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Update fieldtype_t, RenderMultisampleType_t & SoundFlags_t enums
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@ -120,6 +120,7 @@ typedef enum _fieldtypes : uint8
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FIELD_ENGINE_TIME,
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FIELD_ENGINE_TIME,
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FIELD_ENGINE_TICK,
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FIELD_ENGINE_TICK,
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FIELD_WORLD_GROUP_ID,
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FIELD_WORLD_GROUP_ID,
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FIELD_GLOBALSYMBOL,
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FIELD_TYPECOUNT
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FIELD_TYPECOUNT
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} fieldtype_t;
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} fieldtype_t;
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@ -72,7 +72,19 @@ struct EconItemInfo_t;
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struct EconControlPointInfo_t;
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struct EconControlPointInfo_t;
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class CEntityHandle;
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class CEntityHandle;
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struct RenderDeviceInfo_t;
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struct RenderDeviceInfo_t;
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struct RenderMultisampleType_t;
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enum RenderMultisampleType_t : uint8
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{
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RENDER_MULTISAMPLE_INVALID = 0xFF,
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RENDER_MULTISAMPLE_NONE = 0,
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RENDER_MULTISAMPLE_2X,
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RENDER_MULTISAMPLE_4X,
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RENDER_MULTISAMPLE_6X,
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RENDER_MULTISAMPLE_8X,
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RENDER_MULTISAMPLE_16X,
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RENDER_MULTISAMPLE_TYPE_COUNT
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};
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class GameSessionConfiguration_t;
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class GameSessionConfiguration_t;
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struct StringTableDef_t;
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struct StringTableDef_t;
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class ILoopModePrerequisiteRegistry;
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class ILoopModePrerequisiteRegistry;
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@ -1,4 +1,4 @@
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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//
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// Purpose:
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// Purpose:
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//
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//
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@ -117,22 +117,35 @@ enum soundlevel_t
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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enum SoundFlags_t
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enum SoundFlags_t
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{
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{
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SND_NOFLAGS = 0, // to keep the compiler happy
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SOUND_NONE = 0, // to keep the compiler happy
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SND_CHANGE_VOL = (1<<0), // change sound vol
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SND_CHANGE_PITCH = (1<<1), // change sound pitch
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SND_STOP = (1<<2), // stop the sound
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SND_SPAWNING = (1<<3), // we're spawning, used in some cases for ambients
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// not sent over net, only a param between dll and server.
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SND_DELAY = (1<<4), // sound has an initial delay
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SND_STOP_LOOPING = (1<<5), // stop all looping sounds on the entity.
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SND_SPEAKER = (1<<6), // being played again by a microphone through a speaker
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SND_SHOULDPAUSE = (1<<7), // this sound should be paused if the game is paused
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SND_IGNORE_PHONEMES = (1<<8),
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SND_IGNORE_NAME = (1<<9), // used to change all sounds emitted by an entity, regardless of scriptname
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};
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#define SND_FLAG_BITS_ENCODE 9
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SOUND_COMBAT = (1<<0),
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SOUND_WORLD = (1<<1),
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SOUND_PLAYER = (1<<2),
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SOUND_DANGER = (1<<3),
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SOUND_BULLET_IMPACT = (1<<4),
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SOUND_THUMPER = (1<<5),
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SOUND_PHYSICS_DANGER= (1<<6),
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SOUND_MOVE_AWAY = (1<<7),
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SOUND_PLAYER_VEHICLE= (1<<8),
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SOUND_GLASS_BREAK = (1<<9),
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SOUND_PHYSICS_OBJECT= (1<<10),
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SOUND_CONTEXT_START = (1<<20),
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SOUND_CONTEXT_GUNFIRE = SOUND_CONTEXT_START,
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SOUND_CONTEXT_COMBINE_ONLY = (1<<21),
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SOUND_CONTEXT_REACT_TO_SOURCE = (1<<22),
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SOUND_CONTEXT_EXPLOSION = (1<<23),
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SOUND_CONTEXT_EXCLUDE_COMBINE = (1<<24),
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SOUND_CONTEXT_DANGER_APPROACH = (1<<25),
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SOUND_CONTEXT_ALLIES_ONLY = (1<<26),
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SOUND_CONTEXT_PANIC_NPCS = (1<<27),
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ALL_SCENTS = 0,
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ALL_SOUNDS = SOUND_CONTEXT_START - 1,
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ALL_CONTEXTS = ~ALL_SOUNDS
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};
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#define MAX_SOUND_INDEX_BITS 13
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#define MAX_SOUND_INDEX_BITS 13
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#define MAX_SOUNDS (1<<MAX_SOUND_INDEX_BITS)
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#define MAX_SOUNDS (1<<MAX_SOUND_INDEX_BITS)
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