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69 lines
2.7 KiB
C
69 lines
2.7 KiB
C
//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef CONST_H
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#define CONST_H
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// How many bits to use to encode an edict.
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#define MAX_EDICT_BITS 14 // # of bits needed to represent max edicts
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// Max # of edicts in a level
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#define MAX_EDICTS (1<<MAX_EDICT_BITS)
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// Used for networking ehandles.
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#define NUM_ENT_ENTRY_BITS (MAX_EDICT_BITS + 2)
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#define NUM_ENT_ENTRIES (1 << NUM_ENT_ENTRY_BITS) // Value is correct for r5.
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#define INVALID_EHANDLE_INDEX 0xFFFFFFFF
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#define NUM_SERIAL_NUM_BITS 16 // (32 - NUM_ENT_ENTRY_BITS)
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#define NUM_SERIAL_NUM_SHIFT_BITS (32 - NUM_SERIAL_NUM_BITS)
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#define ENT_ENTRY_MASK (( 1 << NUM_SERIAL_NUM_BITS) - 1)
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// view angle update types for CPlayerState::fixangle
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#define FIXANGLE_NONE 0
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#define FIXANGLE_ABSOLUTE 1
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#define FIXANGLE_RELATIVE 2
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#define FL_FAKECLIENT (1<<7) // Fake client, simulated server side; don't send network messages to them
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enum RenderMode_t
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{
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kRenderNormal = 0, // src
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kRenderTransColor, // c*a+dest*(1-a)
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kRenderTransTexture, // src*a+dest*(1-a)
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kRenderGlow, // src*a+dest -- No Z buffer checks -- Fixed size in screen space
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kRenderTransAlpha, // src*srca+dest*(1-srca)
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kRenderTransAdd, // src*a+dest
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kRenderEnvironmental, // not drawn, used for environmental effects
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kRenderTransAddFrameBlend, // use a fractional frame value to blend between animation frames
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kRenderTransAlphaAdd, // src + dest*(1-a)
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kRenderWorldGlow, // Same as kRenderGlow but not fixed size in screen space
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kRenderNone, // Don't render.
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kRenderModeCount, // must be last
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};
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enum MoveType_t
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{
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MOVETYPE_NONE = 0, // never moves
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MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc.
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MOVETYPE_WALK, // Player only - moving on the ground
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MOVETYPE_STEP, // gravity, special edge handling -- monsters use this
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MOVETYPE_FLY, // No gravity, but still collides with stuff
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MOVETYPE_FLYGRAVITY, // flies through the air + is affected by gravity
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MOVETYPE_FLY_NO_COLLIDE,// No gravity, no collision
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MOVETYPE_VPHYSICS, // uses VPHYSICS for simulation
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MOVETYPE_PUSH, // no clip to world, push and crush
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MOVETYPE_NOCLIP, // No gravity, no collisions, still do velocity/avelocity
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MOVETYPE_OBSERVER, // Observer movement, depends on player's observer mode
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MOVETYPE_CUSTOM, // Allows the entity to describe its own physics
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MOVETYPE_TRAVERSE, // ?
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MOVETYPE_RODEO, // Currently rodeo'ing.
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MOVETYPE_OPERATOR, // ?
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MOVETYPE_MELEE_LUNGE, // Currently in melee lunge
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MOVETYPE_ZEROG // ?
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};
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#endif // CONST_H
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