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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-19 20:16:10 +08:00

Update some const.h enum definitions

This commit is contained in:
GAMMACASE
2023-09-16 22:13:16 +03:00
committed by Nicholas Hastings
parent 5ace21fa24
commit c85656da01

View File

@ -141,10 +141,10 @@
#define FL_FREEZING (1<<31) // We're becoming frozen!
// edict->movetype values
enum MoveType_t
enum MoveType_t : uint8_t
{
MOVETYPE_NONE = 0, // never moves
MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc.
MOVETYPE_OBSOLETE, // Previously isometric movetype
MOVETYPE_WALK, // Player only - moving on the ground
MOVETYPE_STEP, // gravity, special edge handling -- monsters use this
MOVETYPE_FLY, // No gravity, but still collides with stuff
@ -152,18 +152,18 @@ enum MoveType_t
MOVETYPE_VPHYSICS, // uses VPHYSICS for simulation
MOVETYPE_PUSH, // no clip to world, push and crush
MOVETYPE_NOCLIP, // No gravity, no collisions, still do velocity/avelocity
MOVETYPE_LADDER, // Used by players only when going onto a ladder
MOVETYPE_OBSERVER, // Observer movement, depends on player's observer mode
MOVETYPE_LADDER, // Used by players only when going onto a ladder
MOVETYPE_CUSTOM, // Allows the entity to describe its own physics
// should always be defined as the last item in the list
MOVETYPE_LAST = MOVETYPE_CUSTOM,
MOVETYPE_MAX_BITS = 4
MOVETYPE_MAX_BITS = 5
};
// edict->movecollide values
enum MoveCollide_t
enum MoveCollide_t : uint8_t
{
MOVECOLLIDE_DEFAULT = 0,
@ -185,18 +185,20 @@ enum MoveCollide_t
// Solid type basically describes how the bounding volume of the object is represented
// NOTE: SOLID_BBOX MUST BE 2, and SOLID_VPHYSICS MUST BE 6
// NOTE: These numerical values are used in the FGD by the prop code (see prop_dynamic)
enum SolidType_t
enum SolidType_t : uint8_t
{
SOLID_NONE = 0, // no solid model
SOLID_BSP = 1, // a BSP tree
SOLID_BBOX = 2, // an AABB
SOLID_OBB = 3, // an OBB (not implemented yet)
SOLID_OBB_YAW = 4, // an OBB, constrained so that it can only yaw
SOLID_CUSTOM = 5, // Always call into the entity for tests
SOLID_SPHERE = 4,
SOLID_POINT = 5,
SOLID_VPHYSICS = 6, // solid vphysics object, get vcollide from the model and collide with that
SOLID_CAPSULE = 7,
SOLID_LAST,
};
// GAMMACASE: Potentially obsolete
enum SolidFlags_t
{
FSOLID_CUSTOMRAYTEST = 0x0001, // Ignore solid type + always call into the entity for ray tests
@ -224,14 +226,17 @@ inline bool IsSolid( SolidType_t solidType, int nSolidFlags )
return (solidType != SOLID_NONE) && ((nSolidFlags & FSOLID_NOT_SOLID) == 0);
}
// m_lifeState values
#define LIFE_ALIVE 0 // alive
#define LIFE_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground
#define LIFE_DEAD 2 // dead. lying still.
#define LIFE_RESPAWNABLE 3
#define LIFE_DISCARDBODY 4
enum LifeState_t
{
LIFE_ALIVE = 0x0, // alive
LIFE_DYING = 0x1, // playing death animation or still falling off of a ledge waiting to hit ground
LIFE_DEAD = 0x2, // dead. lying still.
LIFE_RESPAWNABLE = 0x3,
LIFE_RESPAWNING = 0x4
};
// GAMMACASE: Potentially obsolete
// entity effects
enum
{
@ -302,7 +307,7 @@ enum
// Rendering constants
// if this is changed, update common/MaterialSystem/Sprite.cpp
enum RenderMode_t
enum RenderMode_t : uint8_t
{
kRenderNormal = 0, // src
kRenderTransColor, // c*a+dest*(1-a)
@ -315,11 +320,12 @@ enum RenderMode_t
kRenderTransAlphaAdd, // src + dest*(1-a)
kRenderWorldGlow, // Same as kRenderGlow but not fixed size in screen space
kRenderNone, // Don't render.
kRenderDevVisualizer,
kRenderModeCount, // must be last
};
enum RenderFx_t
enum RenderFx_t : uint8_t
{
kRenderFxNone = 0,
kRenderFxPulseSlow,