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70 lines
2.1 KiB
C
70 lines
2.1 KiB
C
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ROPE_SHARED_H
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#define ROPE_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Shared definitions for rope.
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#define ROPE_MAX_SEGMENTS 10
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#define ROPE_TYPE1_NUMSEGMENTS 4
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#define ROPE_TYPE2_NUMSEGMENTS 2
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// Default rope gravity vector.
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#define ROPE_GRAVITY 0, 0, -1500
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// Rope flags.
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#define ROPE_RESIZE (1<<0) // Try to keep the rope dangling the same amount
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// even as the rope length changes.
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#define ROPE_BARBED (1<<1) // Hack option to draw like a barbed wire.
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#define ROPE_COLLIDE (1<<2) // Collide with the world?
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#define ROPE_SIMULATE (1<<3) // Is the rope valid?
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#define ROPE_BREAKABLE (1<<4) // Can the endpoints detach?
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#define ROPE_NO_WIND (1<<5) // No wind simulation on this rope.
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#define ROPE_INITIAL_HANG (1<<6) // By default, ropes will simulate for a bit internally when they
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// are created so they sag, but dynamically created ropes for things
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// like harpoons don't want this.
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#define ROPE_PLAYER_WPN_ATTACH (1<<7) // If this flag is set, then the second attachment must be a player.
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// The rope will attach to "buff_attach" on the player's active weapon.
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// (This is a flag because it requires special code on the client to
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// find the weapon).
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#define ROPE_NO_GRAVITY (1<<8) // Disable gravity on this rope.
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#define ROPE_NUMFLAGS 9
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// This is added to all rope slacks so when a level designer enters a
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// slack of zero in the entity, it doesn't dangle so low.
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#define ROPESLACK_FUDGEFACTOR -100
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// Rope shader IDs.
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#define ROPESHADER_BLACKCABLE 0
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#define ROPESHADER_ROPE 1
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#define ROPESHADER_CHAIN 2
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// Rope locked points
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enum
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{
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ROPE_LOCK_START_POINT = 0x1,
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ROPE_LOCK_END_POINT = 0x2,
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ROPE_LOCK_START_DIRECTION = 0x4,
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ROPE_LOCK_END_DIRECTION = 0x8,
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};
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// Rope attachment points.
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#define ROPE_ATTACHMENT_START_POINT 1
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#define ROPE_ATTACHMENT_END_POINT 2
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#endif // ROPE_SHARED_H
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