903 lines
32 KiB
C++
903 lines
32 KiB
C++
//======= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ======
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//
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// Purpose: Definitions that are shared by the game DLL and the client DLL.
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//
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//===============================================================================
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#ifndef SHAREDDEFS_H
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#define SHAREDDEFS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "bittools.h"
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#define TICK_INTERVAL (gpGlobals->interval_per_tick)
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#define TIME_TO_TICKS( dt ) ( (int)( 0.5f + (float)(dt) / TICK_INTERVAL ) )
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#define TICKS_TO_TIME( t ) ( TICK_INTERVAL *( t ) )
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#define ROUND_TO_TICKS( t ) ( TICK_INTERVAL * TIME_TO_TICKS( t ) )
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#define TICK_NEVER_THINK (-1)
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#define ANIMATION_CYCLE_BITS 15
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#define ANIMATION_CYCLE_MINFRAC (1.0f / (1<<ANIMATION_CYCLE_BITS))
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// Matching the high level concept is significantly better than other criteria
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// FIXME: Could do this in the script file by making it required and bumping up weighting there instead...
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#define CONCEPT_WEIGHT 5.0f
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// Each mod defines these for itself.
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class CViewVectors
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{
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public:
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CViewVectors() {}
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CViewVectors(
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Vector vView,
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Vector vHullMin,
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Vector vHullMax,
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Vector vDuckHullMin,
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Vector vDuckHullMax,
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Vector vDuckView,
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Vector vObsHullMin,
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Vector vObsHullMax,
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Vector vDeadViewHeight )
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{
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m_vView = vView;
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m_vHullMin = vHullMin;
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m_vHullMax = vHullMax;
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m_vDuckHullMin = vDuckHullMin;
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m_vDuckHullMax = vDuckHullMax;
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m_vDuckView = vDuckView;
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m_vObsHullMin = vObsHullMin;
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m_vObsHullMax = vObsHullMax;
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m_vDeadViewHeight = vDeadViewHeight;
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}
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// Height above entity position where the viewer's eye is.
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Vector m_vView;
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Vector m_vHullMin;
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Vector m_vHullMax;
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Vector m_vDuckHullMin;
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Vector m_vDuckHullMax;
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Vector m_vDuckView;
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Vector m_vObsHullMin;
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Vector m_vObsHullMax;
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Vector m_vDeadViewHeight;
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};
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// Height above entity position where the viewer's eye is.
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#define VEC_VIEW g_pGameRules->GetViewVectors()->m_vView
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#define VEC_HULL_MIN g_pGameRules->GetViewVectors()->m_vHullMin
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#define VEC_HULL_MAX g_pGameRules->GetViewVectors()->m_vHullMax
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#define VEC_DUCK_HULL_MIN g_pGameRules->GetViewVectors()->m_vDuckHullMin
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#define VEC_DUCK_HULL_MAX g_pGameRules->GetViewVectors()->m_vDuckHullMax
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#define VEC_DUCK_VIEW g_pGameRules->GetViewVectors()->m_vDuckView
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#define VEC_OBS_HULL_MIN g_pGameRules->GetViewVectors()->m_vObsHullMin
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#define VEC_OBS_HULL_MAX g_pGameRules->GetViewVectors()->m_vObsHullMax
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#define VEC_DEAD_VIEWHEIGHT g_pGameRules->GetViewVectors()->m_vDeadViewHeight
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#define WATERJUMP_HEIGHT 8
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#define MAX_CLIMB_SPEED 200
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#define TIME_TO_DUCK_MSECS 400
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#define TIME_TO_UNDUCK_MSECS 200
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inline float FractionDucked( int msecs )
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{
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return clamp( (float)msecs / (float)TIME_TO_DUCK_MSECS, 0.0f, 1.0f );
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}
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inline float FractionUnDucked( int msecs )
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{
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return clamp( (float)msecs / (float)TIME_TO_UNDUCK_MSECS, 0.0f, 1.0f );
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}
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#define MAX_WEAPON_SLOTS 6 // hud item selection slots
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#define MAX_WEAPON_POSITIONS 20 // max number of items within a slot
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#define MAX_ITEM_TYPES 6 // hud item selection slots
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#define MAX_WEAPONS 48 // Max number of weapons available
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#define MAX_ITEMS 5 // hard coded item types
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#define WEAPON_NOCLIP -1 // clip sizes set to this tell the weapon it doesn't use a clip
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#define MAX_AMMO_TYPES 32 // ???
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#define MAX_AMMO_SLOTS 32 // not really slots
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#define HUD_PRINTNOTIFY 1
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#define HUD_PRINTCONSOLE 2
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#define HUD_PRINTTALK 3
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#define HUD_PRINTCENTER 4
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//===================================================================================================================
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// Close caption flags
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#define CLOSE_CAPTION_WARNIFMISSING ( 1<<0 )
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#define CLOSE_CAPTION_FROMPLAYER ( 1<<1 )
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#define CLOSE_CAPTION_GENDER_MALE ( 1<<2 )
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#define CLOSE_CAPTION_GENDER_FEMALE ( 1<<3 )
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//===================================================================================================================
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// Hud Element hiding flags
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#define HIDEHUD_WEAPONSELECTION ( 1<<0 ) // Hide ammo count & weapon selection
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#define HIDEHUD_FLASHLIGHT ( 1<<1 )
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#define HIDEHUD_ALL ( 1<<2 )
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#define HIDEHUD_HEALTH ( 1<<3 ) // Hide health & armor / suit battery
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#define HIDEHUD_PLAYERDEAD ( 1<<4 ) // Hide when local player's dead
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#define HIDEHUD_NEEDSUIT ( 1<<5 ) // Hide when the local player doesn't have the HEV suit
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#define HIDEHUD_MISCSTATUS ( 1<<6 ) // Hide miscellaneous status elements (trains, pickup history, death notices, etc)
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#define HIDEHUD_CHAT ( 1<<7 ) // Hide all communication elements (saytext, voice icon, etc)
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#define HIDEHUD_CROSSHAIR ( 1<<8 ) // Hide crosshairs
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#define HIDEHUD_VEHICLE_CROSSHAIR ( 1<<9 ) // Hide vehicle crosshair
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#define HIDEHUD_INVEHICLE ( 1<<10 )
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#define HIDEHUD_BONUS_PROGRESS ( 1<<11 ) // Hide bonus progress display (for bonus map challenges)
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#define HIDEHUD_BITCOUNT 12
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//===================================================================================================================
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// suit usage bits
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#define bits_SUIT_DEVICE_SPRINT 0x00000001
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#define bits_SUIT_DEVICE_FLASHLIGHT 0x00000002
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#define bits_SUIT_DEVICE_BREATHER 0x00000004
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#define MAX_SUIT_DEVICES 3
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//===================================================================================================================
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// Player Defines
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// Max number of players in a game ( see const.h for ABSOLUTE_PLAYER_LIMIT (256 ) )
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// The Source engine is really designed for 32 or less players. If you raise this number above 32, you better know what you are doing
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// and have a good answer for a bunch of perf question related to player simulation, thinking logic, tracelines, networking overhead, etc.
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// But if you are brave or are doing something interesting, go for it... ywb 9/22/03
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//You might be wondering why these aren't multiple of 2. Well the reason is that if servers decide to have HLTV or Replay enabled we need the extra slot.
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//This is ok since MAX_PLAYERS is used for code specific things like arrays and loops, but it doesn't really means that this is the max number of players allowed
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//Since this is decided by the gamerules (and it can be whatever number as long as its less than MAX_PLAYERS).
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#define MAX_PLAYERS 33 // Absolute max players supported
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#define MAX_PLACE_NAME_LENGTH 18
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//===================================================================================================================
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// Team Defines
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#define TEAM_ANY -1 // for some team query methods
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#define TEAM_INVALID -1
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#define TEAM_UNASSIGNED 0 // not assigned to a team
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#define TEAM_SPECTATOR 1 // spectator team
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// Start your team numbers after this
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#define LAST_SHARED_TEAM TEAM_SPECTATOR
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// The first team that's game specific (i.e. not unassigned / spectator)
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#define FIRST_GAME_TEAM (LAST_SHARED_TEAM+1)
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#define MAX_TEAMS 32 // Max number of teams in a game
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#define MAX_TEAM_NAME_LENGTH 32 // Max length of a team's name
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// Weapon m_iState
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#define WEAPON_NOT_CARRIED 0 // Weapon is on the ground
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#define WEAPON_IS_CARRIED_BY_PLAYER 1 // This client is carrying this weapon.
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#define WEAPON_IS_ACTIVE 2 // This client is carrying this weapon and it's the currently held weapon
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// -----------------------------------------
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// Skill Level
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// -----------------------------------------
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#define SKILL_EASY 1
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#define SKILL_MEDIUM 2
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#define SKILL_HARD 3
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// Weapon flags
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// -----------------------------------------
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// Flags - NOTE: KEEP g_ItemFlags IN WEAPON_PARSE.CPP UPDATED WITH THESE
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// -----------------------------------------
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#define ITEM_FLAG_SELECTONEMPTY (1<<0)
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#define ITEM_FLAG_NOAUTORELOAD (1<<1)
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#define ITEM_FLAG_NOAUTOSWITCHEMPTY (1<<2)
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#define ITEM_FLAG_LIMITINWORLD (1<<3)
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#define ITEM_FLAG_EXHAUSTIBLE (1<<4) // A player can totally exhaust their ammo supply and lose this weapon
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#define ITEM_FLAG_DOHITLOCATIONDMG (1<<5) // This weapon take hit location into account when applying damage
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#define ITEM_FLAG_NOAMMOPICKUPS (1<<6) // Don't draw ammo pickup sprites/sounds when ammo is received
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#define ITEM_FLAG_NOITEMPICKUP (1<<7) // Don't draw weapon pickup when this weapon is picked up by the player
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// NOTE: KEEP g_ItemFlags IN WEAPON_PARSE.CPP UPDATED WITH THESE
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// Humans only have left and right hands, though we might have aliens with more
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// than two, sigh
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#define MAX_VIEWMODELS 2
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#define MAX_BEAM_ENTS 10
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#define TRACER_TYPE_DEFAULT 0x00000001
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#define TRACER_TYPE_GUNSHIP 0x00000002
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#define TRACER_TYPE_STRIDER 0x00000004 // Here ya go, Jay!
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#define TRACER_TYPE_GAUSS 0x00000008
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#define TRACER_TYPE_WATERBULLET 0x00000010
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#define MUZZLEFLASH_TYPE_DEFAULT 0x00000001
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#define MUZZLEFLASH_TYPE_GUNSHIP 0x00000002
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#define MUZZLEFLASH_TYPE_STRIDER 0x00000004
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// Muzzle flash definitions (for the flags field of the "MuzzleFlash" DispatchEffect)
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enum
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{
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MUZZLEFLASH_AR2 = 0,
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MUZZLEFLASH_SHOTGUN,
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MUZZLEFLASH_SMG1,
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MUZZLEFLASH_SMG2,
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MUZZLEFLASH_PISTOL,
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MUZZLEFLASH_COMBINE,
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MUZZLEFLASH_357,
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MUZZLEFLASH_RPG,
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MUZZLEFLASH_COMBINE_TURRET,
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MUZZLEFLASH_FIRSTPERSON = 0x100,
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};
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// Tracer Flags
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#define TRACER_FLAG_WHIZ 0x0001
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#define TRACER_FLAG_USEATTACHMENT 0x0002
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#define TRACER_DONT_USE_ATTACHMENT -1
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// Entity Dissolve types
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enum
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{
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ENTITY_DISSOLVE_NORMAL = 0,
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ENTITY_DISSOLVE_ELECTRICAL,
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ENTITY_DISSOLVE_ELECTRICAL_LIGHT,
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ENTITY_DISSOLVE_CORE,
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// NOTE: Be sure to up the bits if you make more dissolve types
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ENTITY_DISSOLVE_BITS = 3
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};
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// ---------------------------
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// Hit Group standards
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// ---------------------------
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#define HITGROUP_GENERIC 0
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#define HITGROUP_HEAD 1
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#define HITGROUP_CHEST 2
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#define HITGROUP_STOMACH 3
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#define HITGROUP_LEFTARM 4
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#define HITGROUP_RIGHTARM 5
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#define HITGROUP_LEFTLEG 6
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#define HITGROUP_RIGHTLEG 7
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#define HITGROUP_GEAR 10 // alerts NPC, but doesn't do damage or bleed (1/100th damage)
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//
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// Enumerations for setting player animation.
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//
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enum PLAYER_ANIM
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{
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PLAYER_IDLE,
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PLAYER_WALK,
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PLAYER_JUMP,
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PLAYER_SUPERJUMP,
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PLAYER_DIE,
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PLAYER_ATTACK1,
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PLAYER_IN_VEHICLE,
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// TF Player animations
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PLAYER_RELOAD,
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PLAYER_START_AIMING,
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PLAYER_LEAVE_AIMING,
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};
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#ifdef HL2_DLL
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// HL2 has 600 gravity by default
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// NOTE: The discrete ticks can have quantization error, so these numbers are biased a little to
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// make the heights more exact
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#define PLAYER_FATAL_FALL_SPEED 922.5f // approx 60 feet sqrt( 2 * gravity * 60 * 12 )
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#define PLAYER_MAX_SAFE_FALL_SPEED 526.5f // approx 20 feet sqrt( 2 * gravity * 20 * 12 )
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#define PLAYER_LAND_ON_FLOATING_OBJECT 173 // Can fall another 173 in/sec without getting hurt
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#define PLAYER_MIN_BOUNCE_SPEED 173
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#define PLAYER_FALL_PUNCH_THRESHOLD 303.0f // won't punch player's screen/make scrape noise unless player falling at least this fast - at least a 76" fall (sqrt( 2 * g * 76))
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#else
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#define PLAYER_FATAL_FALL_SPEED 1024 // approx 60 feet
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#define PLAYER_MAX_SAFE_FALL_SPEED 580 // approx 20 feet
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#define PLAYER_LAND_ON_FLOATING_OBJECT 200 // Can go another 200 units without getting hurt
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#define PLAYER_MIN_BOUNCE_SPEED 200
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#define PLAYER_FALL_PUNCH_THRESHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast.
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#endif
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#define DAMAGE_FOR_FALL_SPEED 100.0f / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED ) // damage per unit per second.
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#define AUTOAIM_2DEGREES 0.0348994967025
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#define AUTOAIM_5DEGREES 0.08715574274766
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#define AUTOAIM_8DEGREES 0.1391731009601
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#define AUTOAIM_10DEGREES 0.1736481776669
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#define AUTOAIM_20DEGREES 0.3490658503989
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#define AUTOAIM_SCALE_DEFAULT 1.0f
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#define AUTOAIM_SCALE_DIRECT_ONLY 0.0f
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// instant damage
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// For a means of resolving these consts into debug string text, see function
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// CTakeDamageInfo::DebugGetDamageTypeString(unsigned int DamageType, char *outbuf, unsigned int outbuflength )
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#define DMG_GENERIC 0 // generic damage was done
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#define DMG_CRUSH (1 << 0) // crushed by falling or moving object.
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// NOTE: It's assumed crush damage is occurring as a result of physics collision, so no extra physics force is generated by crush damage.
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// DON'T use DMG_CRUSH when damaging entities unless it's the result of a physics collision. You probably want DMG_CLUB instead.
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#define DMG_BULLET (1 << 1) // shot
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#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
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#define DMG_BURN (1 << 3) // heat burned
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#define DMG_VEHICLE (1 << 4) // hit by a vehicle
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#define DMG_FALL (1 << 5) // fell too far
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#define DMG_BLAST (1 << 6) // explosive blast damage
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#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
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#define DMG_SHOCK (1 << 8) // electric shock
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#define DMG_SONIC (1 << 9) // sound pulse shockwave
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#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
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#define DMG_PREVENT_PHYSICS_FORCE (1 << 11) // Prevent a physics force
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#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
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#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
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#define DMG_DROWN (1 << 14) // Drowning
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#define DMG_PARALYZE (1 << 15) // slows affected creature down
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#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
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#define DMG_POISON (1 << 17) // blood poisoning - heals over time like drowning damage
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#define DMG_RADIATION (1 << 18) // radiation exposure
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#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
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#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
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#define DMG_SLOWBURN (1 << 21) // in an oven
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#define DMG_REMOVENORAGDOLL (1<<22) // with this bit OR'd in, no ragdoll will be created, and the target will be quietly removed.
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// use this to kill an entity that you've already got a server-side ragdoll for
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#define DMG_PHYSGUN (1<<23) // Hit by manipulator. Usually doesn't do any damage.
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#define DMG_PLASMA (1<<24) // Shot by Cremator
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#define DMG_AIRBOAT (1<<25) // Hit by the airboat's gun
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#define DMG_DISSOLVE (1<<26) // Dissolving!
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#define DMG_BLAST_SURFACE (1<<27) // A blast on the surface of water that cannot harm things underwater
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#define DMG_DIRECT (1<<28)
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#define DMG_BUCKSHOT (1<<29) // not quite a bullet. Little, rounder, different.
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// NOTE: DO NOT ADD ANY MORE CUSTOM DMG_ TYPES. MODS USE THE DMG_LASTGENERICFLAG BELOW, AND
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// IF YOU ADD NEW DMG_ TYPES, THEIR TYPES WILL BE HOSED. WE NEED A BETTER SOLUTION.
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// TODO: keep this up to date so all the mod-specific flags don't overlap anything.
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#define DMG_LASTGENERICFLAG DMG_BUCKSHOT
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// settings for m_takedamage
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#define DAMAGE_NO 0
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#define DAMAGE_EVENTS_ONLY 1 // Call damage functions, but don't modify health
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#define DAMAGE_YES 2
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#define DAMAGE_AIM 3
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// Spectator Movement modes
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enum
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{
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OBS_MODE_NONE = 0, // not in spectator mode
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OBS_MODE_DEATHCAM, // special mode for death cam animation
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OBS_MODE_FREEZECAM, // zooms to a target, and freeze-frames on them
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OBS_MODE_FIXED, // view from a fixed camera position
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OBS_MODE_IN_EYE, // follow a player in first person view
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OBS_MODE_CHASE, // follow a player in third person view
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OBS_MODE_ROAMING, // free roaming
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NUM_OBSERVER_MODES,
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};
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#define LAST_PLAYER_OBSERVERMODE OBS_MODE_ROAMING
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// Force Camera Restrictions with mp_forcecamera
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enum {
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OBS_ALLOW_ALL = 0, // allow all modes, all targets
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OBS_ALLOW_TEAM, // allow only own team & first person, no PIP
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OBS_ALLOW_NONE, // don't allow any spectating after death (fixed & fade to black)
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OBS_ALLOW_NUM_MODES,
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};
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enum
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{
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TYPE_TEXT = 0, // just display this plain text
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TYPE_INDEX, // lookup text & title in stringtable
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TYPE_URL, // show this URL
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TYPE_FILE, // show this local file
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} ;
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// VGui Screen Flags
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enum
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{
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VGUI_SCREEN_ACTIVE = 0x1,
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VGUI_SCREEN_VISIBLE_TO_TEAMMATES = 0x2,
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VGUI_SCREEN_ATTACHED_TO_VIEWMODEL = 0x4,
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VGUI_SCREEN_TRANSPARENT = 0x8,
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VGUI_SCREEN_ONLY_USABLE_BY_OWNER = 0x10,
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VGUI_SCREEN_MAX_BITS = 5
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};
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typedef enum
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{
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USE_OFF = 0,
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USE_ON = 1,
|
|
USE_SET = 2,
|
|
USE_TOGGLE = 3
|
|
} USE_TYPE;
|
|
|
|
// basic team colors
|
|
#define COLOR_RED Color(255, 64, 64, 255)
|
|
#define COLOR_BLUE Color(153, 204, 255, 255)
|
|
#define COLOR_YELLOW Color(255, 178, 0, 255)
|
|
#define COLOR_GREEN Color(153, 255, 153, 255)
|
|
#define COLOR_GREY Color(204, 204, 204, 255)
|
|
|
|
// All NPCs need this data
|
|
enum
|
|
{
|
|
DONT_BLEED = -1,
|
|
|
|
BLOOD_COLOR_RED = 0,
|
|
BLOOD_COLOR_YELLOW,
|
|
BLOOD_COLOR_GREEN,
|
|
BLOOD_COLOR_MECH,
|
|
|
|
#if defined( HL2_EPISODIC )
|
|
BLOOD_COLOR_ANTLION, // FIXME: Move to Base HL2
|
|
BLOOD_COLOR_ZOMBIE, // FIXME: Move to Base HL2
|
|
BLOOD_COLOR_ANTLION_WORKER,
|
|
BLOOD_COLOR_BLOB,
|
|
BLOOD_COLOR_BLOB_FROZEN,
|
|
#endif // HL2_EPISODIC
|
|
|
|
#if defined( INFESTED_DLL )
|
|
BLOOD_COLOR_BLOB,
|
|
BLOOD_COLOR_BLOB_FROZEN,
|
|
#endif // INFESTED_DLL
|
|
|
|
BLOOD_COLOR_BRIGHTGREEN,
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Vehicles may have more than one passenger.
|
|
// This enum may be expanded by derived classes
|
|
//-----------------------------------------------------------------------------
|
|
enum PassengerRole_t
|
|
{
|
|
VEHICLE_ROLE_NONE = -1,
|
|
|
|
VEHICLE_ROLE_DRIVER = 0, // Only one driver
|
|
|
|
LAST_SHARED_VEHICLE_ROLE,
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Water splash effect flags
|
|
//-----------------------------------------------------------------------------
|
|
enum
|
|
{
|
|
FX_WATER_IN_SLIME = 0x1,
|
|
};
|
|
|
|
|
|
// Shared think context stuff
|
|
#define MAX_CONTEXT_LENGTH 32
|
|
#define NO_THINK_CONTEXT -1
|
|
|
|
// entity flags, CBaseEntity::m_iEFlags
|
|
enum
|
|
{
|
|
EFL_KILLME = (1<<0), // This entity is marked for death -- This allows the game to actually delete ents at a safe time
|
|
EFL_DORMANT = (1<<1), // Entity is dormant, no updates to client
|
|
EFL_NOCLIP_ACTIVE = (1<<2), // Lets us know when the noclip command is active.
|
|
EFL_SETTING_UP_BONES = (1<<3), // Set while a model is setting up its bones.
|
|
EFL_KEEP_ON_RECREATE_ENTITIES = (1<<4), // This is a special entity that should not be deleted when we restart entities only
|
|
|
|
EFL_DIRTY_SHADOWUPDATE = (1<<5), // Client only- need shadow manager to update the shadow...
|
|
EFL_NOTIFY = (1<<6), // Another entity is watching events on this entity (used by teleport)
|
|
|
|
// The default behavior in ShouldTransmit is to not send an entity if it doesn't
|
|
// have a model. Certain entities want to be sent anyway because all the drawing logic
|
|
// is in the client DLL. They can set this flag and the engine will transmit them even
|
|
// if they don't have a model.
|
|
EFL_FORCE_CHECK_TRANSMIT = (1<<7),
|
|
|
|
EFL_BOT_FROZEN = (1<<8), // This is set on bots that are frozen.
|
|
EFL_SERVER_ONLY = (1<<9), // Non-networked entity.
|
|
EFL_NO_AUTO_EDICT_ATTACH = (1<<10), // Don't attach the edict; we're doing it explicitly
|
|
|
|
// Some dirty bits with respect to abs computations
|
|
EFL_DIRTY_ABSTRANSFORM = (1<<11),
|
|
EFL_DIRTY_ABSVELOCITY = (1<<12),
|
|
EFL_DIRTY_ABSANGVELOCITY = (1<<13),
|
|
EFL_DIRTY_SURROUNDING_COLLISION_BOUNDS = (1<<14),
|
|
EFL_DIRTY_SPATIAL_PARTITION = (1<<15),
|
|
EFL_HAS_PLAYER_CHILD= (1<<16), // One of the child entities is a player.
|
|
|
|
EFL_IN_SKYBOX = (1<<17), // This is set if the entity detects that it's in the skybox.
|
|
// This forces it to pass the "in PVS" for transmission.
|
|
EFL_USE_PARTITION_WHEN_NOT_SOLID = (1<<18), // Entities with this flag set show up in the partition even when not solid
|
|
EFL_TOUCHING_FLUID = (1<<19), // Used to determine if an entity is floating
|
|
|
|
// FIXME: Not really sure where I should add this...
|
|
EFL_IS_BEING_LIFTED_BY_BARNACLE = (1<<20),
|
|
EFL_NO_ROTORWASH_PUSH = (1<<21), // I shouldn't be pushed by the rotorwash
|
|
EFL_NO_THINK_FUNCTION = (1<<22),
|
|
EFL_NO_GAME_PHYSICS_SIMULATION = (1<<23),
|
|
|
|
EFL_CHECK_UNTOUCH = (1<<24),
|
|
EFL_DONTBLOCKLOS = (1<<25), // I shouldn't block NPC line-of-sight
|
|
EFL_DONTWALKON = (1<<26), // NPC;s should not walk on this entity
|
|
EFL_NO_DISSOLVE = (1<<27), // These guys shouldn't dissolve
|
|
EFL_NO_MEGAPHYSCANNON_RAGDOLL = (1<<28), // Mega physcannon can't ragdoll these guys.
|
|
EFL_NO_WATER_VELOCITY_CHANGE = (1<<29), // Don't adjust this entity's velocity when transitioning into water
|
|
EFL_NO_PHYSCANNON_INTERACTION = (1<<30), // Physcannon can't pick these up or punt them
|
|
EFL_NO_DAMAGE_FORCES = (1<<31), // Doesn't accept forces from physics damage
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// EFFECTS
|
|
//-----------------------------------------------------------------------------
|
|
const int FX_BLOODSPRAY_DROPS = 0x01;
|
|
const int FX_BLOODSPRAY_GORE = 0x02;
|
|
const int FX_BLOODSPRAY_CLOUD = 0x04;
|
|
const int FX_BLOODSPRAY_ALL = 0xFF;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
#define MAX_SCREEN_OVERLAYS 10
|
|
|
|
// These are the types of data that hang off of CBaseEntities and the flag bits used to mark their presence
|
|
enum
|
|
{
|
|
GROUNDLINK = 0,
|
|
TOUCHLINK,
|
|
STEPSIMULATION,
|
|
MODELSCALE,
|
|
POSITIONWATCHER,
|
|
PHYSICSPUSHLIST,
|
|
VPHYSICSUPDATEAI,
|
|
VPHYSICSWATCHER,
|
|
|
|
// Must be last and <= 32
|
|
NUM_DATAOBJECT_TYPES,
|
|
};
|
|
|
|
class CBaseEntity;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Bullet firing information
|
|
//-----------------------------------------------------------------------------
|
|
class CBaseEntity;
|
|
|
|
enum FireBulletsFlags_t
|
|
{
|
|
FIRE_BULLETS_FIRST_SHOT_ACCURATE = 0x1, // Pop the first shot with perfect accuracy
|
|
FIRE_BULLETS_DONT_HIT_UNDERWATER = 0x2, // If the shot hits its target underwater, don't damage it
|
|
FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS = 0x4, // If the shot hits water surface, still call DoImpactEffect
|
|
FIRE_BULLETS_TEMPORARY_DANGER_SOUND = 0x8, // Danger sounds added from this impact can be stomped immediately if another is queued
|
|
|
|
FIRE_BULLETS_NO_PIERCING_SPARK = 0x16, // do a piercing spark effect when a bullet penetrates an alien
|
|
FIRE_BULLETS_HULL = 0x32, // bullet trace is a hull rather than a line
|
|
FIRE_BULLETS_ANGULAR_SPREAD = 0x64, // bullet spread is based on uniform random change to angles rather than gaussian search
|
|
};
|
|
|
|
|
|
struct FireBulletsInfo_t
|
|
{
|
|
FireBulletsInfo_t()
|
|
{
|
|
m_iShots = 1;
|
|
m_vecSpread.Init( 0, 0, 0 );
|
|
m_flDistance = 8192;
|
|
m_iTracerFreq = 4;
|
|
m_flDamage = 0.0f;
|
|
m_flPlayerDamage = 0.0f;
|
|
m_pAttacker = NULL;
|
|
m_nFlags = 0;
|
|
m_pAdditionalIgnoreEnt = NULL;
|
|
m_flDamageForceScale = 1.0f;
|
|
|
|
#ifdef _DEBUG
|
|
m_iAmmoType = -1;
|
|
m_vecSrc.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
|
|
m_vecDirShooting.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
|
|
#endif
|
|
m_bPrimaryAttack = true;
|
|
}
|
|
|
|
FireBulletsInfo_t( int nShots, const Vector &vecSrc, const Vector &vecDir, const Vector &vecSpread, float flDistance, int nAmmoType, bool bPrimaryAttack = true )
|
|
{
|
|
m_iShots = nShots;
|
|
m_vecSrc = vecSrc;
|
|
m_vecDirShooting = vecDir;
|
|
m_vecSpread = vecSpread;
|
|
m_flDistance = flDistance;
|
|
m_iAmmoType = nAmmoType;
|
|
m_iTracerFreq = 4;
|
|
m_flDamage = 0;
|
|
m_flPlayerDamage = 0;
|
|
m_pAttacker = NULL;
|
|
m_nFlags = 0;
|
|
m_pAdditionalIgnoreEnt = NULL;
|
|
m_flDamageForceScale = 1.0f;
|
|
m_bPrimaryAttack = bPrimaryAttack;
|
|
}
|
|
|
|
int m_iShots;
|
|
Vector m_vecSrc;
|
|
Vector m_vecDirShooting;
|
|
Vector m_vecSpread;
|
|
float m_flDistance;
|
|
int m_iAmmoType;
|
|
int m_iTracerFreq;
|
|
float m_flDamage;
|
|
float m_flPlayerDamage; // Damage to be used instead of m_flDamage if we hit a player
|
|
int m_nFlags; // See FireBulletsFlags_t
|
|
float m_flDamageForceScale;
|
|
CBaseEntity *m_pAttacker;
|
|
CBaseEntity *m_pAdditionalIgnoreEnt;
|
|
bool m_bPrimaryAttack;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Data for making the MOVETYPE_STEP entities appear to simulate every frame
|
|
// We precompute the simulation and then meter it out each tick during networking of the
|
|
// entities origin and orientation. Uses a bit more bandwidth, but it solves the NPCs interacting
|
|
// with elevators/lifts bugs.
|
|
//-----------------------------------------------------------------------------
|
|
struct StepSimulationStep
|
|
{
|
|
int nTickCount;
|
|
Vector vecOrigin;
|
|
Quaternion qRotation;
|
|
};
|
|
|
|
struct StepSimulationData
|
|
{
|
|
// Are we using the Step Simulation Data
|
|
bool m_bOriginActive;
|
|
bool m_bAnglesActive;
|
|
|
|
// This is the pre-pre-Think position, orientation (Quaternion) and tick count
|
|
StepSimulationStep m_Previous2;
|
|
|
|
// This is the pre-Think position, orientation (Quaternion) and tick count
|
|
StepSimulationStep m_Previous;
|
|
|
|
// This is a potential mid-think position, orientation (Quaternion) and tick count
|
|
// Used to mark motion discontinuities that happen between thinks
|
|
StepSimulationStep m_Discontinuity;
|
|
|
|
// This is the goal or post-Think position and orientation (and Quaternion for blending) and next think time tick
|
|
StepSimulationStep m_Next;
|
|
QAngle m_angNextRotation;
|
|
|
|
// This variable is used so that we only compute networked origin/angles once per tick
|
|
int m_nLastProcessTickCount;
|
|
// The computed/interpolated network origin/angles to use
|
|
Vector m_vecNetworkOrigin;
|
|
int m_networkCell[3];
|
|
QAngle m_angNetworkAngles;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Simple state tracking for changing model sideways shrinkage during barnacle swallow
|
|
//-----------------------------------------------------------------------------
|
|
struct ModelScale
|
|
{
|
|
float m_flModelScaleStart;
|
|
float m_flModelScaleGoal;
|
|
float m_flModelScaleFinishTime;
|
|
float m_flModelScaleStartTime;
|
|
};
|
|
|
|
#include "soundflags.h"
|
|
|
|
struct CSoundParameters;
|
|
typedef short HSOUNDSCRIPTHANDLE;
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Aggregates and sets default parameters for EmitSound function calls
|
|
//-----------------------------------------------------------------------------
|
|
struct EmitSound_t
|
|
{
|
|
EmitSound_t() :
|
|
m_nChannel( 0 ),
|
|
m_pSoundName( 0 ),
|
|
m_flVolume( VOL_NORM ),
|
|
m_SoundLevel( SNDLVL_NONE ),
|
|
m_nFlags( 0 ),
|
|
m_nPitch( PITCH_NORM ),
|
|
m_pOrigin( 0 ),
|
|
m_flSoundTime( 0.0f ),
|
|
m_pflSoundDuration( 0 ),
|
|
m_bEmitCloseCaption( true ),
|
|
m_bWarnOnMissingCloseCaption( false ),
|
|
m_bWarnOnDirectWaveReference( false ),
|
|
m_nSpeakerEntity( -1 ),
|
|
m_UtlVecSoundOrigin(),
|
|
m_hSoundScriptHandle( -1 )
|
|
{
|
|
}
|
|
|
|
EmitSound_t( const CSoundParameters &src );
|
|
|
|
int m_nChannel;
|
|
char const *m_pSoundName;
|
|
float m_flVolume;
|
|
soundlevel_t m_SoundLevel;
|
|
int m_nFlags;
|
|
int m_nPitch;
|
|
const Vector *m_pOrigin;
|
|
float m_flSoundTime; ///< NOT DURATION, but rather, some absolute time in the future until which this sound should be delayed
|
|
float *m_pflSoundDuration;
|
|
bool m_bEmitCloseCaption;
|
|
bool m_bWarnOnMissingCloseCaption;
|
|
bool m_bWarnOnDirectWaveReference;
|
|
int m_nSpeakerEntity;
|
|
mutable CUtlVector< Vector > m_UtlVecSoundOrigin; ///< Actual sound origin(s) (can be multiple if sound routed through speaker entity(ies) )
|
|
mutable HSOUNDSCRIPTHANDLE m_hSoundScriptHandle;
|
|
};
|
|
|
|
#define MAX_ACTORS_IN_SCENE 16
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Multiplayer specific defines
|
|
//-----------------------------------------------------------------------------
|
|
#define MAX_CONTROL_POINTS 8
|
|
#define MAX_CONTROL_POINT_GROUPS 8
|
|
|
|
// Maximum number of points that a control point may need owned to be cappable
|
|
#define MAX_PREVIOUS_POINTS 3
|
|
|
|
// The maximum number of teams the control point system knows how to deal with
|
|
#define MAX_CONTROL_POINT_TEAMS 8
|
|
|
|
// Maximum length of the cap layout string
|
|
#define MAX_CAPLAYOUT_LENGTH 32
|
|
|
|
// Maximum length of the current round printname
|
|
#define MAX_ROUND_NAME 32
|
|
|
|
// Maximum length of the current round name
|
|
#define MAX_ROUND_IMAGE_NAME 64
|
|
|
|
// Score added to the team score for a round win
|
|
#define TEAMPLAY_ROUND_WIN_SCORE 1
|
|
|
|
enum
|
|
{
|
|
CP_WARN_NORMAL = 0,
|
|
CP_WARN_FINALCAP,
|
|
CP_WARN_NO_ANNOUNCEMENTS
|
|
};
|
|
|
|
// YWB: 3/12/2007
|
|
// Changing the following #define for Prediction Error checking (See gamemovement.cpp for overview) will to 1 or 2 enables the system, 0 turns it off
|
|
// Level 1 enables it, but doesn't force "full precision" networking, so you can still get lots of errors in position/velocity/etc.
|
|
// Level 2 enables it but also forces origins/angles to be sent full precision, so other fields can be error / tolerance checked
|
|
// NOTE: This stuff only works on a listen server since it punches a hole from the client .dll to server .dll!!!
|
|
#define PREDICTION_ERROR_CHECK_LEVEL 0
|
|
|
|
// Set to 1 to spew a call stack in DiffPrint() for the existing side when the other side is missing
|
|
#define PREDICTION_ERROR_CHECK_STACKS_FOR_MISSING 0
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Round timer states
|
|
//-----------------------------------------------------------------------------
|
|
enum
|
|
{
|
|
RT_STATE_SETUP, // Timer is in setup mode
|
|
RT_STATE_NORMAL, // Timer is in normal mode
|
|
};
|
|
|
|
enum
|
|
{
|
|
SIMULATION_TIME_WINDOW_BITS = 8,
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Commentary Mode
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cell origin values
|
|
//-----------------------------------------------------------------------------
|
|
#define CELL_COUNT( bits ) ( (MAX_COORD_INTEGER*2) / (1 << (bits)) ) // How many cells on an axis based on the bit size of the cell
|
|
#define CELL_COUNT_BITS( bits ) MINIMUM_BITS_NEEDED( CELL_COUNT( bits ) ) // How many bits are necessary to respresent that cell
|
|
#define CELL_BASEENTITY_ORIGIN_CELL_BITS 5 // default amount of entropy bits for base entity
|
|
|
|
|
|
// The player's method of starting / stopping commentary
|
|
#ifdef GAME_HAS_NO_USE_KEY
|
|
#define COMMENTARY_BUTTONS (IN_ATTACK | IN_ATTACK2 | IN_USE)
|
|
#else
|
|
#define COMMENTARY_BUTTONS (IN_USE)
|
|
#endif
|
|
|
|
bool IsHeadTrackingEnabled();
|
|
|
|
// If this is defined, all of the scopeguard objects are NULL'd out to reduce overhead
|
|
// #define SPLIT_SCREEN_STUBS
|
|
|
|
|
|
#define MAX_SPLITSCREEN_PLAYERS 1
|
|
|
|
|
|
inline bool IsSplitScreenSupported()
|
|
{
|
|
return ( MAX_SPLITSCREEN_PLAYERS > 1 ) ? true : false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// For invalidate physics recursive
|
|
//-----------------------------------------------------------------------------
|
|
enum InvalidatePhysicsBits_t
|
|
{
|
|
POSITION_CHANGED = 0x1,
|
|
ANGLES_CHANGED = 0x2,
|
|
VELOCITY_CHANGED = 0x4,
|
|
ANIMATION_CHANGED = 0x8, // Means cycle has changed, or any other event which would cause render-to-texture shadows to need to be rerendeded
|
|
BOUNDS_CHANGED = 0x10, // Means render bounds have changed, so shadow decal projection is required, etc.
|
|
SEQUENCE_CHANGED = 0x20, // Means sequence has changed, only interesting when surrounding bounds depends on sequence
|
|
};
|
|
|
|
enum Class_T
|
|
{
|
|
CLASS_NONE = 0,
|
|
CLASS_PLAYER,
|
|
CLASS_PLAYER_ALLY,
|
|
CLASS_PLAYER_ALLY_VITAL,
|
|
CLASS_ANTLION,
|
|
CLASS_BARNACLE,
|
|
CLASS_BLOB,
|
|
CLASS_BULLSEYE,
|
|
//CLASS_BULLSQUID,
|
|
CLASS_CITIZEN_PASSIVE,
|
|
CLASS_CITIZEN_REBEL,
|
|
CLASS_COMBINE,
|
|
CLASS_COMBINE_GUNSHIP,
|
|
CLASS_CONSCRIPT,
|
|
CLASS_HEADCRAB,
|
|
//CLASS_HOUNDEYE,
|
|
CLASS_MANHACK,
|
|
CLASS_METROPOLICE,
|
|
CLASS_MILITARY,
|
|
CLASS_SCANNER,
|
|
CLASS_STALKER,
|
|
CLASS_VORTIGAUNT,
|
|
CLASS_ZOMBIE,
|
|
CLASS_PROTOSNIPER,
|
|
CLASS_MISSILE,
|
|
CLASS_FLARE,
|
|
CLASS_EARTH_FAUNA,
|
|
CLASS_HACKED_ROLLERMINE,
|
|
CLASS_COMBINE_HUNTER,
|
|
|
|
LAST_SHARED_ENTITY_CLASS,
|
|
};
|
|
|
|
// Factions
|
|
#define FACTION_NONE 0 // Not assigned a faction. Entities not assigned a faction will not do faction tests.
|
|
#define LAST_SHARED_FACTION (FACTION_NONE)
|
|
#define NUM_SHARED_FACTIONS (FACTION_NONE + 1)
|
|
|
|
#endif // SHAREDDEFS_H
|