WeaponMod константы

Материал из HLDM Wiki
Версия от 12:08, 14 июня 2013; Nikita (обсуждение | вклад) (Новая страница: « == Максимальное количество доступного оружия == #define MAX_WEAPONS 32 == Отскакивающие гильзы ==…»)
(разн.) ← Предыдущая | Текущая версия (разн.) | Следующая → (разн.)
Перейти к навигации Перейти к поиску

Максимальное количество доступного оружия

#define MAX_WEAPONS						32

Отскакивающие гильзы

#define TE_BOUNCE_NULL					0 // Без звука.
#define TE_BOUNCE_SHELL					1 // Обычная гильза.
#define TE_BOUNCE_SHOTSHELL				2 // Гильза от патронов для дробовиков.

Громкость звуков оружия

#define LOUD_GUN_VOLUME					1000
#define NORMAL_GUN_VOLUME				600
#define QUIET_GUN_VOLUME				200

Вспышки

#define	BRIGHT_GUN_FLASH				512
#define NORMAL_GUN_FLASH				256
#define	DIM_GUN_FLASH					128

Фраги оружия

#define ITEM_FLAG_SELECTONEMPTY			1
#define ITEM_FLAG_NOAUTORELOAD			2
#define ITEM_FLAG_NOAUTOSWITCHEMPTY		4
#define ITEM_FLAG_LIMITINWORLD			8
#define ITEM_FLAG_EXHAUSTIBLE			16 // A player can totally exhaust their ammo supply and lose this weapon

Разброс оружия

#define VECTOR_CONE_1DEGREES			Float:{ 0.00873, 0.00873, 0.00873 }
#define VECTOR_CONE_2DEGREES			Float:{ 0.01745, 0.01745, 0.01745 }
#define VECTOR_CONE_3DEGREES			Float:{ 0.02618, 0.02618, 0.02618 }
#define VECTOR_CONE_4DEGREES			Float:{ 0.03490, 0.03490, 0.03490 }
#define VECTOR_CONE_5DEGREES			Float:{ 0.04362, 0.04362, 0.04362 }
#define VECTOR_CONE_6DEGREES			Float:{ 0.05234, 0.05234, 0.05234 }
#define VECTOR_CONE_7DEGREES			Float:{ 0.06105, 0.06105, 0.06105 }
#define VECTOR_CONE_8DEGREES			Float:{ 0.06976, 0.06976, 0.06976 }
#define VECTOR_CONE_9DEGREES			Float:{ 0.07846, 0.07846, 0.07846 }
#define VECTOR_CONE_10DEGREES			Float:{ 0.08716, 0.08716, 0.08716 }
#define VECTOR_CONE_15DEGREES			Float:{ 0.13053, 0.13053, 0.13053 }
#define VECTOR_CONE_20DEGREES			Float:{ 0.17365, 0.17365, 0.17365 }

For CLASSIFY

#define	CLASS_NONE					0
#define CLASS_MACHINE					1
#define CLASS_PLAYER					2
#define	CLASS_HUMAN_PASSIVE				3
#define CLASS_HUMAN_MILITARY			        4
#define CLASS_ALIEN_MILITARY			        5
#define CLASS_ALIEN_PASSIVE				6
#define CLASS_ALIEN_MONSTER				7
#define CLASS_ALIEN_PREY				8
#define CLASS_ALIEN_PREDATOR			        9
#define CLASS_INSECT					10
#define CLASS_PLAYER_ALLY				11
#define CLASS_PLAYER_BIOWEAPON			        12 // Hornets and snarks, launched by players
#define CLASS_ALIEN_BIOWEAPON			        13 // Hornets and snarks, launched by the alien menace

Grenade explosion flags

#define SF_EXPLOSION_NODAMAGE			( 1 << 0 ) // When set, explosion will not actually inflict damage
#define SF_EXPLOSION_NOFIREBALL			( 1 << 1 ) // Don't draw the fireball
#define SF_EXPLOSION_NOSMOKE			( 1 << 2 ) // Don't draw the smoke
#define SF_EXPLOSION_NODECAL			( 1 << 3 ) // Don't make a scorch mark
#define SF_EXPLOSION_NOSPARKS			( 1 << 4 ) // Don't make a sparks
#define SF_EXPLOSION_NODEBRIS			( 1 << 5 ) // Don't make a debris sound

Анимация игрока

enum PLAYER_ANIM
{
	PLAYER_IDLE,
	PLAYER_WALK,
	PLAYER_JUMP,
	PLAYER_SUPERJUMP,
	PLAYER_DIE,
	PLAYER_ATTACK1,
};

Форварды для аммобоксов

enum e_AmmoFwds
{
	/**
	 * Forward params for all functions:
	 * 
	 * @param iItem				Ammobox's entity index.
	 */
	
	Fwd_Ammo_Spawn,					/* This is called whenever a ammobox entity is created. */
	Fwd_Ammo_AddAmmo,

	Fwd_Ammo_End
};

Типы форвардов для оружия

enum e_WpnFwds
{
	/**
	 * Forward params for all functions:
	 * 
	 * @param iItem				Weapon's entity index.
	 * @param iPlayer			Player index, owner of weapon.
	 * @param iClip				Amount of ammo in weapon's clip.
	 * @param iAmmo				Amount of ammo in backpack on a user for weapon.
	 */
	
	Fwd_Wpn_Spawn,					/* This is called whenever a weapon entity is created. */
	Fwd_Wpn_CanDeploy,				/* Whether or not this weapon can be deployed. */
	Fwd_Wpn_Deploy,					/* Deploys a weapon. */
	Fwd_Wpn_Idle,					/* Displays the idle animation for the weapon. */
	Fwd_Wpn_PrimaryAttack,			/* Called when the main attack of a weapon is triggered. */
	Fwd_Wpn_SecondaryAttack,		/* Called when the secondary attack of a weapon is triggered. */
	Fwd_Wpn_Reload,					/* Called when the weapon is reloaded. */
	Fwd_Wpn_CanHolster,				/* Whether or not the weapon can be holstered. */
	Fwd_Wpn_Holster,				/* Holsters a weapon. */
	Fwd_Wpn_IsUseable,				/* Whether or not the weapon is usable. (has ammo, etc.) */
	Fwd_Wpn_AddToPlayer,
	Fwd_Wpn_AddToPlayer2,
	Fwd_Wpn_ItemPostFrame,

	Fwd_Wpn_End
};

Информация о патронах

enum e_AmmoInfo
{
	AmmoInfo_szName,

	AmmoInfo_End
};

Информация о предметах

enum e_ItemInfo
{
	ItemInfo_bCustom,

	ItemInfo_iSlot,
	ItemInfo_iPosition,
	ItemInfo_iMaxAmmo1,
	ItemInfo_iMaxAmmo2,
	ItemInfo_iMaxClip,
	ItemInfo_iId,
	ItemInfo_iFlags,
	ItemInfo_iWeight,

	ItemInfo_szName,
	ItemInfo_szAmmo1,
	ItemInfo_szAmmo2,
	ItemInfo_szTitle,
	ItemInfo_szAuthor,
	ItemInfo_szVersion,

	ItemInfo_End
};

Оффсеты

enum e_Offsets
{
	// Weapon
	Offset_flStartThrow,
	Offset_flReleaseThrow,
	Offset_iChargeReady,
	Offset_iInAttack,
	Offset_iFireState,
	Offset_iFireOnEmpty,				// True when the gun is empty and the player is still holding down the attack key(s).
	Offset_flPumpTime,
	Offset_iInSpecialReload,			// Are we in the middle of a reload for the shotguns.
	Offset_flNextPrimaryAttack,			// Soonest time ItemPostFrame will call PrimaryAttack.
	Offset_flNextSecondaryAttack,		// Soonest time ItemPostFrame will call SecondaryAttack.
	Offset_flTimeWeaponIdle,			// Soonest time ItemPostFrame will call WeaponIdle.
	Offset_iPrimaryAmmoType,			// "Primary" ammo index into players m_rgAmmo[].
	Offset_iSecondaryAmmoType,			// "Secondary" ammo index into players m_rgAmmo[].
	Offset_iClip,						// Number of shots left in the primary weapon clip, -1 it not used.
	Offset_iInReload,					// Are we in the middle of a reload.
	Offset_iDefaultAmmo,				// How much ammo you get when you pick up this weapon as placed by a level designer.
	
	// Player
	Offset_flNextAttack,				// Cannot attack again until this time.
	Offset_iWeaponVolume,				// How loud the player's weapon is right now.
	Offset_iWeaponFlash,				// Brightness of the weapon flash.
	Offset_iLastHitGroup,				// The last body region that took damage.
	Offset_iFOV,						// Field of view.

	// Custom (for weapon and "info_target" entities only)
	Offset_iuser1,
	Offset_iuser2,
	Offset_iuser3,
	Offset_iuser4,
	Offset_fuser1,
	Offset_fuser2,
	Offset_fuser3,
	Offset_fuser4,
	
	Offset_End
};
<pre>

== Прочее ==
<pre>
enum e_CBase
{
	// Weapon
	CBase_pPlayer,
	CBase_pNext,

	// Player
	CBase_rgpPlayerItems,
	CBase_pActiveItem,
	CBase_pLastItem,

	CBase_End
};