heretic2-sdk/Toolkit/Designer/dsexamples/common/header.ds
1998-11-24 00:00:00 +00:00

134 lines
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field vector "origin"
field int "movetype"
field vector "start_origin"
field vector "start_angles"
field int "state"
field float "distance"
field entity "owner"
field float "wait"
field vector "velocity"
field vector "angle_velocity"
field entity "team_chain"
field float "yaw_speed"
field int "modelindex"
field int "count"
field int "solid"
field vector "angles"
field vector "delta_angles"
field int "skinnum"
field int "c_mode"
field float "ideal_yaw"
field vector "p_origin"
field int "takedamage"
// Defines for print level
#define PRINT_LOW 0 // pickup messages
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // chat messages
// Physic movetypes
#define PHYSICSTYPE_NONE 0 // MOVETYPE_NONE
#define PHYSICSTYPE_STATIC 1
#define PHYSICSTYPE_NOCLIP 2 // MOVETYPE_NOCLIP
#define PHYSICSTYPE_FLY 3 // MOVETYPE_FLY, MOVETYPE_FLYMISSILE, MOVETYPE_BOUNCE
#define PHYSICSTYPE_STEP 4 // MOVETYPE_WALK, MOVETYPE_STEP, MOVETYPE_TOSS, MOVETYPE_BOUNCE
#define PHYSICSTYPE_PUSH 5 // MOVETYPE_PUSH
#define PHYSICSTYPE_STOP 6 // MOVETYPE_STOP
#define MOVETYPE_FLYMISSILE 7
#define PHYSICSTYPE_SCRIPT_ANGULAR 8
#define NUM_PHYSICSTYPES 9
#define MOVETYPE_NONE 10 // never moves
#define MOVETYPE_NOCLIP 11 // origin and angles change with no interaction
#define MOVETYPE_PUSH 12 // no clip to world, push on box contact
#define MOVETYPE_STOP 13 // no clip to world, stops on box contact
#define MOVETYPE_WALK 14 // gravity
#define MOVETYPE_STEP 15 // gravity, special edge handling
#define MOVETYPE_FLY 16
#define MOVETYPE_TOSS 17 // gravity
#define MOVETYPE_BOUNCE 18
#define MOVETYPE_SCRIPT_ANGULAR 19 // moves with the rotation of another entity
// Defines for animation sequences
#define ACTION1_ANIMATION 0
#define ACTION2_ANIMATION 1
#define ACTION3_ANIMATION 2
#define ACTION4_ANIMATION 3
#define ACTION5_ANIMATION 4
#define ACTION6_ANIMATION 5
#define ACTION7_ANIMATION 6
#define ACTION8_ANIMATION 7
#define ACTION9_ANIMATION 8
#define ACTION10_ANIMATION 9
#define ACTION11_ANIMATION 10
#define ACTION12_ANIMATION 11
#define ACTION13_ANIMATION 12
#define ACTION14_ANIMATION 13
#define ACTION15_ANIMATION 14
#define ACTION16_ANIMATION 15
#define ACTION17_ANIMATION 16
#define ACTION18_ANIMATION 17
#define ACTION19_ANIMATION 18
#define ACTION20_ANIMATION 19
#define ATTACK1_ANIMATION 20
#define ATTACK2_ANIMATION 21
#define ATTACK3_ANIMATION 22
#define BACKPEDAL1_ANIMATION 23
#define DEATH1_ANIMATION 24
#define DEATH2_ANIMATION 25
#define DEATH3_ANIMATION 26
#define DEATH4_ANIMATION 27
#define GIB1_ANIMATION 28
#define IDLE1_ANIMATION 29
#define IDLE2_ANIMATION 30
#define IDLE3_ANIMATION 31
#define IDLE4_ANIMATION 32
#define IDLE5_ANIMATION 33
#define IDLE6_ANIMATION 34
#define JUMP1_ANIMATION 35
#define PAIN1_ANIMATION 36
#define PAIN2_ANIMATION 37
#define PAIN3_ANIMATION 38
#define PIVOTLEFTGO_ANIMATION 39
#define PIVOTLEFT_ANIMATION 40
#define PIVOTLEFTSTOP_ANIMATION 41
#define PIVOTRIGHTGO_ANIMATION 42
#define PIVOTRIGHT_ANIMATION 43
#define PIVOTRIGHTSTOP_ANIMATION 44
#define RUN1_ANIMATION 45
#define STEPLEFT_ANIMATION 46
#define STEPRIGHT_ANIMATION 47
#define THINKAGAIN_ANIMATION 48
#define TRANS1_ANIMATION 49
#define TRANS2_ANIMATION 50
#define TRANS3_ANIMATION 51
#define TRANS4_ANIMATION 52
#define TRANS5_ANIMATION 53
#define TRANS6_ANIMATION 54
#define WALKSTART_ANIMATION 55
#define WALK1_ANIMATION 56
#define WALK2_ANIMATION 57
#define WALK3_ANIMATION 58
#define WALK4_ANIMATION 59
#define WALKSTOP1_ANIMATION 60
#define WALKSTOP2_ANIMATION 61
#define ATTACK4_ANIMATION 62
#define ATTACK5_ANIMATION 63
#define SOLID_NOT 0
#define SOLID_SOLID 2
#define DAMAGE_NO 0 // Won't take damage
#define DAMAGE_YES 1 // Takes damage
#define DAMAGE_AIM 2 // Can be autotargeted???
#define DAMAGE_NO_RADIUS 3 // Will not take damage from radius blasts