123 lines
3.7 KiB
C
123 lines
3.7 KiB
C
//========= Copyright 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 EVENTLIST_H
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#define EVENTLIST_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define AE_TYPE_SERVER ( 1 << 0 )
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#define AE_TYPE_SCRIPTED ( 1 << 1 ) // see scriptevent.h
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#define AE_TYPE_SHARED ( 1 << 2 )
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#define AE_TYPE_WEAPON ( 1 << 3 )
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#define AE_TYPE_CLIENT ( 1 << 4 )
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#define AE_TYPE_FACEPOSER ( 1 << 5 )
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#define AE_TYPE_NEWEVENTSYSTEM ( 1 << 10 ) //Temporary flag.
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#define AE_NOT_AVAILABLE -1
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typedef enum
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{
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AE_INVALID = -1, // So we have something more succint to check for than '-1'
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AE_EMPTY,
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AE_NPC_LEFTFOOT, // #define NPC_EVENT_LEFTFOOT 2050
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AE_NPC_RIGHTFOOT, // #define NPC_EVENT_RIGHTFOOT 2051
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AE_NPC_BODYDROP_LIGHT, //#define NPC_EVENT_BODYDROP_LIGHT 2001
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AE_NPC_BODYDROP_HEAVY, //#define NPC_EVENT_BODYDROP_HEAVY 2002
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AE_NPC_SWISHSOUND, //#define NPC_EVENT_SWISHSOUND 2010
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AE_NPC_180TURN, //#define NPC_EVENT_180TURN 2020
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AE_NPC_ITEM_PICKUP, //#define NPC_EVENT_ITEM_PICKUP 2040
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AE_NPC_WEAPON_DROP, //#define NPC_EVENT_WEAPON_DROP 2041
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AE_NPC_WEAPON_SET_SEQUENCE_NAME, //#define NPC_EVENT_WEAPON_SET_SEQUENCE_NAME 2042
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AE_NPC_WEAPON_SET_SEQUENCE_NUMBER, //#define NPC_EVENT_WEAPON_SET_SEQUENCE_NUMBER 2043
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AE_NPC_WEAPON_SET_ACTIVITY, //#define NPC_EVENT_WEAPON_SET_ACTIVITY 2044
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AE_NPC_HOLSTER,
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AE_NPC_DRAW,
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AE_NPC_WEAPON_FIRE,
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AE_CL_PLAYSOUND, // #define CL_EVENT_SOUND 5004 // Emit a sound
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AE_SV_PLAYSOUND,
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AE_CL_STOPSOUND,
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AE_START_SCRIPTED_EFFECT,
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AE_STOP_SCRIPTED_EFFECT,
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AE_CLIENT_EFFECT_ATTACH,
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AE_MUZZLEFLASH, // Muzzle flash from weapons held by the player
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AE_NPC_MUZZLEFLASH, // Muzzle flash from weapons held by NPCs
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AE_THUMPER_THUMP, //Thumper Thump!
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AE_AMMOCRATE_PICKUP_AMMO, //Ammo crate pick up ammo!
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AE_NPC_RAGDOLL,
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AE_NPC_ADDGESTURE,
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AE_NPC_RESTARTGESTURE,
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AE_NPC_ATTACK_BROADCAST,
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AE_NPC_HURT_INTERACTION_PARTNER,
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AE_NPC_SET_INTERACTION_CANTDIE,
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AE_SV_DUSTTRAIL,
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AE_CL_CREATE_PARTICLE_EFFECT,
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AE_RAGDOLL,
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AE_CL_ENABLE_BODYGROUP,
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AE_CL_DISABLE_BODYGROUP,
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AE_CL_BODYGROUP_SET_VALUE,
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AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN,
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AE_WPN_PRIMARYATTACK, // Used by weapons that want their primary attack to occur during an attack anim (i.e. grenade throwing)
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AE_WPN_INCREMENTAMMO,
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AE_WPN_HIDE, // Used to hide player weapons
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AE_WPN_UNHIDE, // Used to unhide player weapons
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AE_WPN_PLAYWPNSOUND, // Play a weapon sound from the weapon script file
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AE_RD_ROBOT_POP_PANELS_OFF,
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AE_TAUNT_ENABLE_MOVE,
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AE_TAUNT_DISABLE_MOVE,
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AE_CL_REMOVE_PARTICLE_EFFECT,
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LAST_SHARED_ANIMEVENT,
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} Animevent;
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typedef struct evententry_s evententry_t;
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//=========================================================
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//=========================================================
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extern void EventList_Init( void );
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extern void EventList_Free( void );
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extern bool EventList_RegisterSharedEvent( const char *pszEventName, int iEventIndex, int iType = 0 );
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extern Animevent EventList_RegisterPrivateEvent( const char *pszEventName );
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extern int EventList_IndexForName( const char *pszEventName );
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extern const char *EventList_NameForIndex( int iEventIndex );
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Animevent EventList_RegisterPrivateEvent( const char *pszEventName );
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// This macro guarantees that the names of each event and the constant used to
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// reference it in the code are identical.
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#define REGISTER_SHARED_ANIMEVENT( _n, b ) EventList_RegisterSharedEvent(#_n, _n, b );
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#define REGISTER_PRIVATE_ANIMEVENT( _n ) _n = EventList_RegisterPrivateEvent( #_n );
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// Implemented in shared code
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extern void EventList_RegisterSharedEvents( void );
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extern int EventList_GetEventType( int eventIndex );
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#endif // EVENTLIST_H
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