#define BIT(%0) (1<<(%0)) #define NULLENT -1 #define MAX_WEAPONS 32 #define MAX_CLIENTS 32 // Max # of clients allowed in a server. #define MAX_ITEM_TYPES 6 // hud item selection slots #define MAX_EDICT_BITS 11 // How many bits to use to encode an edict. # of bits needed to represent max edicts #define MAX_EDICTS (1<<MAX_EDICT_BITS) // Max # of edicts in a level (2048)
#define IN_ATTACK (1<<0) #define IN_JUMP (1<<1) #define IN_DUCK (1<<2) #define IN_FORWARD (1<<3) #define IN_BACK (1<<4) #define IN_USE (1<<5) #define IN_CANCEL (1<<6) #define IN_LEFT (1<<7) #define IN_RIGHT (1<<8) #define IN_MOVELEFT (1<<9) #define IN_MOVERIGHT (1<<10) #define IN_ATTACK2 (1<<11) #define IN_RUN (1<<12) #define IN_RELOAD (1<<13) #define IN_ALT1 (1<<14) #define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down
#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground #define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) #define FL_CONVEYOR (1<<2) #define FL_CLIENT (1<<3) #define FL_INWATER (1<<4) #define FL_MONSTER (1<<5) #define FL_GODMODE (1<<6) #define FL_NOTARGET (1<<7) #define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself #define FL_ONGROUND (1<<9) // At rest / on the ground #define FL_PARTIALGROUND (1<<10) // Not all corners are valid #define FL_WATERJUMP (1<<11) // Player jumping out of water #define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera #define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them #define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched #define FL_FLOAT (1<<15) // Apply floating force to this entity when in water #define FL_GRAPHED (1<<16) // Worldgraph has this ent listed as something that blocks a connection #define FL_IMMUNE_WATER (1<<17) #define FL_IMMUNE_SLIME (1<<18) #define FL_IMMUNE_LAVA (1<<19) #define FL_PROXY (1<<20) // This is a spectator proxy #define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path) #define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum) #define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set #define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction. #define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) #define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc. #define FL_CUSTOMENTITY (1<<29) // This is a custom entity #define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time #define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
Custom flags that we can retrieve in pfnShouldCollide/TraceLine/TraceHull
#define FTRACE_BULLET (1<<16) #define FTRACE_FLASH (1<<17) #define FTRACE_KNIFE (1<<18)
#define MOVETYPE_NONE 0 // Never moves #define MOVETYPE_WALK 3 // Player only - moving on the ground #define MOVETYPE_STEP 4 // Gravity, special edge handling -- monsters use this #define MOVETYPE_FLY 5 // No gravity, but still collides with stuff #define MOVETYPE_TOSS 6 // Gravity/Collisions #define MOVETYPE_PUSH 7 // No clip to world, push and crush #define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity #define MOVETYPE_FLYMISSILE 9 // Extra size to monsters #define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces #define MOVETYPE_BOUNCEMISSILE 11 // Bounce w/o gravity #define MOVETYPE_FOLLOW 12 // Track movement of aiment #define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision)
Some movetypes will cause collisions independent of SOLID_NOT and SOLID_TRIGGER when the entity moves. SOLID only effects OTHER entities colliding with this one when they move - UGH!
#define SOLID_NOT 0 // No interaction with other objects #define SOLID_TRIGGER 1 // Touch on edge, but not blocking #define SOLID_BBOX 2 // Touch on edge, block #define SOLID_SLIDEBOX 3 // Touch on edge, but not an onground #define SOLID_BSP 4 // BSP clip, touch on edge, block
#define DEAD_NO 0 // Alive #define DEAD_DYING 1 // Playing death animation or still falling off of a ledge waiting to hit ground #define DEAD_DEAD 2 // Dead, lying still #define DEAD_RESPAWNABLE 3 #define DEAD_DISCARDBODY 4
#define DAMAGE_NO 0.0 #define DAMAGE_YES 1.0 #define DAMAGE_AIM 2.0
#define EF_BRIGHTFIELD 1 // Swirling cloud of particles #define EF_MUZZLEFLASH 2 // Single frame ELIGHT on entity attachment 0 #define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin #define EF_DIMLIGHT 8 // Player flashlight #define EF_INVLIGHT 16 // Get lighting from ceiling #define EF_NOINTERP 32 // Don't interpolate the next frame #define EF_LIGHT 64 // Rocket flare glow sprite #define EF_NODRAW 128 // Don't draw entity #define EF_FORCEVISIBILITY 2048 // force visibility #define EF_OWNER_VISIBILITY 4096 // visibility for owner #define EF_OWNER_NO_VISIBILITY 8192 // no visibility for owner
#define BREAK_TYPEMASK 0x4F #define BREAK_GLASS 0x01 #define BREAK_METAL 0x02 #define BREAK_FLESH 0x04 #define BREAK_WOOD 0x08 #define BREAK_SMOKE 0x10 #define BREAK_TRANS 0x20 #define BREAK_CONCRETE 0x40 #define BREAK_2 0x80
#define BOUNCE_GLASS BREAK_GLASS #define BOUNCE_METAL BREAK_METAL #define BOUNCE_FLESH BREAK_FLESH #define BOUNCE_WOOD BREAK_WOOD #define BOUNCE_SHRAP 0x10 #define BOUNCE_SHELL 0x20 #define BOUNCE_CONCRETE BREAK_CONCRETE #define BOUNCE_SHOTSHELL 0x80
#define TE_BOUNCE_NULL 0 #define TE_BOUNCE_SHELL 1 #define TE_BOUNCE_SHOTSHELL 2
These constants are linked to different camera modes available when you are spectating (either dead or when in spectator team). Usually this is stored in the var_iuser1 field in Counter-Strike game.
#define OBS_NONE 0 #define OBS_CHASE_LOCKED 1 // Locked Chase Cam #define OBS_CHASE_FREE 2 // Free Chase Cam #define OBS_ROAMING 3 // Free Look #define OBS_IN_EYE 4 // First Person #define OBS_MAP_FREE 5 // Free Overview #define OBS_MAP_CHASE 6 // Chase Overview
#define PLAYER_CAN_SHOOT (1<<0) #define PLAYER_FREEZE_TIME_OVER (1<<1) #define PLAYER_IN_BOMB_ZONE (1<<2) #define PLAYER_HOLDING_SHIELD (1<<3) #define PLAYER_PREVENT_DUCK (1<<4) #define PLAYER_PREVENT_CLIMB (1<<5) // The player can't climb ladder #define PLAYER_PREVENT_JUMP (1<<6)
#define DMG_GENERIC 0 // Generic damage was done #define DMG_CRUSH (1<<0) // Crushed by falling or moving object #define DMG_BULLET (1<<1) // Shot #define DMG_SLASH (1<<2) // Cut, clawed, stabbed #define DMG_BURN (1<<3) // Heat burned #define DMG_FREEZE (1<<4) // Frozen #define DMG_FALL (1<<5) // Fell too far #define DMG_BLAST (1<<6) // Explosive blast damage #define DMG_CLUB (1<<7) // Crowbar, punch, headbutt #define DMG_SHOCK (1<<8) // Electric shock #define DMG_SONIC (1<<9) // Sound pulse shockwave #define DMG_ENERGYBEAM (1<<10) // Laser or other high energy beam #define DMG_NEVERGIB (1<<12) // With this bit OR'd in, no damage type will be able to gib victims upon death #define DMG_ALWAYSGIB (1<<13) // With this bit OR'd in, any damage type can be made to gib victims upon death. #define DMG_DROWN (1<<14) // Drowning #define DMG_PARALYZE (1<<15) // Slows affected creature down #define DMG_NERVEGAS (1<<16) // Nerve toxins, very bad #define DMG_POISON (1<<17) // Blood poisioning #define DMG_RADIATION (1<<18) // Radiation exposure #define DMG_DROWNRECOVER (1<<19) // Drowning recovery #define DMG_ACID (1<<20) // Toxic chemicals or acid burns #define DMG_SLOWBURN (1<<21) // In an oven #define DMG_SLOWFREEZE (1<<22) // In a subzero freezer #define DMG_MORTAR (1<<23) // Hit by air raid (done to distinguish grenade from mortar) #define DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade #define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage // These are the damage types that are allowed to gib corpses #define DMG_GIB_CORPSE (DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB) // These are the damage types that have client hud art #define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
#define GIB_NORMAL 0 // Gib if entity was overkilled #define GIB_NEVER 1 // Never gib, no matter how much death damage is done ( freezing, etc ) #define GIB_ALWAYS 2 // Always gib ( Houndeye Shock, Barnacle Bite )
#define PFLAG_ONLADDER (1<<0) #define PFLAG_ONSWING (1<<0) #define PFLAG_ONTRAIN (1<<1) #define PFLAG_ONBARNACLE (1<<2) #define PFLAG_DUCKING (1<<3) // In the process of ducking, but totally squatted yet #define PFLAG_USING (1<<4) // Using a continuous entity #define PFLAG_OBSERVER (1<<5) // Player is locked in stationary cam mode. Spectators can move, observers can't.
#define HIDEHUD_WEAPONS (1<<0) #define HIDEHUD_FLASHLIGHT (1<<1) #define HIDEHUD_ALL (1<<2) #define HIDEHUD_HEALTH (1<<3) #define HIDEHUD_TIMER (1<<4) #define HIDEHUD_MONEY (1<<5) #define HIDEHUD_CROSSHAIR (1<<6) #define HIDEHUD_OBSERVER_CROSSHAIR (1<<7)
#define ITEM_FLAG_SELECTONEMPTY (1<<0) #define ITEM_FLAG_NOAUTORELOAD (1<<1) #define ITEM_FLAG_NOAUTOSWITCHEMPTY (1<<2) #define ITEM_FLAG_LIMITINWORLD (1<<3) #define ITEM_FLAG_EXHAUSTIBLE (1<<4) #define ITEM_FLAG_NOFIREUNDERWATER (1<<5)
#define SF_TRAIN_WAIT_RETRIGGER 1 #define SF_TRAIN_START_ON 4 // Train is initially moving #define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
#define SF_WALL_TOOGLE_START_OFF 0x0001 #define SF_WALL_TOOGLE_NOTSOLID 0x0008
#define SF_CONVEYOR_VISUAL 0x0001 #define SF_CONVEYOR_NOTSOLID 0x0002
#define SF_BUTTON_DONTMOVE 1 #define SF_BUTTON_TOGGLE 32 // Button stays pushed until reactivated #define SF_BUTTON_SPARK_IF_OFF 64 // Button sparks in OFF state #define SF_BUTTON_TOUCH_ONLY 256 // Button only fires as a result of USE key.
#define SF_ROTBUTTON_NOTSOLID 1 #define SF_ROTBUTTON_BACKWARDS 2
#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
#define MAX_MS_TARGETS 32 // maximum number of targets a single multisource entity may be assigned. #define SF_MULTI_INIT 1
#define SF_MOMENTARY_DOOR 0x0001 // Make this button behave like a door (HACKHACK) // This will disable use and make the button solid // rotating buttons were made SOLID_NOT by default since their were some // collision problems with them...
#define SF_BTARGET_USE 0x0001 #define SF_BTARGET_ON 0x0002
#define SF_DOOR_START_OPEN 1 #define SF_DOOR_PASSABLE 8 #define SF_DOOR_NO_AUTO_RETURN 32 #define SF_DOOR_USE_ONLY 256 // door must be opened by player's use button. #define SF_DOOR_TOUCH_ONLY_CLIENTS 1024 // Only clients can touch #define SF_DOOR_ACTUALLY_WATER 0x80000000 // This bit marks that func_door are actually func_water
#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
#define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them
#define SF_BUBBLES_STARTOFF 0x0001
#define SF_BLOOD_RANDOM 0x0001 #define SF_BLOOD_STREAM 0x0002 #define SF_BLOOD_PLAYER 0x0004 #define SF_BLOOD_DECAL 0x0008
#define SF_SHAKE_EVERYONE 0x0001 // Don't check radius #define SF_SHAKE_DISRUPT 0x0002 // Disrupt controls #define SF_SHAKE_INAIR 0x0004 // Shake players in air
#define SF_FADE_IN 0x0001 // Fade in, not out #define SF_FADE_MODULATE 0x0002 // Modulate, don't blend #define SF_FADE_ONLYONE 0x0004
#define SF_BEAM_STARTON 0x0001 #define SF_BEAM_TOGGLE 0x0002 #define SF_BEAM_RANDOM 0x0004 #define SF_BEAM_RING 0x0008 #define SF_BEAM_SPARKSTART 0x0010 #define SF_BEAM_SPARKEND 0x0020 #define SF_BEAM_DECALS 0x0040 #define SF_BEAM_SHADEIN 0x0080 #define SF_BEAM_SHADEOUT 0x0100 #define SF_BEAM_TEMPORARY 0x8000
#define SF_SPRITE_STARTON 0x0001 #define SF_SPRITE_ONCE 0x0002 #define SF_SPRITE_TEMPORARY 0x8000
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out #define SF_MESSAGE_ALL 0x0002 // Send to all clients
#define SF_ENVEXPLOSION_NODAMAGE (1<<0) // When set, ENV_EXPLOSION will not actually inflict damage #define SF_ENVEXPLOSION_REPEATABLE (1<<1) // Can this entity be refired? #define SF_ENVEXPLOSION_NOFIREBALL (1<<2) // Don't draw the fireball #define SF_ENVEXPLOSION_NOSMOKE (1<<3) // Don't draw the smoke #define SF_ENVEXPLOSION_NODECAL (1<<4) // Don't make a scorch mark #define SF_ENVEXPLOSION_NOSPARKS (1<<5) // Don't make a scorch mark
#define SF_TANK_ACTIVE 0x0001 #define SF_TANK_PLAYER 0x0002 #define SF_TANK_HUMANS 0x0004 #define SF_TANK_ALIENS 0x0008 #define SF_TANK_LINEOFSIGHT 0x0010 #define SF_TANK_CANCONTROL 0x0020 #define SF_TANK_SOUNDON 0x8000
#define SF_DETONATE 0x0001 // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
#define SF_SCORE_NEGATIVE 0x0001 // Allow negative scores #define SF_SCORE_TEAM 0x0002 // Award points to team in teamplay
#define SF_ENVTEXT_ALLPLAYERS 0x0001 // Message will be displayed to all players instead of just the activator.
#define SF_TEAMMASTER_FIREONCE 0x0001 // Remove on Fire #define SF_TEAMMASTER_ANYTEAM 0x0002 // Any team until set? -- Any team can use this until the team is set (otherwise no teams can use it)
#define SF_TEAMSET_FIREONCE 0x0001 // Remove entity after firing. #define SF_TEAMSET_CLEARTEAM 0x0002 // Clear team -- Sets the team to "NONE" instead of activator
#define SF_PKILL_FIREONCE 0x0001 // Remove entity after firing.
#define SF_GAMECOUNT_FIREONCE 0x0001 // Remove entity after firing. #define SF_GAMECOUNT_RESET 0x0002 // Reset entity Initial value after fired. #define SF_GAMECOUNT_OVER_LIMIT 0x0004 // Fire a target when initial value is higher than limit value.
#define MAX_EQUIP 32 #define SF_PLAYEREQUIP_USEONLY 0x0001 // If set, the game_player_equip entity will not equip respawning players, // but only react to direct triggering, equipping its activator. This makes its master obsolete.
#define SF_PTEAM_FIREONCE 0x0001 // Remove entity after firing. #define SF_PTEAM_KILL 0x0002 // Kill Player. #define SF_PTEAM_GIB 0x0004 // Gib Player.
#define SF_PLAT_TOGGLE 0x0001 // The lift is no more automatically called from top and activated by stepping on it. // It required trigger to do so.
#define SF_TRACK_ACTIVATETRAIN 0x00000001 #define SF_TRACK_RELINK 0x00000002 #define SF_TRACK_ROTMOVE 0x00000004 #define SF_TRACK_STARTBOTTOM 0x00000008 #define SF_TRACK_DONT_MOVE 0x00000010
#define SF_TRACKTRAIN_NOPITCH 0x0001 #define SF_TRACKTRAIN_NOCONTROL 0x0002 #define SF_TRACKTRAIN_FORWARDONLY 0x0004 #define SF_TRACKTRAIN_PASSABLE 0x0008
#define SF_PATH_DISABLED 0x00000001 #define SF_PATH_FIREONCE 0x00000002 #define SF_PATH_ALTREVERSE 0x00000004 #define SF_PATH_DISABLE_TRAIN 0x00000008 #define SF_PATH_ALTERNATE 0x00008000
#define SF_CORNER_WAITFORTRIG 0x001 #define SF_CORNER_TELEPORT 0x002 #define SF_CORNER_FIREONCE 0x004
#define SF_TRIGGER_PUSH_ONCE 1 #define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
#define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once #define SF_TRIGGER_HURT_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF #define SF_TRIGGER_HURT_NO_CLIENTS 8 // Spawnflag that makes trigger_push spawn turned OFF #define SF_TRIGGER_HURT_CLIENTONLYFIRE 16 // Trigger hurt will only fire its target if it is hurting a client #define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // Only clients may touch this trigger.
#define SF_AUTO_FIREONCE 0x0001 #define SF_AUTO_NORESET 0x0002
#define SF_RELAY_FIREONCE 0x0001
#define SF_MULTIMAN_THREAD 0x00000001 #define SF_MULTIMAN_CLONE 0x80000000
These are flags to indicate masking off various render parameters that are usually copied to the targets
#define SF_RENDER_MASKFX (1<<0) #define SF_RENDER_MASKAMT (1<<1) #define SF_RENDER_MASKMODE (1<<2) #define SF_RENDER_MASKCOLOR (1<<3)
#define SF_CHANGELEVEL_USEONLY 0x0002
#define SF_ENDSECTION_USEONLY 0x0001
#define SF_CAMERA_PLAYER_POSITION 1 #define SF_CAMERA_PLAYER_TARGET 2 #define SF_CAMERA_PLAYER_TAKECONTROL 4
#define SF_BRUSH_ROTATE_START_ON 1 #define SF_BRUSH_ROTATE_BACKWARDS 2 #define SF_BRUSH_ROTATE_Z_AXIS 4 #define SF_BRUSH_ROTATE_X_AXIS 8 #define SF_BRUSH_ACCDCC 16 // Brush should accelerate and decelerate when toggled #define SF_BRUSH_HURT 32 // Rotating brush that inflicts pain based on rotation speed #define SF_BRUSH_ROTATE_NOT_SOLID 64 // Some special rotating objects are not solid. #define SF_BRUSH_ROTATE_SMALLRADIUS 128 #define SF_BRUSH_ROTATE_MEDIUMRADIUS 256 #define SF_BRUSH_ROTATE_LARGERADIUS 512
#define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters allowed to fire this trigger #define SF_TRIGGER_NOCLIENTS 2 // Players not allowed to fire this trigger #define SF_TRIGGER_PUSHABLES 4 // Only pushables can fire this trigger #define SF_TRIGGER_NORESET 64 // It is not allowed to be resetting on a new round
#define SF_TRIGGER_MULTIPLE_NOTOUCH 0x0001
#define SF_TRIGGER_COUNTER_NOMESSAGE 0x0001
#define SF_BREAK_TRIGGER_ONLY 1 // May only be broken by trigger #define SF_BREAK_TOUCH 2 // Can be 'crashed through' by running player (plate glass) #define SF_BREAK_PRESSURE 4 // Can be broken by a player standing on it #define SF_BREAK_CROWBAR 256 // Instant break if hit with crowbar
#define SF_PUSH_BREAKABLE 128
#define SF_LIGHT_START_OFF 1
#define SF_DECAL_NOTINDEATHMATCH 2048
#define SF_WORLD_DARK 0x0001 // Fade from black at startup #define SF_WORLD_TITLE 0x0002 // Display game title at startup #define SF_WORLD_FORCETEAM 0x0004 // Force teams
#define SF_NORESPAWN (1<<30)
#define TRAIN_ACTIVE 0x80 #define TRAIN_NEW 0xc0 #define TRAIN_OFF 0x00 #define TRAIN_NEUTRAL 0x01 #define TRAIN_SLOW 0x02 #define TRAIN_MEDIUM 0x03 #define TRAIN_FAST 0x04 #define TRAIN_BACK 0x05
#define FEV_NOTHOST (1<<0) // Skip local host for event send. #define FEV_RELIABLE (1<<1) // Send the event reliably. You must specify the origin and angles // for this to work correctly on the server for anything // that depends on the event origin/angles. I.e., the origin/angles are not // taken from the invoking edict for reliable events. #define FEV_GLOBAL (1<<2) // Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC // sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ). #define FEV_UPDATE (1<<3) // If this client already has one of these events in its queue, just update the event instead of sending it as a duplicate #define FEV_HOSTONLY (1<<4) // Only send to entity specified as the invoker #define FEV_SERVER (1<<5) // Only send if the event was created on the server. #define FEV_CLIENT (1<<6) // Only issue event client side ( from shared code )
#define FCAP_CUSTOMSAVE 0x00000001 #define FCAP_ACROSS_TRANSITION 0x00000002 // Should transfer between transitions #define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore #define FCAP_IMPULSE_USE 0x00000008 // Can be used by the player #define FCAP_CONTINUOUS_USE 0x00000010 // Can be used by the player #define FCAP_ONOFF_USE 0x00000020 // Can be used by the player #define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains) #define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource) #define FCAP_MUST_RESET 0x00000100 // Should reset on the new round #define FCAP_MUST_RELEASE 0x00000200 // Should release on the new round #define FCAP_DONT_SAVE 0x80000000 // Don't save this // UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!! #define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
#define DONT_BLEED -1 #define BLOOD_COLOR_RED 247 #define BLOOD_COLOR_YELLOW 195 #define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
enum { IGNOREMSG_NONE, // Nothing to do IGNOREMSG_ENEMY, // To ignore any chat messages from the enemy IGNOREMSG_TEAM // Same as IGNOREMSG_ENEMY but ignore teammates }
enum HitBoxGroup { HITGROUP_GENERIC = 0, HITGROUP_HEAD, HITGROUP_CHEST, HITGROUP_STOMACH, HITGROUP_LEFTARM, HITGROUP_RIGHTARM, HITGROUP_LEFTLEG, HITGROUP_RIGHTLEG, HITGROUP_SHIELD };
enum ArmorType { ARMOR_NONE, // No armor ARMOR_KEVLAR, // Body vest only ARMOR_VESTHELM, // Vest and helmet };
enum ArmouryItemPack { ARMOURY_MP5NAVY, ARMOURY_TMP, ARMOURY_P90, ARMOURY_MAC10, ARMOURY_AK47, ARMOURY_SG552, ARMOURY_M4A1, ARMOURY_AUG, ARMOURY_SCOUT, ARMOURY_G3SG1, ARMOURY_AWP, ARMOURY_M3, ARMOURY_XM1014, ARMOURY_M249, ARMOURY_FLASHBANG, ARMOURY_HEGRENADE, ARMOURY_KEVLAR, ARMOURY_ASSAULT, ARMOURY_SMOKEGRENADE, ARMOURY_SHIELD, ARMOURY_FAMAS, ARMOURY_SG550, ARMOURY_GALIL, ARMOURY_UMP45, ARMOURY_GLOCK18, ARMOURY_USP, ARMOURY_ELITE, ARMOURY_FIVESEVEN, ARMOURY_P228, ARMOURY_DEAGLE, };
enum RewardType { RT_NONE, RT_ROUND_BONUS, RT_PLAYER_RESET, RT_PLAYER_JOIN, RT_PLAYER_SPEC_JOIN, RT_PLAYER_BOUGHT_SOMETHING, RT_HOSTAGE_TOOK, RT_HOSTAGE_RESCUED, RT_HOSTAGE_DAMAGED, RT_HOSTAGE_KILLED, RT_TEAMMATES_KILLED, RT_ENEMY_KILLED, RT_INTO_GAME, RT_VIP_KILLED, RT_VIP_RESCUED_MYSELF };
enum TeamName { TEAM_UNASSIGNED, TEAM_TERRORIST, TEAM_CT, TEAM_SPECTATOR };
enum ModelName { MODEL_UNASSIGNED, MODEL_CT_URBAN, MODEL_T_TERROR, MODEL_T_LEET, MODEL_T_ARCTIC, MODEL_CT_GSG9, MODEL_CT_GIGN, MODEL_CT_SAS, MODEL_T_GUERILLA, MODEL_CT_VIP, MODEL_T_MILITIA, MODEL_CT_SPETSNAZ, MODEL_AUTO };
enum { GR_NONE = 0, GR_WEAPON_RESPAWN_YES, GR_WEAPON_RESPAWN_NO, GR_AMMO_RESPAWN_YES, GR_AMMO_RESPAWN_NO, GR_ITEM_RESPAWN_YES, GR_ITEM_RESPAWN_NO, GR_PLR_DROP_GUN_ALL, GR_PLR_DROP_GUN_ACTIVE, GR_PLR_DROP_GUN_NO, GR_PLR_DROP_AMMO_ALL, GR_PLR_DROP_AMMO_ACTIVE, GR_PLR_DROP_AMMO_NO };
enum WeaponIdType { WEAPON_NONE, WEAPON_P228, WEAPON_GLOCK, WEAPON_SCOUT, WEAPON_HEGRENADE, WEAPON_XM1014, WEAPON_C4, WEAPON_MAC10, WEAPON_AUG, WEAPON_SMOKEGRENADE, WEAPON_ELITE, WEAPON_FIVESEVEN, WEAPON_UMP45, WEAPON_SG550, WEAPON_GALIL, WEAPON_FAMAS, WEAPON_USP, WEAPON_GLOCK18, WEAPON_AWP, WEAPON_MP5N, WEAPON_M249, WEAPON_M3, WEAPON_M4A1, WEAPON_TMP, WEAPON_G3SG1, WEAPON_FLASHBANG, WEAPON_DEAGLE, WEAPON_SG552, WEAPON_AK47, WEAPON_KNIFE, WEAPON_P90, WEAPON_SHIELDGUN = 99 };
enum TimeBasedDamage { ITDB_PARALYZE, ITDB_NERVEGAS, ITDB_POISON, ITDB_RADIATION, ITDB_DROWNRECOVER, ITDB_ACID, ITDB_SLOWBURN, ITDB_SLOWFREEZE };
enum Activity { ACT_INVALID = -1, ACT_RESET, // Set m_Activity to this invalid value to force a reset to m_IdealActivity ACT_IDLE, ACT_GUARD, ACT_WALK, ACT_RUN, ACT_FLY, ACT_SWIM, ACT_HOP, ACT_LEAP, ACT_FALL, ACT_LAND, ACT_STRAFE_LEFT, ACT_STRAFE_RIGHT, ACT_ROLL_LEFT, ACT_ROLL_RIGHT, ACT_TURN_LEFT, ACT_TURN_RIGHT, ACT_CROUCH, ACT_CROUCHIDLE, ACT_STAND, ACT_USE, ACT_SIGNAL1, ACT_SIGNAL2, ACT_SIGNAL3, ACT_TWITCH, ACT_COWER, ACT_SMALL_FLINCH, ACT_BIG_FLINCH, ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK2, ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK2, ACT_RELOAD, ACT_ARM, ACT_DISARM, ACT_EAT, ACT_DIESIMPLE, ACT_DIEBACKWARD, ACT_DIEFORWARD, ACT_DIEVIOLENT, ACT_BARNACLE_HIT, ACT_BARNACLE_PULL, ACT_BARNACLE_CHOMP, ACT_BARNACLE_CHEW, ACT_SLEEP, ACT_INSPECT_FLOOR, ACT_INSPECT_WALL, ACT_IDLE_ANGRY, ACT_WALK_HURT, ACT_RUN_HURT, ACT_HOVER, ACT_GLIDE, ACT_FLY_LEFT, ACT_FLY_RIGHT, ACT_DETECT_SCENT, ACT_SNIFF, ACT_BITE, ACT_THREAT_DISPLAY, ACT_FEAR_DISPLAY, ACT_EXCITED, ACT_SPECIAL_ATTACK1, ACT_SPECIAL_ATTACK2, ACT_COMBAT_IDLE, ACT_WALK_SCARED, ACT_RUN_SCARED, ACT_VICTORY_DANCE, ACT_DIE_HEADSHOT, ACT_DIE_CHESTSHOT, ACT_DIE_GUTSHOT, ACT_DIE_BACKSHOT, ACT_FLINCH_HEAD, ACT_FLINCH_CHEST, ACT_FLINCH_STOMACH, ACT_FLINCH_LEFTARM, ACT_FLINCH_RIGHTARM, ACT_FLINCH_LEFTLEG, ACT_FLINCH_RIGHTLEG, ACT_FLINCH, ACT_LARGE_FLINCH, ACT_HOLDBOMB, ACT_IDLE_FIDGET, ACT_IDLE_SCARED, ACT_IDLE_SCARED_FIDGET, ACT_FOLLOW_IDLE, ACT_FOLLOW_IDLE_FIDGET, ACT_FOLLOW_IDLE_SCARED, ACT_FOLLOW_IDLE_SCARED_FIDGET, ACT_CROUCH_IDLE, ACT_CROUCH_IDLE_FIDGET, ACT_CROUCH_IDLE_SCARED, ACT_CROUCH_IDLE_SCARED_FIDGET, ACT_CROUCH_WALK, ACT_CROUCH_WALK_SCARED, ACT_CROUCH_DIE, ACT_WALK_BACK, ACT_IDLE_SNEAKY, ACT_IDLE_SNEAKY_FIDGET, ACT_WALK_SNEAKY, ACT_WAVE, ACT_YES, ACT_NO };
enum WinStatus { WINSTATUS_NONE = 0, WINSTATUS_CTS, WINSTATUS_TERRORISTS, WINSTATUS_DRAW, }; // Bypass warning: 200 on amxmodx 1.8.2 #if AMXX_VERSION_NUM < 183 #define ROUND_ESCAPING_TERRORISTS_NEUTRALIZED ROUND_ESCAPING_TERRORISTS_NEUTR #define RR_ESCAPING_TERRORISTS_NEUTRALIZED RR_ESCAPING_TERRORISTS_NEUTR #endif
enum ScenarioEventEndRound { ROUND_NONE, ROUND_TARGET_BOMB, ROUND_VIP_ESCAPED, ROUND_VIP_ASSASSINATED, ROUND_TERRORISTS_ESCAPED, ROUND_CTS_PREVENT_ESCAPE, ROUND_ESCAPING_TERRORISTS_NEUTRALIZED, ROUND_BOMB_DEFUSED, ROUND_CTS_WIN, ROUND_TERRORISTS_WIN, ROUND_END_DRAW, ROUND_ALL_HOSTAGES_RESCUED, ROUND_TARGET_SAVED, ROUND_HOSTAGE_NOT_RESCUED, ROUND_TERRORISTS_NOT_ESCAPED, ROUND_VIP_NOT_ESCAPED, ROUND_GAME_COMMENCE, ROUND_GAME_RESTART, ROUND_GAME_OVER };
enum PLAYER_ANIM { PLAYER_IDLE, PLAYER_WALK, PLAYER_JUMP, PLAYER_SUPERJUMP, PLAYER_DIE, PLAYER_ATTACK1, PLAYER_ATTACK2, PLAYER_FLINCH, PLAYER_LARGE_FLINCH, PLAYER_RELOAD, PLAYER_HOLDBOMB };
enum JoinState { JOINED, SHOWLTEXT, READINGLTEXT, SHOWTEAMSELECT, PICKINGTEAM, GETINTOGAME };
enum _Menu { Menu_OFF, Menu_ChooseTeam, Menu_IGChooseTeam, Menu_ChooseAppearance, Menu_Buy, Menu_BuyPistol, Menu_BuyRifle, Menu_BuyMachineGun, Menu_BuyShotgun, Menu_BuySubMachineGun, Menu_BuyItem, Menu_Radio1, Menu_Radio2, Menu_Radio3, Menu_ClientBuy };
enum TrackCommands { CMD_SAY, CMD_SAYTEAM, CMD_FULLUPDATE, CMD_VOTE, CMD_VOTEMAP, CMD_LISTMAPS, CMD_LISTPLAYERS, CMD_NIGHTVISION, COMMANDS_TO_TRACK, };
enum InventorySlotType { NONE_SLOT, PRIMARY_WEAPON_SLOT, PISTOL_SLOT, KNIFE_SLOT, GRENADE_SLOT, C4_SLOT, };
enum shieldgren_e { SHIELDREN_IDLE = 4, SHIELDREN_UP, SHIELDREN_DOWN }; enum shieldgun_e { SHIELDGUN_IDLE, SHIELDGUN_SHOOT1, SHIELDGUN_SHOOT2, SHIELDGUN_SHOOT_EMPTY, SHIELDGUN_RELOAD, SHIELDGUN_DRAW, SHIELDGUN_DRAWN_IDLE, SHIELDGUN_UP, SHIELDGUN_DOWN, };
enum SignalState { SIGNAL_BUY = BIT(0), SIGNAL_BOMB = BIT(1), SIGNAL_RESCUE = BIT(2), SIGNAL_ESCAPE = BIT(3), SIGNAL_VIPSAFETY = BIT(4), };
enum WeaponState { WPNSTATE_USP_SILENCED = BIT(0), WPNSTATE_GLOCK18_BURST_MODE = BIT(1), WPNSTATE_M4A1_SILENCED = BIT(2), WPNSTATE_ELITE_LEFT = BIT(3), WPNSTATE_FAMAS_BURST_MODE = BIT(4), WPNSTATE_SHIELD_DRAWN = BIT(5), };
enum Bullet { BULLET_NONE, BULLET_PLAYER_9MM, BULLET_PLAYER_MP5, BULLET_PLAYER_357, BULLET_PLAYER_BUCKSHOT, BULLET_PLAYER_CROWBAR, BULLET_MONSTER_9MM, BULLET_MONSTER_MP5, BULLET_MONSTER_12MM, BULLET_PLAYER_45ACP, BULLET_PLAYER_338MAG, BULLET_PLAYER_762MM, BULLET_PLAYER_556MM, BULLET_PLAYER_50AE, BULLET_PLAYER_57MM, BULLET_PLAYER_357SIG, };
enum RewardRules { RR_CTS_WIN, RR_TERRORISTS_WIN, RR_TARGET_BOMB, RR_VIP_ESCAPED, RR_VIP_ASSASSINATED, RR_TERRORISTS_ESCAPED, RR_CTS_PREVENT_ESCAPE, RR_ESCAPING_TERRORISTS_NEUTRALIZED, RR_BOMB_DEFUSED, RR_BOMB_PLANTED, RR_BOMB_EXPLODED, RR_ALL_HOSTAGES_RESCUED, RR_TARGET_BOMB_SAVED, RR_HOSTAGE_NOT_RESCUED, RR_VIP_NOT_ESCAPED, RR_LOSER_BONUS_DEFAULT, RR_LOSER_BONUS_MIN, RR_LOSER_BONUS_MAX, RR_LOSER_BONUS_ADD, RR_RESCUED_HOSTAGE, RR_TOOK_HOSTAGE_ACC, RR_TOOK_HOSTAGE, RR_END };
enum ItemRestType { ITEM_TYPE_BUYING, // When a player is buying items ITEM_TYPE_TOUCHED, // When the player touches a weaponbox or armoury_entity ITEM_TYPE_EQUIPPED // When an entity game_player_equip gives item to player or default items on player spawn };
enum ItemID { ITEM_NONE = -1, ITEM_SHIELDGUN, ITEM_P228, ITEM_GLOCK, ITEM_SCOUT, ITEM_HEGRENADE, ITEM_XM1014, ITEM_C4, ITEM_MAC10, ITEM_AUG, ITEM_SMOKEGRENADE, ITEM_ELITE, ITEM_FIVESEVEN, ITEM_UMP45, ITEM_SG550, ITEM_GALIL, ITEM_FAMAS, ITEM_USP, ITEM_GLOCK18, ITEM_AWP, ITEM_MP5N, ITEM_M249, ITEM_M3, ITEM_M4A1, ITEM_TMP, ITEM_G3SG1, ITEM_FLASHBANG, ITEM_DEAGLE, ITEM_SG552, ITEM_AK47, ITEM_KNIFE, ITEM_P90, ITEM_NVG, ITEM_DEFUSEKIT, ITEM_KEVLAR, ITEM_ASSAULT, ITEM_LONGJUMP, ITEM_SODACAN, ITEM_HEALTHKIT, ITEM_ANTIDOTE, ITEM_BATTERY };
enum InfoMapBuyParam { BUYING_EVERYONE = 0, BUYING_ONLY_CTS, BUYING_ONLY_TERRORISTS, BUYING_NO_ONE, };
#define USE_OFF 0 #define USE_ON 1 #define USE_SET 2 #define USE_TOGGLE 3
#define LOUD_GUN_VOLUME 1000 #define NORMAL_GUN_VOLUME 600 #define QUIET_GUN_VOLUME 200 #define BIG_EXPLOSION_VOLUME 2048 #define NORMAL_EXPLOSION_VOLUME 1024 #define SMALL_EXPLOSION_VOLUME 512
#define BRIGHT_GUN_FLASH 512 #define NORMAL_GUN_FLASH 256 #define DIM_GUN_FLASH 128
#define DEFAULT_LARGE_AWP_ZOOM 10 #define DEFAULT_LARGE_OTHER_SNIPERS_ZOOM 15 #define DEFAULT_SMALL_SNIPERS_ZOOM 40 #define DEFAULT_AUG_SG552_ZOOM 55 #define DEFAULT_NO_ZOOM 90
#define SCORE_STATUS_NONE 0 #define SCORE_STATUS_DEAD (1<<0) #define SCORE_STATUS_BOMB (1<<1) #define SCORE_STATUS_VIP (1<<2) #define SCORE_STATUS_DEFKIT (1<<3)
enum GameEventType { EVENT_INVALID = 0, EVENT_WEAPON_FIRED, // tell bots the player is attack (argumens: 1 = attacker, 2 = NULL) EVENT_WEAPON_FIRED_ON_EMPTY, // tell bots the player is attack without clip ammo (argumens: 1 = attacker, 2 = NULL) EVENT_WEAPON_RELOADED, // tell bots the player is reloading his weapon (argumens: 1 = reloader, 2 = NULL) EVENT_HE_GRENADE_EXPLODED, // tell bots the HE grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL) EVENT_FLASHBANG_GRENADE_EXPLODED, // tell bots the flashbang grenade is exploded (argumens: 1 = grenade thrower, 2 = explosion origin) EVENT_SMOKE_GRENADE_EXPLODED, // tell bots the smoke grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL) EVENT_GRENADE_BOUNCED, EVENT_BEING_SHOT_AT, EVENT_PLAYER_BLINDED_BY_FLASHBANG, // tell bots the player is flashed (argumens: 1 = flashed player, 2 = NULL) EVENT_PLAYER_FOOTSTEP, // tell bots the player is running (argumens: 1 = runner, 2 = NULL) EVENT_PLAYER_JUMPED, // tell bots the player is jumped (argumens: 1 = jumper, 2 = NULL) EVENT_PLAYER_DIED, // tell bots the player is killed (argumens: 1 = victim, 2 = killer) EVENT_PLAYER_LANDED_FROM_HEIGHT, // tell bots the player is fell with some damage (argumens: 1 = felled player, 2 = NULL) EVENT_PLAYER_TOOK_DAMAGE, // tell bots the player is take damage (argumens: 1 = victim, 2 = attacker) EVENT_HOSTAGE_DAMAGED, // tell bots the player has injured a hostage (argumens: 1 = hostage, 2 = injurer) EVENT_HOSTAGE_KILLED, // tell bots the player has killed a hostage (argumens: 1 = hostage, 2 = killer) EVENT_DOOR, // tell bots the door is moving (argumens: 1 = door, 2 = NULL) EVENT_BREAK_GLASS, // tell bots the glass has break (argumens: 1 = glass, 2 = NULL) EVENT_BREAK_WOOD, // tell bots the wood has break (argumens: 1 = wood, 2 = NULL) EVENT_BREAK_METAL, // tell bots the metal/computer has break (argumens: 1 = metal/computer, 2 = NULL) EVENT_BREAK_FLESH, // tell bots the flesh has break (argumens: 1 = flesh, 2 = NULL) EVENT_BREAK_CONCRETE, // tell bots the concrete has break (argumens: 1 = concrete, 2 = NULL) EVENT_BOMB_PLANTED, // tell bots the bomb has been planted (argumens: 1 = planter, 2 = NULL) EVENT_BOMB_DROPPED, // tell bots the bomb has been dropped (argumens: 1 = NULL, 2 = NULL) EVENT_BOMB_PICKED_UP, // let the bots hear the bomb pickup (argumens: 1 = player that pickup c4, 2 = NULL) EVENT_BOMB_BEEP, // let the bots hear the bomb beeping (argumens: 1 = c4, 2 = NULL) EVENT_BOMB_DEFUSING, // tell the bots someone has started defusing (argumens: 1 = defuser, 2 = NULL) EVENT_BOMB_DEFUSE_ABORTED, // tell the bots someone has aborted defusing (argumens: 1 = NULL, 2 = NULL) EVENT_BOMB_DEFUSED, // tell the bots the bomb is defused (argumens: 1 = defuser, 2 = NULL) EVENT_BOMB_EXPLODED, // let the bots hear the bomb exploding (argumens: 1 = NULL, 2 = NULL) EVENT_HOSTAGE_USED, // tell bots the hostage is used (argumens: 1 = user, 2 = NULL) EVENT_HOSTAGE_RESCUED, // tell bots the hostage is rescued (argumens: 1 = rescuer (CBasePlayer *), 2 = hostage (CHostage *)) EVENT_ALL_HOSTAGES_RESCUED, // tell bots the all hostages are rescued (argumens: 1 = NULL, 2 = NULL) EVENT_VIP_ESCAPED, // tell bots the VIP is escaped (argumens: 1 = NULL, 2 = NULL) EVENT_VIP_ASSASSINATED, // tell bots the VIP is assassinated (argumens: 1 = NULL, 2 = NULL) EVENT_TERRORISTS_WIN, // tell bots the terrorists won the round (argumens: 1 = NULL, 2 = NULL) EVENT_CTS_WIN, // tell bots the CTs won the round (argumens: 1 = NULL, 2 = NULL) EVENT_ROUND_DRAW, // tell bots the round was a draw (argumens: 1 = NULL, 2 = NULL) EVENT_ROUND_WIN, // tell carreer the round was a win (argumens: 1 = NULL, 2 = NULL) EVENT_ROUND_LOSS, // tell carreer the round was a loss (argumens: 1 = NULL, 2 = NULL) EVENT_ROUND_START, // tell bots the round was started (when freeze period is expired) (argumens: 1 = NULL, 2 = NULL) EVENT_PLAYER_SPAWNED, // tell bots the player is spawned (argumens: 1 = spawned player, 2 = NULL) EVENT_CLIENT_CORPSE_SPAWNED, EVENT_BUY_TIME_START, EVENT_PLAYER_LEFT_BUY_ZONE, EVENT_DEATH_CAMERA_START, EVENT_KILL_ALL, EVENT_ROUND_TIME, EVENT_DIE, EVENT_KILL, EVENT_HEADSHOT, EVENT_KILL_FLASHBANGED, EVENT_TUTOR_BUY_MENU_OPENNED, EVENT_TUTOR_AUTOBUY, EVENT_PLAYER_BOUGHT_SOMETHING, EVENT_TUTOR_NOT_BUYING_ANYTHING, EVENT_TUTOR_NEED_TO_BUY_PRIMARY_WEAPON, EVENT_TUTOR_NEED_TO_BUY_PRIMARY_AMMO, EVENT_TUTOR_NEED_TO_BUY_SECONDARY_AMMO, EVENT_TUTOR_NEED_TO_BUY_ARMOR, EVENT_TUTOR_NEED_TO_BUY_DEFUSE_KIT, EVENT_TUTOR_NEED_TO_BUY_GRENADE, EVENT_CAREER_TASK_DONE, EVENT_START_RADIO_1, EVENT_RADIO_COVER_ME, EVENT_RADIO_YOU_TAKE_THE_POINT, EVENT_RADIO_HOLD_THIS_POSITION, EVENT_RADIO_REGROUP_TEAM, EVENT_RADIO_FOLLOW_ME, EVENT_RADIO_TAKING_FIRE, EVENT_START_RADIO_2, EVENT_RADIO_GO_GO_GO, EVENT_RADIO_TEAM_FALL_BACK, EVENT_RADIO_STICK_TOGETHER_TEAM, EVENT_RADIO_GET_IN_POSITION_AND_WAIT, EVENT_RADIO_STORM_THE_FRONT, EVENT_RADIO_REPORT_IN_TEAM, EVENT_START_RADIO_3, EVENT_RADIO_AFFIRMATIVE, EVENT_RADIO_ENEMY_SPOTTED, EVENT_RADIO_NEED_BACKUP, EVENT_RADIO_SECTOR_CLEAR, EVENT_RADIO_IN_POSITION, EVENT_RADIO_REPORTING_IN, EVENT_RADIO_GET_OUT_OF_THERE, EVENT_RADIO_NEGATIVE, EVENT_RADIO_ENEMY_DOWN, EVENT_END_RADIO, EVENT_NEW_MATCH, // tell bots the game is new (argumens: 1 = NULL, 2 = NULL) EVENT_PLAYER_CHANGED_TEAM, // tell bots the player is switch his team (also called from ClientPutInServer()) (argumens: 1 = switcher, 2 = NULL) EVENT_BULLET_IMPACT, // tell bots the player is shoot at wall (argumens: 1 = shooter, 2 = shoot trace end position) EVENT_GAME_COMMENCE, // tell bots the game is commencing (argumens: 1 = NULL, 2 = NULL) EVENT_WEAPON_ZOOMED, // tell bots the player is switch weapon zoom (argumens: 1 = zoom switcher, 2 = NULL) EVENT_HOSTAGE_CALLED_FOR_HELP, // tell bots the hostage is talking (argumens: 1 = listener, 2 = NULL) NUM_GAME_EVENTS, };
enum SecondaryAtkState { WEAPON_SECONDARY_ATTACK_NONE = 0, WEAPON_SECONDARY_ATTACK_SET, WEAPON_SECONDARY_ATTACK_BLOCK };
enum Decal { DECAL_GUNSHOT1 = 0, DECAL_GUNSHOT2, DECAL_GUNSHOT3, DECAL_GUNSHOT4, DECAL_GUNSHOT5, DECAL_LAMBDA1, DECAL_LAMBDA2, DECAL_LAMBDA3, DECAL_LAMBDA4, DECAL_LAMBDA5, DECAL_LAMBDA6, DECAL_SCORCH1, DECAL_SCORCH2, DECAL_BLOOD1, DECAL_BLOOD2, DECAL_BLOOD3, DECAL_BLOOD4, DECAL_BLOOD5, DECAL_BLOOD6, DECAL_YBLOOD1, DECAL_YBLOOD2, DECAL_YBLOOD3, DECAL_YBLOOD4, DECAL_YBLOOD5, DECAL_YBLOOD6, DECAL_GLASSBREAK1, DECAL_GLASSBREAK2, DECAL_GLASSBREAK3, DECAL_BIGSHOT1, DECAL_BIGSHOT2, DECAL_BIGSHOT3, DECAL_BIGSHOT4, DECAL_BIGSHOT5, DECAL_SPIT1, DECAL_SPIT2, DECAL_BPROOF1, // Bulletproof glass decal DECAL_GARGSTOMP1, // Gargantua stomp crack DECAL_SMALLSCORCH1, // Small scorch mark DECAL_SMALLSCORCH2, // Small scorch mark DECAL_SMALLSCORCH3, // Small scorch mark DECAL_MOMMABIRTH, // Big momma birth splatter DECAL_MOMMASPLAT, };
This documentation was automatically generated using pawn-docgen made by xPaw for AlliedMods.