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Update some const.h enum definitions
This commit is contained in:

committed by
Nicholas Hastings

parent
5ace21fa24
commit
c85656da01
@ -141,10 +141,10 @@
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#define FL_FREEZING (1<<31) // We're becoming frozen!
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#define FL_FREEZING (1<<31) // We're becoming frozen!
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// edict->movetype values
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// edict->movetype values
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enum MoveType_t
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enum MoveType_t : uint8_t
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{
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{
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MOVETYPE_NONE = 0, // never moves
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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_OBSOLETE, // Previously isometric movetype
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MOVETYPE_WALK, // Player only - moving on the ground
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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_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_FLY, // No gravity, but still collides with stuff
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@ -152,18 +152,18 @@ enum MoveType_t
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MOVETYPE_VPHYSICS, // uses VPHYSICS for simulation
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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_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_NOCLIP, // No gravity, no collisions, still do velocity/avelocity
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MOVETYPE_LADDER, // Used by players only when going onto a ladder
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MOVETYPE_OBSERVER, // Observer movement, depends on player's observer mode
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MOVETYPE_OBSERVER, // Observer movement, depends on player's observer mode
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MOVETYPE_LADDER, // Used by players only when going onto a ladder
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MOVETYPE_CUSTOM, // Allows the entity to describe its own physics
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MOVETYPE_CUSTOM, // Allows the entity to describe its own physics
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// should always be defined as the last item in the list
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// should always be defined as the last item in the list
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MOVETYPE_LAST = MOVETYPE_CUSTOM,
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MOVETYPE_LAST = MOVETYPE_CUSTOM,
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MOVETYPE_MAX_BITS = 4
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MOVETYPE_MAX_BITS = 5
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};
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};
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// edict->movecollide values
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// edict->movecollide values
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enum MoveCollide_t
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enum MoveCollide_t : uint8_t
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{
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{
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MOVECOLLIDE_DEFAULT = 0,
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MOVECOLLIDE_DEFAULT = 0,
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@ -185,18 +185,20 @@ enum MoveCollide_t
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// Solid type basically describes how the bounding volume of the object is represented
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// Solid type basically describes how the bounding volume of the object is represented
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// NOTE: SOLID_BBOX MUST BE 2, and SOLID_VPHYSICS MUST BE 6
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// NOTE: SOLID_BBOX MUST BE 2, and SOLID_VPHYSICS MUST BE 6
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// NOTE: These numerical values are used in the FGD by the prop code (see prop_dynamic)
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// NOTE: These numerical values are used in the FGD by the prop code (see prop_dynamic)
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enum SolidType_t
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enum SolidType_t : uint8_t
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{
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{
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SOLID_NONE = 0, // no solid model
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SOLID_NONE = 0, // no solid model
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SOLID_BSP = 1, // a BSP tree
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SOLID_BSP = 1, // a BSP tree
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SOLID_BBOX = 2, // an AABB
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SOLID_BBOX = 2, // an AABB
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SOLID_OBB = 3, // an OBB (not implemented yet)
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SOLID_OBB = 3, // an OBB (not implemented yet)
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SOLID_OBB_YAW = 4, // an OBB, constrained so that it can only yaw
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SOLID_SPHERE = 4,
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SOLID_CUSTOM = 5, // Always call into the entity for tests
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SOLID_POINT = 5,
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SOLID_VPHYSICS = 6, // solid vphysics object, get vcollide from the model and collide with that
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SOLID_VPHYSICS = 6, // solid vphysics object, get vcollide from the model and collide with that
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SOLID_CAPSULE = 7,
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SOLID_LAST,
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SOLID_LAST,
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};
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};
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// GAMMACASE: Potentially obsolete
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enum SolidFlags_t
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enum SolidFlags_t
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{
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{
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FSOLID_CUSTOMRAYTEST = 0x0001, // Ignore solid type + always call into the entity for ray tests
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FSOLID_CUSTOMRAYTEST = 0x0001, // Ignore solid type + always call into the entity for ray tests
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@ -224,14 +226,17 @@ inline bool IsSolid( SolidType_t solidType, int nSolidFlags )
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return (solidType != SOLID_NONE) && ((nSolidFlags & FSOLID_NOT_SOLID) == 0);
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return (solidType != SOLID_NONE) && ((nSolidFlags & FSOLID_NOT_SOLID) == 0);
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}
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}
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// m_lifeState values
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// m_lifeState values
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#define LIFE_ALIVE 0 // alive
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enum LifeState_t
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#define LIFE_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground
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{
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#define LIFE_DEAD 2 // dead. lying still.
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LIFE_ALIVE = 0x0, // alive
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#define LIFE_RESPAWNABLE 3
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LIFE_DYING = 0x1, // playing death animation or still falling off of a ledge waiting to hit ground
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#define LIFE_DISCARDBODY 4
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LIFE_DEAD = 0x2, // dead. lying still.
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LIFE_RESPAWNABLE = 0x3,
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LIFE_RESPAWNING = 0x4
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};
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// GAMMACASE: Potentially obsolete
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// entity effects
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// entity effects
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enum
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enum
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{
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{
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@ -302,7 +307,7 @@ enum
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// Rendering constants
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// Rendering constants
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// if this is changed, update common/MaterialSystem/Sprite.cpp
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// if this is changed, update common/MaterialSystem/Sprite.cpp
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enum RenderMode_t
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enum RenderMode_t : uint8_t
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{
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{
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kRenderNormal = 0, // src
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kRenderNormal = 0, // src
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kRenderTransColor, // c*a+dest*(1-a)
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kRenderTransColor, // c*a+dest*(1-a)
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@ -315,11 +320,12 @@ enum RenderMode_t
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kRenderTransAlphaAdd, // src + dest*(1-a)
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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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kRenderWorldGlow, // Same as kRenderGlow but not fixed size in screen space
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kRenderNone, // Don't render.
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kRenderNone, // Don't render.
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kRenderDevVisualizer,
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kRenderModeCount, // must be last
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kRenderModeCount, // must be last
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};
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};
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enum RenderFx_t
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enum RenderFx_t : uint8_t
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{
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{
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kRenderFxNone = 0,
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kRenderFxNone = 0,
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kRenderFxPulseSlow,
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kRenderFxPulseSlow,
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