Engine константы: различия между версиями
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Nikita (обсуждение | вклад) (Новая страница: «Категория:AMX MOD X == Константы микрофона == <pre> #define SPEAK_NORMAL 0 #define SPEAK_MUTED 1 #define SPEAK_ALL 2 #define S…») |
Nikita (обсуждение | вклад) |
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| Строка 324: | Строка 324: | ||
#define EF_NODRAW 128 /* don\\\'t draw entity */ | #define EF_NODRAW 128 /* don\\\'t draw entity */ | ||
</pre> | </pre> | ||
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| + | * [[http://www.amxmodx.org/funcwiki.php?go=module&id=3 Константы Engine (англ. )]] | ||
Версия 11:46, 14 июня 2013
Содержание
- 1 Константы микрофона
- 2 Константы камеры
- 3 Entity Integer Constants
- 4 Entity Float Constants
- 5 Entity Vector Constants
- 6 Entity Edict Constants
- 7 Строковые энтити константы
- 8 Entity Byte Constants
- 9 Константы действия
- 10 Константы передвижения
- 11 Solid Constants
- 12 Contents Constants
- 13 Damage Constants
- 14 Effects Constants
Константы микрофона
#define SPEAK_NORMAL 0 #define SPEAK_MUTED 1 #define SPEAK_ALL 2 #define SPEAK_LISTENALL 4
Константы камеры
#define CAMERA_NONE 0 #define CAMERA_3RDPERSON 1 #define CAMERA_UPLEFT 2 #define CAMERA_TOPDOWN 3
Entity Integer Constants
enum {
EV_INT_gamestate = 0,
EV_INT_oldbuttons,
EV_INT_groupinfo,
EV_INT_iuser1,
EV_INT_iuser2,
EV_INT_iuser3,
EV_INT_iuser4,
EV_INT_weaponanim,
EV_INT_pushmsec,
EV_INT_bInDuck,
EV_INT_flTimeStepSound,
EV_INT_flSwimTime,
EV_INT_flDuckTime,
EV_INT_iStepLeft,
EV_INT_movetype,
EV_INT_solid,
EV_INT_skin,
EV_INT_body,
EV_INT_effects,
EV_INT_light_level,
EV_INT_sequence,
EV_INT_gaitsequence,
EV_INT_modelindex,
EV_INT_playerclass,
EV_INT_waterlevel,
EV_INT_watertype,
EV_INT_spawnflags,
EV_INT_flags,
EV_INT_colormap,
EV_INT_team,
EV_INT_fixangle,
EV_INT_weapons,
EV_INT_rendermode,
EV_INT_renderfx,
EV_INT_button,
EV_INT_impulse,
EV_INT_deadflag,
}
Entity Float Constants
enum {
EV_FL_impacttime = 0,
EV_FL_starttime,
EV_FL_idealpitch,
EV_FL_pitch_speed,
EV_FL_ideal_yaw,
EV_FL_yaw_speed,
EV_FL_ltime,
EV_FL_nextthink,
EV_FL_gravity,
EV_FL_friction,
EV_FL_frame,
EV_FL_animtime,
EV_FL_framerate,
EV_FL_health,
EV_FL_frags,
EV_FL_takedamage,
EV_FL_max_health,
EV_FL_teleport_time,
EV_FL_armortype,
EV_FL_armorvalue,
EV_FL_dmg_take,
EV_FL_dmg_save,
EV_FL_dmg,
EV_FL_dmgtime,
EV_FL_speed,
EV_FL_air_finished,
EV_FL_pain_finished,
EV_FL_radsuit_finished,
EV_FL_scale,
EV_FL_renderamt,
EV_FL_maxspeed,
EV_FL_fov,
EV_FL_flFallVelocity,
EV_FL_fuser1,
EV_FL_fuser2,
EV_FL_fuser3,
EV_FL_fuser4,
}
Entity Vector Constants
enum {
EV_VEC_origin = 0,
EV_VEC_oldorigin,
EV_VEC_velocity,
EV_VEC_basevelocity,
EV_VEC_clbasevelocity,
EV_VEC_movedir,
EV_VEC_angles,
EV_VEC_avelocity,
EV_VEC_punchangle,
EV_VEC_v_angle,
EV_VEC_endpos,
EV_VEC_startpos,
EV_VEC_absmin,
EV_VEC_absmax,
EV_VEC_mins,
EV_VEC_maxs,
EV_VEC_size,
EV_VEC_rendercolor,
EV_VEC_view_ofs,
EV_VEC_vuser1,
EV_VEC_vuser2,
EV_VEC_vuser3,
EV_VEC_vuser4,
}
Entity Edict Constants
enum {
EV_ENT_chain = 0,
EV_ENT_dmg_inflictor,
EV_ENT_enemy,
EV_ENT_aiment,
EV_ENT_owner,
EV_ENT_groundentity,
EV_ENT_pContainingEntity,
EV_ENT_euser1,
EV_ENT_euser2,
EV_ENT_euser3,
EV_ENT_euser4,
}
Строковые энтити константы
Подробнее о энтити-объектах.
enum {
EV_SZ_classname = 0,
EV_SZ_globalname,
EV_SZ_model,
EV_SZ_target,
EV_SZ_targetname,
EV_SZ_netname,
EV_SZ_message,
EV_SZ_noise,
EV_SZ_noise1,
EV_SZ_noise2,
EV_SZ_noise3,
EV_SZ_viewmodel,
EV_SZ_weaponmodel,
}
Entity Byte Constants
enum {
EV_BYTE_controller1 = 0,
EV_BYTE_controller2,
EV_BYTE_controller3,
EV_BYTE_controller4,
EV_BYTE_blending1,
EV_BYTE_blending2,
}
Константы действия
#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)
Константы передвижения
#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 */ #define MOVETYPE_NONE 0 /* never moves */ #define MOVETYPE_ANGLENOCLIP 1 #define MOVETYPE_ANGLECLIP 2 #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) */
Solid Constants
#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 */
Contents Constants
#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
Damage Constants
#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 */ /* time-based damage */ #define DMG_TIMEBASED (~(0x3fff)) /* mask for time-based damage */ /* TF Additions */ #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) */
Effects Constants
#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 */