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发表于 2006-5-23 03:39:12
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来自 中国–广东–广州
回复: AMXMODX官方大制作 GaBen MOD
CS1.6 AMXX 1.71使用
你要找到 hlsdk_const.inc
- /* Half-Life Software Development Kit constants
- *
- * by the AMX Mod X Development Team
- *
- * This file is provided as is (no warranties).
- *
- */
- #if defined _hlsdk_const_included
- #endinput
- #endif
- #define _hlsdk_const_included
- // pev(entity, pev_button) or pev(entity, pev_oldbuttons) values
- #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
- // pev(entity, pev_flags) values
- #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
- // engfunc(EngFunc_WalkMove, entity, Float:yaw, Float:dist, iMode) iMode values
- #define WALKMOVE_NORMAL 0 // normal walkmove
- #define WALKMOVE_WORLDONLY 1 // doesn't hit ANY entities, no matter what the solid type
- #define WALKMOVE_CHECKONLY 2 // move, but don't touch triggers
- // pev(entity, pev_movetype) values
- #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)
- // pev(entity, pev_solid) values
- // NOTE: Some movetypes will cause collisions independent of SOLID_NOT/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
- // pev(entity, pev_deadflag) values
- #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
- // new Float:takedamage, pev(entity, pev_takedamage, takedamage) values
- #define DAMAGE_NO 0.0
- #define DAMAGE_YES 1.0
- #define DAMAGE_AIM 2.0
- // pev(entity, pev_effects) values
- #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
- // engfunc(EngFunc_PointContents, Float:origin) return values
- #define CONTENTS_EMPTY -1
- #define CONTENTS_SOLID -2
- #define CONTENTS_WATER -3
- #define CONTENTS_SLIME -4
- #define CONTENTS_LAVA -5
- #define CONTENTS_SKY -6
- #define CONTENTS_ORIGIN -7 // removed at csg time
- #define CONTENTS_CLIP -8 // changed to contents_solid
- #define CONTENTS_CURRENT_0 -9
- #define CONTENTS_CURRENT_90 -10
- #define CONTENTS_CURRENT_180 -11
- #define CONTENTS_CURRENT_270 -12
- #define CONTENTS_CURRENT_UP -13
- #define CONTENTS_CURRENT_DOWN -14
- #define CONTENTS_TRANSLUCENT -15
- #define CONTENTS_LADDER -16
- #define CONTENT_FLYFIELD -17
- #define CONTENT_GRAVITY_FLYFIELD -18
- #define CONTENT_FOG -19
- // instant damage values for use with gmsgDamage 3rd value write_long(BIT)
- #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_TIMEBASED (~(0x3fff)) // mask for time-based damage
- // used for tracehull
- #define HULL_POINT 0
- #define HULL_HUMAN 1
- #define HULL_LARGE 2
- #define HULL_HEAD 3
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