2023-09-06 00:27:38 +00:00
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//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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2023-09-06 00:25:25 +00:00
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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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// eventscripts.h
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#if !defined ( EVENTSCRIPTSH )
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#define EVENTSCRIPTSH
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// defaults for clientinfo messages
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#define DEFAULT_VIEWHEIGHT 28
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#define VEC_DUCK_VIEW 12
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#define FTENT_FADEOUT 0x00000080
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#define DMG_GENERIC 0 // generic damage was done
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#define DMG_CRUSH (1 << 0) // crushed by falling or moving object
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#define DMG_BULLET (1 << 1) // shot
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#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
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#define DMG_BURN (1 << 3) // heat burned
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#define DMG_FREEZE (1 << 4) // frozen
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#define DMG_FALL (1 << 5) // fell too far
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#define DMG_BLAST (1 << 6) // explosive blast damage
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#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
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#define DMG_SHOCK (1 << 8) // electric shock
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#define DMG_SONIC (1 << 9) // sound pulse shockwave
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#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
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#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
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#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
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// time-based damage
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//mask off TF-specific stuff too
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#define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage
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#define DMG_DROWN (1 << 14) // Drowning
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#define DMG_FIRSTTIMEBASED DMG_DROWN
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#define DMG_PARALYZE (1 << 15) // slows affected creature down
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#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
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#define DMG_POISON (1 << 17) // blood poisioning
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#define DMG_RADIATION (1 << 18) // radiation exposure
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#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
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#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
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#define DMG_SLOWBURN (1 << 21) // in an oven
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#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
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#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
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//TF ADDITIONS
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/*#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn
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#define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance
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#define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius.
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#define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor
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#define DMG_AIMED (1 << 28) // Does Hit location damage
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#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls
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*/
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// Some of these are HL/TFC specific?
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void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype );
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void EV_GetGunPosition( struct event_args_s *args, float *pos, float *origin );
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void EV_GetDefaultShellInfo( int iWeaponType,struct event_args_s *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale );
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qboolean EV_IsLocal( int idx );
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qboolean EV_IsPlayer( int idx );
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void EV_CreateTracer( float *start, float *end );
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struct cl_entity_s *GetEntity( int idx );
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struct cl_entity_s *GetViewEntity( void );
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void EV_MuzzleFlash( void );
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#endif // EVENTSCRIPTSH
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