from the game specific code. Add some helper macros... clean a whole bunch up.
44 lines
1.2 KiB
C
44 lines
1.2 KiB
C
/*
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* Copyright (c) 2016-2020 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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typedef 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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} damageType_t;
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