1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-01-04 00:23:25 +08:00

Update fieldtype_t, RenderMultisampleType_t & SoundFlags_t enums

This commit is contained in:
GAMMACASE 2024-05-08 21:54:16 +03:00
parent f7ed6a0086
commit 97ec56c5cf
3 changed files with 43 additions and 17 deletions

View File

@ -120,6 +120,7 @@ typedef enum _fieldtypes : uint8
FIELD_ENGINE_TIME,
FIELD_ENGINE_TICK,
FIELD_WORLD_GROUP_ID,
FIELD_GLOBALSYMBOL,
FIELD_TYPECOUNT
} fieldtype_t;

View File

@ -72,7 +72,19 @@ struct EconItemInfo_t;
struct EconControlPointInfo_t;
class CEntityHandle;
struct RenderDeviceInfo_t;
struct RenderMultisampleType_t;
enum RenderMultisampleType_t : uint8
{
RENDER_MULTISAMPLE_INVALID = 0xFF,
RENDER_MULTISAMPLE_NONE = 0,
RENDER_MULTISAMPLE_2X,
RENDER_MULTISAMPLE_4X,
RENDER_MULTISAMPLE_6X,
RENDER_MULTISAMPLE_8X,
RENDER_MULTISAMPLE_16X,
RENDER_MULTISAMPLE_TYPE_COUNT
};
class GameSessionConfiguration_t;
struct StringTableDef_t;
class ILoopModePrerequisiteRegistry;

View File

@ -1,4 +1,4 @@
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -117,23 +117,36 @@ enum soundlevel_t
//-----------------------------------------------------------------------------
enum SoundFlags_t
{
SND_NOFLAGS = 0, // to keep the compiler happy
SND_CHANGE_VOL = (1<<0), // change sound vol
SND_CHANGE_PITCH = (1<<1), // change sound pitch
SND_STOP = (1<<2), // stop the sound
SND_SPAWNING = (1<<3), // we're spawning, used in some cases for ambients
// not sent over net, only a param between dll and server.
SND_DELAY = (1<<4), // sound has an initial delay
SND_STOP_LOOPING = (1<<5), // stop all looping sounds on the entity.
SND_SPEAKER = (1<<6), // being played again by a microphone through a speaker
SOUND_NONE = 0, // to keep the compiler happy
SND_SHOULDPAUSE = (1<<7), // this sound should be paused if the game is paused
SND_IGNORE_PHONEMES = (1<<8),
SND_IGNORE_NAME = (1<<9), // used to change all sounds emitted by an entity, regardless of scriptname
SOUND_COMBAT = (1<<0),
SOUND_WORLD = (1<<1),
SOUND_PLAYER = (1<<2),
SOUND_DANGER = (1<<3),
SOUND_BULLET_IMPACT = (1<<4),
SOUND_THUMPER = (1<<5),
SOUND_PHYSICS_DANGER= (1<<6),
SOUND_MOVE_AWAY = (1<<7),
SOUND_PLAYER_VEHICLE= (1<<8),
SOUND_GLASS_BREAK = (1<<9),
SOUND_PHYSICS_OBJECT= (1<<10),
SOUND_CONTEXT_START = (1<<20),
SOUND_CONTEXT_GUNFIRE = SOUND_CONTEXT_START,
SOUND_CONTEXT_COMBINE_ONLY = (1<<21),
SOUND_CONTEXT_REACT_TO_SOURCE = (1<<22),
SOUND_CONTEXT_EXPLOSION = (1<<23),
SOUND_CONTEXT_EXCLUDE_COMBINE = (1<<24),
SOUND_CONTEXT_DANGER_APPROACH = (1<<25),
SOUND_CONTEXT_ALLIES_ONLY = (1<<26),
SOUND_CONTEXT_PANIC_NPCS = (1<<27),
ALL_SCENTS = 0,
ALL_SOUNDS = SOUND_CONTEXT_START - 1,
ALL_CONTEXTS = ~ALL_SOUNDS
};
#define SND_FLAG_BITS_ENCODE 9
#define MAX_SOUND_INDEX_BITS 13
#define MAX_SOUNDS (1<<MAX_SOUND_INDEX_BITS)