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e29eb5bbed
This is merely the basics needed to actually implement something.
146 lines
4 KiB
Text
146 lines
4 KiB
Text
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// constants for A_PlaySound
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enum ESoundFlags
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{
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CHAN_AUTO = 0,
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CHAN_WEAPON = 1,
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CHAN_VOICE = 2,
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CHAN_ITEM = 3,
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CHAN_BODY = 4,
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CHAN_5 = 5,
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CHAN_6 = 6,
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CHAN_7 = 7,
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// modifier flags
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CHAN_LISTENERZ = 8,
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CHAN_MAYBE_LOCAL = 16,
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CHAN_UI = 32,
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CHAN_NOPAUSE = 64,
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CHAN_LOOP = 256,
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CHAN_PICKUP = (CHAN_ITEM|CHAN_MAYBE_LOCAL), // Do not use this with A_StartSound! It would not do what is expected.
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CHAN_NOSTOP = 4096,
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CHAN_OVERLAP = 8192,
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// Same as above, with an F appended to allow better distinction of channel and channel flags.
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CHANF_DEFAULT = 0, // just to make the code look better and avoid literal 0's.
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CHANF_LISTENERZ = 8,
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CHANF_MAYBE_LOCAL = 16,
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CHANF_UI = 32,
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CHANF_NOPAUSE = 64,
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CHANF_LOOP = 256,
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CHANF_NOSTOP = 4096,
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CHANF_OVERLAP = 8192,
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CHANF_LOCAL = 16384,
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CHANF_LOOPING = CHANF_LOOP | CHANF_NOSTOP, // convenience value for replicating the old 'looping' boolean.
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};
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// sound attenuation values
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const ATTN_NONE = 0;
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const ATTN_NORM = 1;
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const ATTN_IDLE = 1.001;
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const ATTN_STATIC = 3;
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enum ERenderStyle
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{
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STYLE_None, // Do not draw
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STYLE_Normal, // Normal; just copy the image to the screen
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STYLE_Fuzzy, // Draw silhouette using "fuzz" effect
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STYLE_SoulTrans, // Draw translucent with amount in r_transsouls
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STYLE_OptFuzzy, // Draw as fuzzy or translucent, based on user preference
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STYLE_Stencil, // Fill image interior with alphacolor
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STYLE_Translucent, // Draw translucent
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STYLE_Add, // Draw additive
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STYLE_Shaded, // Treat patch data as alpha values for alphacolor
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STYLE_TranslucentStencil,
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STYLE_Shadow,
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STYLE_Subtract, // Actually this is 'reverse subtract' but this is what normal people would expect by 'subtract'.
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STYLE_AddStencil, // Fill image interior with alphacolor
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STYLE_AddShaded, // Treat patch data as alpha values for alphacolor
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STYLE_Multiply, // Multiply source with destination (HW renderer only.)
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STYLE_InverseMultiply, // Multiply source with inverse of destination (HW renderer only.)
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STYLE_ColorBlend, // Use color intensity as transparency factor
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STYLE_Source, // No blending (only used internally)
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STYLE_ColorAdd, // Use color intensity as transparency factor and blend additively.
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};
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enum ETranslationTable
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{
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TRANSLATION_Invalid,
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TRANSLATION_Basepalette,
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TRANSLATION_Remap,
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};
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enum EGameState
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{
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GS_LEVEL,
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GS_INTERMISSION,
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GS_FINALE,
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GS_DEMOSCREEN,
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GS_FULLCONSOLE,
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GS_HIDECONSOLE,
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GS_STARTUP,
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GS_TITLELEVEL,
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}
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const TEXTCOLOR_BRICK = "\034A";
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const TEXTCOLOR_TAN = "\034B";
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const TEXTCOLOR_GRAY = "\034C";
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const TEXTCOLOR_GREY = "\034C";
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const TEXTCOLOR_GREEN = "\034D";
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const TEXTCOLOR_BROWN = "\034E";
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const TEXTCOLOR_GOLD = "\034F";
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const TEXTCOLOR_RED = "\034G";
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const TEXTCOLOR_BLUE = "\034H";
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const TEXTCOLOR_ORANGE = "\034I";
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const TEXTCOLOR_WHITE = "\034J";
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const TEXTCOLOR_YELLOW = "\034K";
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const TEXTCOLOR_UNTRANSLATED = "\034L";
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const TEXTCOLOR_BLACK = "\034M";
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const TEXTCOLOR_LIGHTBLUE = "\034N";
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const TEXTCOLOR_CREAM = "\034O";
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const TEXTCOLOR_OLIVE = "\034P";
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const TEXTCOLOR_DARKGREEN = "\034Q";
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const TEXTCOLOR_DARKRED = "\034R";
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const TEXTCOLOR_DARKBROWN = "\034S";
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const TEXTCOLOR_PURPLE = "\034T";
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const TEXTCOLOR_DARKGRAY = "\034U";
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const TEXTCOLOR_CYAN = "\034V";
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const TEXTCOLOR_ICE = "\034W";
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const TEXTCOLOR_FIRE = "\034X";
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const TEXTCOLOR_SAPPHIRE = "\034Y";
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const TEXTCOLOR_TEAL = "\034Z";
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const TEXTCOLOR_NORMAL = "\034-";
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const TEXTCOLOR_BOLD = "\034+";
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const TEXTCOLOR_CHAT = "\034*";
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const TEXTCOLOR_TEAMCHAT = "\034!";
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enum EMonospacing
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{
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Mono_Off = 0,
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Mono_CellLeft = 1,
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Mono_CellCenter = 2,
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Mono_CellRight = 3
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};
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enum EPrintLevel
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{
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PRINT_LOW, // pickup messages
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PRINT_MEDIUM, // death messages
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PRINT_HIGH, // critical messages
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PRINT_CHAT, // chat messages
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PRINT_TEAMCHAT, // chat messages from a teammate
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PRINT_LOG, // only to logfile
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PRINT_BOLD = 200, // What Printf_Bold used
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PRINT_TYPES = 1023, // Bitmask.
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PRINT_NONOTIFY = 1024, // Flag - do not add to notify buffer
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PRINT_NOLOG = 2048, // Flag - do not print to log file
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};
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