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