2019-09-01 02:18:15 +00:00
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/*
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* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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2019-01-19 04:50:25 +00:00
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2019-02-20 13:30:16 +00:00
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/* Those are constant for HL BSP and CANNOT be changed.
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* Blame Valve for purchasing a Quake II license but not
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* scrapping hull sizes for their .bsp format... */
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const vector VEC_HULL_MIN = [-16,-16,-36];
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const vector VEC_HULL_MAX = [16,16,36];
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const vector VEC_CHULL_MIN = [-16,-16,-18];
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const vector VEC_CHULL_MAX = [16,16,18];
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2019-01-19 04:50:25 +00:00
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2019-09-01 02:18:15 +00:00
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/* Counter-Strike players are hunched over a little bit */
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2019-01-29 02:40:14 +00:00
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#ifdef CSTRIKE
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2019-09-01 02:18:15 +00:00
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const vector VEC_PLAYER_VIEWPOS = [0,0,20];
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2019-02-20 13:30:16 +00:00
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const vector VEC_PLAYER_CVIEWPOS = [0,0,12];
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2019-09-01 02:18:15 +00:00
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#else
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2019-02-20 13:30:16 +00:00
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const vector VEC_PLAYER_VIEWPOS = [0,0,24];
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const vector VEC_PLAYER_CVIEWPOS = [0,0,12];
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2019-01-29 02:40:14 +00:00
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#endif
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2019-01-19 04:50:25 +00:00
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// Actually used by input_button etc.
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2019-09-01 02:18:15 +00:00
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#define INPUT_BUTTON0 0x00000001
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#define INPUT_BUTTON2 0x00000002
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#define INPUT_BUTTON3 0x00000004
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#define INPUT_BUTTON4 0x00000008
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#define INPUT_BUTTON5 0x00000010
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#define INPUT_BUTTON6 0x00000020
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#define INPUT_BUTTON7 0x00000040
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#define INPUT_BUTTON8 0x00000080
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2019-01-19 04:50:25 +00:00
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2019-09-01 02:18:15 +00:00
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// Engine reserved flags
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#define FL_FLY (1<<0)
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#define FL_SWIM (1<<1)
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#define FL_GLIMPSE (1<<2)
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#define FL_CLIENT (1<<3)
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#define FL_INWATER (1<<4)
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#define FL_MONSTER (1<<5)
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#define FL_GODMODE (1<<6)
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#define FL_NOTARGET (1<<7)
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#define FL_ITEM (1<<8)
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#define FL_ONGROUND (1<<9)
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#define FL_PARTIALGROUND (1<<10)
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#define FL_WATERJUMP (1<<11)
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#define FL_JUMPRELEASED (1<<12)
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2019-03-01 22:24:46 +00:00
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#define FL_FINDABLE_NONSOLID (1<<14)
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2019-09-01 02:18:15 +00:00
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#define FLQW_LAGGEDMOVE (1<<16)
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2019-03-01 22:24:46 +00:00
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// FreeCS flags
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2019-09-01 20:39:56 +00:00
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#define FL_FLASHLIGHT (1<<17)
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2019-09-01 02:18:15 +00:00
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#define FL_REMOVEME (1<<18)
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#define FL_CROUCHING (1<<19)
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#define FL_SEMI_TOGGLED (1<<20)
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#define FL_FROZEN (1<<21)
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#define FL_ONLADDER (1<<13)
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2019-01-19 04:50:25 +00:00
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2019-09-08 10:59:17 +00:00
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#define UPDATE_ALL 16777215
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2019-09-04 08:38:39 +00:00
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/* global hitmesh definitions */
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enum {
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BODY_DEFAULT,
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BODY_HEAD,
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BODY_CHEST,
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BODY_STOMACH,
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BODY_ARMLEFT,
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BODY_ARMRIGHT,
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BODY_LEGLEFT,
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BODY_LEGRIGHT
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};
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2019-09-28 23:54:29 +00:00
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enumflags
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{
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DMG_GENERIC,
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DMG_CRUSH,
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DMG_BULLET,
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DMG_SLASH,
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DMG_BURN,
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DMG_VEHICLE,
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DMG_FALL,
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DMG_EXPLODE,
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DMG_BLUNT,
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DMG_ELECTRO,
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DMG_SOUND,
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DMG_ENERGYBEAM,
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DMG_GIB_NEVER,
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DMG_GIB_ALWAYS,
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DMG_DROWN,
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DMG_PARALYZE,
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DMG_NERVEGAS,
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DMG_POISON,
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DMG_RADIATION,
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DMG_DROWNRECOVER,
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DMG_ACID,
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DMG_SLOWBURN,
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DMG_SLOWFREEZE,
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DMG_SKIP_ARMOR,
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DMG_SKIP_RAGDOLL
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};
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2019-01-19 04:50:25 +00:00
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#define clamp(d,min,max) bound(min,d,max)
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2019-03-25 00:49:27 +00:00
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.float jumptime;
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.float teleport_time;
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2019-09-01 09:45:42 +00:00
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void* memrealloc( __variant *oldptr, int elementsize, int oldelements, int newelements )
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{
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void *n = memalloc( elementsize * newelements );
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memcpy( n, oldptr, elementsize * min( oldelements, newelements ) );
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memfree( oldptr );
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return n;
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}
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2019-09-03 02:58:49 +00:00
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void Empty(void)
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{
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}
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