
|
|
EFL_NO_MEGAPHYSCANNON_RAGDOLL = (1 << 28),
|
|
EFL_NO_WATER_VELOCITY_CHANGE = (1 << 29),
|
|
EFL_NO_PHYSCANNON_INTERACTION = (1 << 30),
|
|
EFL_NO_DAMAGE_FORCES = (1 << 31),
|
|
};
|
|
|
|
const int FX_BLOODSPRAY_DROPS = 0x01;
|
|
const int FX_BLOODSPRAY_GORE = 0x02;
|
|
const int FX_BLOODSPRAY_CLOUD = 0x04;
|
|
const int FX_BLOODSPRAY_ALL = 0xFF;
|
|
|
|
#define MAX_SCREEN_OVERLAYS 10
|
|
|
|
enum
|
|
{
|
|
GROUNDLINK = 0,
|
|
TOUCHLINK,
|
|
STEPSIMULATION,
|
|
MODELSCALE,
|
|
POSITIONWATCHER,
|
|
PHYSICSPUSHLIST,
|
|
VPHYSICSUPDATEAI,
|
|
VPHYSICSWATCHER,
|
|
|
|
NUM_DATAOBJECT_TYPES,
|
|
};
|
|
|
|
class CBaseEntity;
|
|
|
|
class CBaseEntity;
|
|
|
|
enum FireBulletsFlags_t
|
|
{
|
|
FIRE_BULLETS_FIRST_SHOT_ACCURATE = 0x1,
|
|
FIRE_BULLETS_DONT_HIT_UNDERWATER = 0x2,
|
|
FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS = 0x4,
|
|
FIRE_BULLETS_TEMPORARY_DANGER_SOUND = 0x8,
|
|
|
|
FIRE_BULLETS_NO_PIERCING_SPARK = 0x16,
|
|
FIRE_BULLETS_HULL = 0x32,
|
|
FIRE_BULLETS_ANGULAR_SPREAD = 0x64,
|
|
};
|
|
|
|
|
|
struct FireBulletsInfo_t
|
|
{
|
|
FireBulletsInfo_t()
|
|
{
|
|
m_iShots = 1;
|
|
m_vecSpread.Init(0, 0, 0);
|
|
m_flDistance = 8192;
|
|
m_iTracerFreq = 4;
|
|
m_flDamage = 0.0f;
|
|
m_flPlayerDamage = 0.0f;
|
|
m_pAttacker = NULL;
|
|
m_nFlags = 0;
|
|
m_pAdditionalIgnoreEnt = NULL;
|
|
m_flDamageForceScale = 1.0f;
|
|
|
|
#ifdef _DEBUG
|
|
m_iAmmoType = -1;
|
|
m_vecSrc.Init(VEC_T_NAN, VEC_T_NAN, VEC_T_NAN);
|
|
m_vecDirShooting.Init(VEC_T_NAN, VEC_T_NAN, VEC_T_NAN);
|
|
#endif
|
|
m_bPrimaryAttack = true;
|
|
}
|
|
|
|
FireBulletsInfo_t(int nShots, const Vector& vecSrc, const Vector& vecDir, const Vector& vecSpread, float flDistance, int nAmmoType, bool bPrimaryAttack = true)
|
|
{
|
|
m_iShots = nShots;
|
|
m_vecSrc = vecSrc;
|
|
m_vecDirShooting = vecDir;
|
|
m_vecSpread = vecSpread;
|
|
m_flDistance = flDistance;
|
|
m_iAmmoType = nAmmoType;
|
|
m_iTracerFreq = 4;
|
|
m_flDamage = 0;
|
|
m_flPlayerDamage = 0;
|
|
m_pAttacker = NULL;
|
|
m_nFlags = 0;
|
|
m_pAdditionalIgnoreEnt = NULL;
|
|
m_flDamageForceScale = 1.0f;
|
|
m_bPrimaryAttack = bPrimaryAttack;
|
|
}
|
|
|
|
int m_iShots;
|
|
Vector m_vecSrc;
|
|
Vector m_vecDirShooting;
|
|
Vector m_vecSpread;
|
|
float m_flDistance;
|
|
int m_iAmmoType;
|
|
int m_iTracerFreq;
|
|
float m_flDamage;
|
|
float m_flPlayerDamage;
|
|
int m_nFlags;
|
|
float m_flDamageForceScale;
|
|
CBaseEntity* m_pAttacker;
|
|
CBaseEntity* m_pAdditionalIgnoreEnt;
|
|
bool m_bPrimaryAttack;
|
|
};
|
|
|
|
struct StepSimulationStep
|
|
{
|
|
int nTickCount;
|
|
Vector vecOrigin;
|
|
Quaternion qRotation;
|
|
};
|
|
|
|
struct StepSimulationData
|
|
{
|
|
bool m_bOriginActive;
|
|
bool m_bAnglesActive;
|
|
|
|
StepSimulationStep m_Previous2;
|
|
|
|
StepSimulationStep m_Previous;
|
|
|
|
StepSimulationStep m_Discontinuity;
|
|
|
|
StepSimulationStep m_Next;
|
|
QAngle m_angNextRotation;
|
|
|
|
int m_nLastProcessTickCount;
|
|
Vector m_vecNetworkOrigin;
|
|
int m_networkCell[3];
|
|
QAngle m_angNetworkAngles;
|
|
};
|
|
|
|
struct ModelScale
|
|
{
|
|
float m_flModelScaleStart;
|
|
float m_flModelScaleGoal;
|
|
float m_flModelScaleFinishTime;
|
|
float m_flModelScaleStartTime;
|
|
};
|
|
|
|
#include "soundflags.h"
|
|
|
|
struct CSoundParameters;
|
|
typedef short HSOUNDSCRIPTHANDLE;
|
|
struct EmitSound_t
|
|
{
|
|
EmitSound_t() :
|
|
m_nChannel(0),
|
|
m_pSoundName(0),
|
|
m_flVolume(VOL_NORM),
|
|
m_SoundLevel(SNDLVL_NONE),
|
|
m_nFlags(0),
|
|
m_nPitch(PITCH_NORM),
|
|
m_pOrigin(0),
|
|
m_flSoundTime(0.0f),
|
|
m_pflSoundDuration(0),
|
|
m_bEmitCloseCaption(true),
|
|
m_bWarnOnMissingCloseCaption(false),
|
|
m_bWarnOnDirectWaveReference(false),
|
|
m_nSpeakerEntity(-1),
|
|
m_UtlVecSoundOrigin(),
|
|
m_hSoundScriptHandle(-1)
|
|
{
|
|
}
|
|
|
|
EmitSound_t(const CSoundParameters& src);
|
|
|
|
int m_nChannel;
|
|
char const* m_pSoundName;
|
|
float m_flVolume;
|
|
soundlevel_t m_SoundLevel;
|
|
int m_nFlags;
|
|
int m_nPitch;
|
|
const Vector* m_pOrigin;
|
|
float m_flSoundTime;
|
|
float* m_pflSoundDuration;
|
|
bool m_bEmitCloseCaption;
|
|
bool m_bWarnOnMissingCloseCaption;
|
|
bool m_bWarnOnDirectWaveReference;
|
|
int m_nSpeakerEntity;
|
|
mutable CUtlVector< Vector > m_UtlVecSoundOrigin;
|
|
mutable HSOUNDSCRIPTHANDLE m_hSoundScriptHandle;
|
|
};
|
|
|
|
#define MAX_ACTORS_IN_SCENE 16
|
|
|
|
#define MAX_CONTROL_POINTS 8
|
|
#define MAX_CONTROL_POINT_GROUPS 8
|
|
|
|
#define MAX_PREVIOUS_POINTS 3
|
|
|
|
#define MAX_CONTROL_POINT_TEAMS 8
|
|
|
|
#define MAX_CAPLAYOUT_LENGTH 32
|
|
|
|
#define MAX_ROUND_NAME 32
|
|
|
|
#define MAX_ROUND_IMAGE_NAME 64
|
|
|
|
#define TEAMPLAY_ROUND_WIN_SCORE 1
|
|
|
|
enum
|
|
{
|
|
CP_WARN_NORMAL = 0,
|
|
CP_WARN_FINALCAP,
|
|
CP_WARN_NO_ANNOUNCEMENTS
|
|
};
|
|
|
|
#define PREDICTION_ERROR_CHECK_LEVEL 0
|
|
|
|
#define PREDICTION_ERROR_CHECK_STACKS_FOR_MISSING 0
|
|
|
|
enum
|
|
{
|
|
RT_STATE_SETUP,
|
|
RT_STATE_NORMAL,
|
|
};
|
|
|
|
enum
|
|
{
|
|
SIMULATION_TIME_WINDOW_BITS = 8,
|
|
};
|
|
|
|
|
|
#define CELL_COUNT( bits ) ( (MAX_COORD_INTEGER*2) / (1 << (bits)) )
|
|
#define CELL_COUNT_BITS( bits ) MINIMUM_BITS_NEEDED( CELL_COUNT( bits ) )
|
|
#define CELL_BASEENTITY_ORIGIN_CELL_BITS 5
|
|
|
|
|
|
#ifdef GAME_HAS_NO_USE_KEY
|
|
#define COMMENTARY_BUTTONS (IN_ATTACK | IN_ATTACK2 | IN_USE)
|
|
#else
|
|
#define COMMENTARY_BUTTONS (IN_USE)
|
|
#endif
|
|
|
|
bool IsHeadTrackingEnabled();
|
|
|
|
|
|
#define MAX_SPLITSCREEN_PLAYERS 1
|
|
|
|
|
|
inline bool IsSplitScreenSupported()
|
|
{
|
|
return (MAX_SPLITSCREEN_PLAYERS > 1) ? true : false;
|
|
}
|
|
|
|
enum InvalidatePhysicsBits_t
|
|
{
|
|
POSITION_CHANGED = 0x1,
|
|
ANGLES_CHANGED = 0x2,
|
|
VELOCITY_CHANGED = 0x4,
|
|
ANIMATION_CHANGED = 0x8,
|
|
BOUNDS_CHANGED = 0x10,
|
|
SEQUENCE_CHANGED = 0x20,
|
|
};
|
|
|
|
enum Class_T
|
|
{
|
|
CLASS_NONE = 0,
|
|
CLASS_PLAYER,
|
|
CLASS_PLAYER_ALLY,
|
|
CLASS_PLAYER_ALLY_VITAL,
|
|
CLASS_ANTLION,
|
|
CLASS_BARNACLE,
|
|
CLASS_BLOB,
|
|
CLASS_BULLSEYE,
|
|
CLASS_CITIZEN_PASSIVE,
|
|
CLASS_CITIZEN_REBEL,
|
|
CLASS_COMBINE,
|
|
CLASS_COMBINE_GUNSHIP,
|
|
CLASS_CONSCRIPT,
|
|
CLASS_HEADCRAB,
|
|
CLASS_MANHACK,
|
|
CLASS_METROPOLICE,
|
|
CLASS_MILITARY,
|
|
CLASS_SCANNER,
|
|
CLASS_STALKER,
|
|
CLASS_VORTIGAUNT,
|
|
CLASS_ZOMBIE,
|
|
CLASS_PROTOSNIPER,
|
|
CLASS_MISSILE,
|
|
CLASS_FLARE,
|
|
CLASS_EARTH_FAUNA,
|
|
CLASS_HACKED_ROLLERMINE,
|
|
CLASS_COMBINE_HUNTER,
|
|
|
|
LAST_SHARED_ENTITY_CLASS,
|
|
};
|
|
|
|
#define FACTION_NONE 0
|
|
#define LAST_SHARED_FACTION (FACTION_NONE)
|
|
#define NUM_SHARED_FACTIONS (FACTION_NONE + 1)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#endif |