sof-sdk/Sample/ds/common/header.ds
2000-06-15 00:00:00 +00:00

560 lines
16 KiB
Text

field vector "origin"
field float "origin_x"
field float "origin_y"
field float "origin_z"
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"
field int "health"
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
#define CHAN_ENT1 5
#define CHAN_ENT2 6
// modifier flags
#define CHAN_NO_PHS_ADD 8 // send to all clients, not just ones in PHS (ATTN 0 will also do this)
#define CHAN_RELIABLE 16 // send by reliable message, not datagram
// 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 MOVETYPE_NONE 0
#define MOVETYPE_NOCLIP 1
#define MOVETYPE_PUSH 2
#define MOVETYPE_STOP 3
#define MOVETYPE_WALK 4
#define MOVETYPE_STEP 5
#define MOVETYPE_FLY 6
#define MOVETYPE_TOSS 7
#define MOVETYPE_FLYMISSILE 8
#define MOVETYPE_BOUNCE 9
#define MOVETYPE_DAN 10
// Defines for animation emotions (facial expressions)
#define EMOTION_NORMAL 1
#define EMOTION_FEAR 2
#define EMOTION_ANGRY 3
#define EMOTION_PAIN 4
#define EMOTION_DEAD 5
#define EMOTION_TALK 6
#define EMOTION_TALKANGRY 7
#define EMOTION_TALKAFRAID 8
// Defines for animation sequences
#define UNKNOWN 0
#define RUN 1
#define JUMP 2
#define DEATH 5
#define DEATHTHROWN 6
#define DUCK_DN 7
#define DUCK_MID 8
#define DUCK_UP 9
#define DUCK_SHOOT 10
#define IDLE 11
#define IDLESTRETCH 12
#define IDLELOOK 13
#define SHOOT 14
#define WALK 15
#define AFRAIDRUN 19
#define GUN_IDLE 17
// The following are direct calls to specific animations
#define CCH_A_FWD_P_2 82
#define CCH_A_FWD_R_2 83
#define CCH_SONKNEES_2FRNT_N_N 84
#define CCH_XCCHCOWER_MID_A_A 86
#define CCH_XCCHCOWER_MID2_A_A 87
#define CCH_XCROUCH_UP_MRS_2 80
#define CCH_XCROUCH_UP_PK_A 81
#define CCH_XONKNEES_N_N_N 85
#define LB_PGENERICDIE_N_N_N 90
#define LS_XGETKICKED_N_N_N 43
#define PRN_XCOVERHEAD_N_A_A 88
#define SI_ISIT_N_A_A 125
#define SI_XALERTSTAND_UP_A_A 126
#define SI_XBYWALL_N_N_N 44
#define STD_ASHUFFLE_N_P_2 171
#define STD_ASHUFFLE_N_P_A 172
#define STD_ASHUFFLE_N_MS_2 173
#define STD_ASHUFFLE_N_R_2 174
#define STD_ASHUFFLE_N_L_2 175
#define STD_F_FWD_P_2 58
#define STD_F_FWD_S_2 59
#define STD_FATTITUDE_N_P_A 42
#define STD_FAUTOSWEEP_N_PM_A 96
#define STD_FCORNERPEAK_LT_P_A 65
#define STD_FCORNERPEAK_RT_P_A 66
#define STD_FGANGBANGER_N_M_2 97
#define STD_FSWATSTYLE_FWD_M_2 98
#define STD_FVIOLENT_DWN_M_2 100
#define STD_FVIOLENT_DWN_P_N 101
#define STD_IALERT_N_P_N 67
#define STD_ICLEANGUN_N_A_N 20
#define STD_ICLEANGUN2_N_MRS_2 68
#define STD_ILEANLOOK_FRM_PK_N 54
#define STD_ILEANLOOK_MID_PK_N 55
#define STD_ILEANLOOK_TO_PK_N 56
#define STD_ILOOKING_N_A_A 21
#define STD_ILOOKING_N_MRS_2 29
#define STD_IMONITORUP_N_A_N 22
#define STD_IMONITORUP2_N_A_N 69
#define STD_ISMOKE_FRM_A_N 76
#define STD_ISMOKE_N_A_N 77
#define STD_ISMOKE_TO_A_N 78
#define STD_ISTAND_N_MRS_2 31
#define STD_ITALK_N_A_N 23
#define STD_ITALK_N_MRS_2 32
#define STD_ITALKGEST1_N_A_N 24
#define STD_ITALKGEST2_N_A_N 25
#define STD_ITALKGEST3_N_A_N 26
#define STD_ITOUCHNUTS_N_A_N 79
#define STD_ITURNVALVE_FRM_N_N 33
#define STD_ITURNVALVE_N_N_N 34
#define STD_ITURNVALVE_TO_N_N 35
#define STD_IWIPEBROW_N_A_N 27
#define STD_JDIVE2PRONE_N_A_N 70
#define STD_JDOWN_N_A_A 57
#define STD_JDROP_N_A_A 36
#define STD_JRUN_FWD_A_A 75
#define STD_JUPTO_N_A_A 102
#define STD_MKICKLOW_N_A_A 37
#define STD_MNINJAKICK_N_A_B 103
#define STD_MPISTOLWHIP_N_P_N 38
#define STD_R_DWNST_MRS_2 105
#define STD_R_N_MRS_2 60
#define STD_R_N_PK_N 61
#define STD_RAFRAID_N_N_N 71
#define STD_RAIMSTRAF_LT_MRS_2 106
#define STD_RAIMSTRAF_LT_P_CBN 107
#define STD_RAIMSTRAF_RT_MRS_2 108
#define STD_RAIMSTRAF_RT_P_CBN 109
#define STD_RBACKAIM_N_MRS_2 110
#define STD_RBACKAIM_N_P_2 111
#define STD_RGUNUP_N_P_2 62
#define STD_MRIFLEBUTT_N_MRS_2 104
#define STD_SBLOWN_2BK_N_N 72
#define STD_SFALLFWD_2FRNT_N_N 112
#define STD_SINBACK_2FRNT_N_N 39
#define STD_SSTUMBLE_2FRNT_N_N 113
#define STD_SSTUMBLE_2BK_P_N 45
#define STD_SVIOLENT_N_N_N 89
#define STD_WATTITUDE_N_PK_A 91
#define STD_WBCKSIGNAL_N_N_N 53
#define STD_WCARRY1_N_N_N 50
#define STD_WJOG_N_MRS_2 92
#define STD_WJOGGUNDWN_N_P_2 93
#define STD_WJOGGUNUP_N_P_A 94
#define STD_WNORMAL_N_PK_A 51
#define STD_WPATROL_N_MRS_2 52
#define STD_WPUSH_N_N_N 46
#define STD_WPUSHCART_N_N_N 95
#define STD_XAFRAIDSHAKE_N_N_N 47
#define STD_XALARMPUSH_N_A_N 30
#define STD_XBOOMCROUCH_N_A_N 73
#define STD_XCCHCOWER_DWN_A_A 114
#define STD_XCHOKE_N_N_N 115
#define STD_XDANCE_N_N_N 116
#define STD_XDONTSHOOT_N_A_N 63
#define STD_XGOPRONE_N_A_A 117
#define STD_XFEARWAVE_N_N_N 64
#define STD_XKICKDOOR_N_A_A 48
#define STD_XTUMBLE_2FRNT_N_N 74
#define STD_XLADDER_DWN_A_A 118
#define STD_XLADDER_UP_A_A 119
#define STD_XROLL_LT_A_A 120
#define STD_XROLL_RT_A_A 121
#define STD_XROLLTOCCH_FWD_A_A 122
#define STD_XSTARTLED_N_A_A 123
#define STD_XSTUMBLE_N_A_A 124
#define STD_XYELLATYOU_N_A_A 49
#define STD_XYELLPOINT_FWD_A_N 40
#define STD_XYELLWAVE_BK_A_N 41
#define SCRIPT_RELEASE 99
#define PRN_C_N_A_2 127
#define PRN_XCOVERHEAD_TO_A_A 128
#define PRN_XFALLING_N_N_N 129
#define PRN_XFALLLAND_N_N_N 130
#define PRN_XTOSTAND_N_A_A 131
#define CCH_RAIM_FWD_MRS_2 132
#define CCH_RAIM_FWD_P_2 133
#define CCH_XCCHCOWER2_MID_A_A 134
//it's actually lb_pcrawl_bk_a_n. see below. #define LB_PCRAWL_BCK_P_N 135
#define LB_XLEANUPSHOOT_N_P_N 136
#define CCH_A_FWD_MS_2 137
#define CCH_F_FWD_L_2 138
#define CCH_RAIM_N_L_2 139
#define CCH_TLOBGRENADE_N_A_N 140
#define STD_ECHOKEKNEES_TO_N_N 141
#define CCH_ECHOKEKNEES_N_N_N 142
#define CCH_ECHOKEDEATH_N_N_N 143
#define STD_SELECTROCUTE_N_N_N 144
#define STD_EOFFLADDER_UP_A_N 145
#define STD_EPOUNDDOOR_N_A_N 146
#define STD_F_FWD_R_2 147
#define STD_EBUSTGLASS_N_MRS_2 148
#define STD_ECOMEHERE_N_A_N 149
#define STD_EFALLDEATH_N_N_N 150
#define STD_EFALLIMPACT_N_N_N 151
#define STD_EFLIPTABLE_N_A_N 152
#define STD_EPUSHBUTTONS_N_N_N 153
#define STD_EPUSHCRATE_N_A_N 154
#define STD_ESIGNALALARM_N_A_N 155
#define STD_ETYPING_N_N_N 156
#define STD_EWALL2WALK_N_MRS_2 157
#define STD_EWALL2WALK_N_PK_N 158
#define STD_EWALLIDLE_N_MRS_2 159
#define STD_EWALLIDLE_N_PK_N 160
#define STD_EWALLLOOK_LT_MRS_2 161
#define STD_EWALLLOOK_LT_PK_N 162
#define STD_EWALLLOOK_RT_MRS_2 163
#define STD_EWALLLOOK_RT_PK_N 164
#define STD_EWRENCHH_FRM_N_N 165
#define STD_EWRENCHH_N_N_N 166
#define STD_EWRENCHH_TO_N_N 167
#define STD_EWRENCHV_FRM_N_N 168
#define STD_EWRENCHV_N_N_N 169
#define STD_EWRENCHV_TO_N_N 170
#define STD_IPISS_N_A_A 176
#define STD_ATHREAT_DWN_P_N 177
#define STD_ATHREAT_FWD_P_N 178
#define STD_ATHREATYEL_DWN_P_N 179
#define STD_ATHREATYEL_FWD_P_N 180
#define STD_EEXAMINEWALL_N_A_N 181
#define STD_ERAGESHOOT_N_P_N 182
#define STD_ESABREMOCK_N_A_N 183
#define STD_RTOSTOP_N_PK_N 184
#define STD_ETALKBOTH_N_A_N 185
#define STD_ETALK_N_A_N 186
#define STD_EHEADNOD_N_A_N 187
#define STD_EHEADSHAKE_N_A_N 188
#define STD_EJUMPRAIL_N_A_N 189
#define STD_WTOSTOP_N_PK_A 190
#define STD_ESPIN180_LT_A_N 191
#define STD_ESPIN180_RT_A_N 192
#define STD_ETORUN_N_P_N 193
#define STD_ILEAN_N_P_N 194
#define STD_WBACKAIM_N_MS_2 195
#define STD_ETALKRIGHT_N_A_N 196
#define STD_ECLIMBLEDG_DWN_A_N 197
#define STD_ECLIMBLEDG_MID_A_N 198
#define STD_ECLIMBLEDGE_UP_A_N 199
#define STD_EDROPGRENADE_N_A_N 200
#define STD_EFRMSHADOW_N_MRS_2 201
#define STD_EFRMSHADOW_N_P_N 202
#define STD_EHANDTALK_FRM_P_N 203
#define STD_EHANDTALK_N_P_N 204
#define STD_EHANDTALK_TO_MRS_N 205
#define STD_EHANDTALK_TO_P_N 206
#define STD_EHANDTALK_FRM_MRS_N 207
#define STD_EHEADSET_FRM_P_N 208
#define STD_EHEADSET_MID_P_N 209
#define STD_EHEADSET_TO_P_N 210
#define STD_ESALUTE_FRM_MRS_N 211
#define STD_ESALUTE_N_MRS_N 212
#define STD_ESALUTE_TO_MRS_N 213
#define STD_ETALKLEFT_N_A_N 214
#define STD_ETALKLKLT_FRM_A_N 215
#define STD_ETALKLKLT_MID_A_N 216
#define STD_ETALKLKLT_TO_A_N 217
#define STD_ETALKLKRT_FRM_A_N 218
#define STD_ETALKLKRT_MID_A_N 219
#define STD_ETALKLKRT_TO_A_N 220
#define STD_ETORUN_N_MRS_2 221
#define STD_ETURN90_LT_A_N 222
#define STD_ETURN90_RT_A_N 223
#define STD_IGUNUP_N_A_N 224
#define STD_RONFIRE_N_N_N 225
#define STD_RONFIRETODTH_N_N_N 226
#define STD_RTOSTOP_N_MRS_2 227
#define STD_SSHOULDER_LT_N_N 228
#define STD_SUNHURT_BK_PK_N 229
#define STD_EDROPCROUCH_N_A_A 230
#define STD_TRUN_N_A_N 231
#define STD_W_N_PN_N 232
#define STD_WCARRY2_N_N_N 233
#define STD_WTALK_LT_MRS_2 234
#define A4_ASCRAMBLE_N_A_N 235
#define CCH_ENODLEFT_N_A_A 236
#define CCH_ENODRIGHT_N_A_A 237
#define CCH_ESCANTALK_LT_A_A 238
#define CCH_ESCANTALK_RT_A_A 239
#define CCH_IREADY_N_A_A 240
#define STD_FAUTOSWEEP_N_M_2 241
#define STD_L_N_MS_2 242
#define STD_ISTAND_N_A_N 243
#define STD_ECHOKESHOOT_N_A_N 244
#define STD_SONFIRE_2BK_N_N 245
#define STD_ETALK_FRM_A_N 246
#define STD_ETALK_TO_A_N 247
#define STD_JDROP_TO_A_N 248
#define STD_ATHREATSHT_DWN_P_N 249
#define LB_PHOLDLEG_LT_N_N 250
#define STD_XCOCK_N_S_2 251
#define STD_STOKNEES_2BK_N_N 252
#define STD_SGUT_2SIDE_N_N 253
#define STD_XLADDERFRM_UP_A_A 254
#define STD_SGUNFROMHAND_N_N_N 255
#define CCH_ETOSTAND_N_A_N 256
#define STD_ININJA_N_P_N 257
#define STD_XHANDSPRING_FWD_A_N 258
#define STD_EGANGSALUTE_N_A_N 259
#define STD_WBACKWARDS_N_A_N 260
#define STD_SSABREDEATH_BK_N_N 261
#define STD_WSTEALTH_N_PK_N 262
#define STD_JTHROWSTAR_FWD_A_N 263
#define PRN_A_N_A_2 264
#define STD_EYELL_N_A_N 265
#define STD_IALERTLK_RT_MRS_2 266
#define STD_EPUSHBUTTONH_N_A_N 267
#define STD_IALERT_N_MRS_2 268
#define STD_RDYNAMIC_N_A_N 269
#define STD_WAIM_FWD_P_2 270
#define STD_A_FWD_P_2 271
#define STD_IETALKPOSE_N_A_N 272
#define STD_FRAPIDSWEEP_LT_P_2 273
#define STD_IALERTTRN_LT_P_N 274
#define STD_ESUPRISE90_LT_A_N 275
#define STD_FAUTOSWEEP_UP_M_2 276
#define STD_XATKPAUSE1_N_MRS_2 277
#define LB_PCRAWL_BK_P_N 278
#define SI_EWALLIDLE_N_A_N 279
#define SI_EWALLTALK_N_A_N 280
#define STD_ETOAIM_N_P_2 281
#define STD_A_UP_P_2 282
#define SI_EWALLFEAR_N_A_N 283
#define STD_ESALUTE_TO_A_N 284
#define STD_ESALUTE_N_A_N 285
#define STD_ESALUTE_FRM_A_N 286
#define STD_ESALUTATIONS_N_A_N 287
#define STD_ECLIMBSHAFT_N_A_N 288
#define STD_XATKPAUSE2_N_PK_N 289
#define CCH_W_N_A_N 290
#define CCH_EWALK2CCH_N_A_N 291
#define CCH_ETALK_DWN_P_N 292
#define STD_ITALKPOSE_UP_A_N 293
#define CCH_ITALKPOSE_DWN_A_N 294
#define STD_ETALK_UP_A_N 295
#define CCH_EHEADNOD_N_A_N 296
#define CCH_ECCH2WALK_N_A_N 297
#define STD_XATKPAUSE1_N_PK_N 298
#define STD_WFAST_N_A_N 299
#define STD_ERAGEIDLE_N_P_N 300
#define CCH_XCCHCOWER_UP_A_A 301
#define STD_IETALKPOSE_RT_A_N 302
#define STD_EBOOKLOOK_N_A_N 303
#define STD_EBOOKSCAN_N_A_N 304
#define STD_XOPENDOOR_N_A_N 305
#define STD_XCROUCH_DWN_PK_A 306
#define CCH_EHEADSET_FRM_A_N 307
#define CCH_EHEADSET_MID_A_N 308
#define STD_SHEAD_2FRNT_N_N 309
#define STD_W_N_MRS_2 310
#define STD_EDKRAIM_N_A_N 311
#define CCH_EHAWKKNEES_N_N_N 312
#define STD_EDKRAIMTALK_N_A_N 313
#define STD_EDKRFIRELK_RT_A_N 314
#define CCH_EHAWKDEATH_N_N_N 315
#define CCH_EHAWKKNEETLK_N_N_N 316
#define CCH_EHAWKCROUCH_N_A_N 317
#define CCH_EHEADSET_TO_A_N 318
#define LB_ESLIDE_N_PK_N 319
#define STD_A_FWD_P_CB 320
#define STD_IGUNUPLOOK_N_A_N 321
#define STD_FRAPID_N_P_2 322
#define STD_EDKRAIMLK_FWD_A_N 323
#define STD_EWHIRL_RT_A_N 324
#define STD_FSWEEPUP_FRM_A_A 325
#define STD_FSWEEPUP_TO_A_A 326
#define STD_XTAKECOVER_N_A_N 327
#define STD_ESABREBLUFF_N_A_A 328
#define STD_EAUTOSWEEP_N_PM_A 329
#define CCH_F_FWD_S_2 330
#define STD_F_FWD_P_CB 331
#define STD_SOUTWINDOW_N_A_N 332
#define STD_XCROUCH_DWN_MRS_2 333
#define STD_XCROUCH_DWN_P_2 334
#define STD_TGRENADE_N_A_N 335
#define STD_TUNDER_N_A_N 336
#define CCH_XCROUCH_UP_L_2 337
#define STD_XCROUCH_DWN_L_2 338
#define STD_XCROUCH_DWN_P_A 339
#define STD_RAIM_N_MRS_2 340
#define STD_WFIRE_FWD_MS_2 341
#define CCH_AFIRE_FWD_MS_2 342
#define STD_F_FWD_M_2 343
#define CCH_F_FWD_M_2 344
#define STD_EPUSHOVER_N_PK_A 345
#define STD_EMERCHALL_N_A_A 346
#define STD_EMERCHONE_N_A_A 347
#define STD_IEMERCHANT_N_A_A 348
#define STD_EMERCHWAVE_RT_A_A 349
#define STD_EMERCHTALK_N_A_A 350
#define STD_EMERCHWAVE_LT_A_A 351
#define STD_EBEG_N_A_A 352
#define STD_ICLEANGUN2_N_PK_N 353
#define CCH_XCCHCOWER_N_A_N 354
// if we wind up #define'ing more than 500 anims, update ANIMLISTSIZE in ds.exe/ds.cpp
#define SOLID_NOT 0
#define SOLID_SOLID 2 // erm, why wasn't this made SOLID_BBOX? grrrr
#define SOLID_BSP 3
#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
// Commands for the helicopter
// Note: Scripter REALLY needs Ghoul support
#define HELI_TAKEOFF 1
#define HELI_LAND 2
#define HELI_REPAIR 3
#define HELI_REARM 4
#define HELI_GOTO_COORDS 5
#define HELI_GOTOREL_ENTITY 6
#define HELI_GOTOREL_ENT_X 7
#define HELI_GOTOREL_ENT_Y 8
#define HELI_GOTOREL_ENT_Z 9
#define HELI_MOVEREL 10
#define HELI_PAUSE 11
#define HELI_FACE_RELENT 12
#define HELI_FACE_ABSCOORDS 13
#define HELI_FACE_ABSDIR 14
#define HELI_FACE_RELCOORDS 15
#define HELI_PILOT_FACERELENT 16
#define HELI_PILOT_FACERELCOORDS 17
#define HELI_PILOT_FACEABSCOORDS 18
#define HELI_GUNNER_FACERELENT 19
#define HELI_GUNNER_FACERELCOORDS 20
#define HELI_GUNNER_FACEABSCOORDS 21
#define HELI_STRAFE_RT 22
#define HELI_STRAFE_LT 23
#define HELI_ROCKETS_ENABLE 24
#define HELI_ROCKETS_DISABLE 25
#define HELI_CHAINGUN_ENABLE 26
#define HELI_CHAINGUN_DISABLE 27
#define HELI_FIREAT_RELENT 28
#define HELI_FIREAT_ABSCOORDS 29
#define HELI_FIREAT_RELCOORDS 30
#define HELI_AUTOFIRE_ON 31
#define HELI_AUTOFIRE_OFF 32
#define HELI_HOVER_PASSIVE 33
#define HELI_HOVER_AGGRESSIVE 34
#define HELI_SET_WORLDMINS 35
#define HELI_SET_WORLDMAXS 36
#define HELI_SET_MAXHEALTH 37
#define HELI_SET_HEALTH 38
#define HELI_SET_DEATHDEST 39
#define HELI_SET_TRACEDIMS 40
#define HELI_AI 41
#define HELI_WAYPOINT 42
#define HELI_VOLUME 43
#define HELI_VOLUMEMINS 44
#define HELI_VOLUMEMAXS 45
#define HELI_DEBUG 46
#define HELI_CHANGE_SKIN 47
#define HELI_CHANGE_BODY 48
#define HELI_OUT_OF_CONTROL 49
// use these for snowcats as well as tanks
#define TANK_GOTOCOORDS 1
#define TANK_FIRECANNONATCOORDS 2
#define TANK_MACHGUNAUTO 3
#define TANK_DIE 4
#define TANK_AIMTURRET 5
// defines for null targeting
#define HEAD 1
// #define NECK 2
#define LSHOULDER 3
#define RSHOULDER 4
#define CHEST 5
#define GUT 6
#define GROIN 7
#define GUNHAND 8
#define NUG_O_POPPIN 9