// q_sh_interface.h -- included by interface program modules // Flags #define STAT_FLAG_SCOPE 0x0001 #define STAT_FLAG_INFOTICKER 0x0002 #define STAT_FLAG_WIND 0x0004 #define STAT_FLAG_MISSIONFAIL 0x0008 #define STAT_FLAG_HIT 0x0010 #define STAT_FLAG_TEAM 0x0020 #define STAT_FLAG_COUNTDOWN 0x0040 #define STAT_FLAG_MISSIONACC 0x0080 #define STAT_FLAG_MISSIONEXIT 0x0100 #define STAT_FLAG_SHOW_STEALTH 0x0200 #define STAT_FLAG_OBJECTIVES 0x0400 #define STAT_FLAG_HIDECROSSHAIR 0x0800 // player_state->stats[] indexes #define STAT_INV_TYPE 0 // cleared each frame #define STAT_HEALTH 1 #define STAT_CLIP_AMMO 2 #define STAT_AMMO 3 #define STAT_CLIP_MAX 4 #define STAT_ARMOR 5 #define STAT_WEAPON 6 #define STAT_INV_COUNT 7 // # of current inventory item #define STAT_FLAGS 8 #define STAT_LAYOUTS 9 #define STAT_FRAGS 10 #define STAT_STEALTH 11 #define STAT_FORCEHUD 12 // draw the HUD regardless of current weapon (tutorial level) // UNUSED I BELIEVE #define STAT_CASH2 12 // cash in bank #define STAT_CASH3 13 // cash to be awarded upon completion of mission #define STAT_DAMAGELOC 14 // last damage done to player #define STAT_DAMAGEDIR 15 // direction of the damage bracket on interface // Bit flags for client damage location #define CLDAM_HEAD 0x00000001 #define CLDAM_L_ARM 0x00000002 #define CLDAM_L_LEG 0x00000004 #define CLDAM_R_ARM 0x00000008 #define CLDAM_R_LEG 0x00000010 #define CLDAM_TORSO 0x00000020 // Index for client damage locations #define CL_HEAD 0 #define CL_L_ARM 1 #define CL_L_LEG 2 #define CL_R_ARM 3 #define CL_R_LEG 4 #define CL_TORSO 5 #define MAX_CLDAMAGE 6 // Bit flags for client damage brackets #define CLDAM_T_BRACKET 0x00000001 // Top bracket #define CLDAM_B_BRACKET 0x00000002 // Bottom bracket #define CLDAM_R_BRACKET 0x00000004 // Right bracket #define CLDAM_L_BRACKET 0x00000008 // Left bracket #define CLDAM_ALL_BRACKET 0x00000010 // All brackets