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448 lines
20 KiB
C++
448 lines
20 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef CONST_H
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#define CONST_H
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#ifdef _WIN32
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#pragma once
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#endif
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// the command line param that tells the engine to use steam
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#define STEAM_PARM "-steam"
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// the command line param to tell dedicated server to restart
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// if they are out of date
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#define AUTO_RESTART "-autoupdate"
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// the message a server sends when a clients steam login is expired
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#define INVALID_STEAM_TICKET "Invalid STEAM UserID Ticket\n"
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#define INVALID_STEAM_VACBANSTATE "VAC banned from secure server\n"
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#define INVALID_STEAM_LOGGED_IN_ELSEWHERE "This Steam account is being used in another location\n"
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#define INVALID_STEAM_LOGON_NOT_CONNECTED "Client not connected to Steam\n"
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#define INVALID_STEAM_LOGON_TICKET_CANCELED "Client left game (Steam auth ticket has been canceled)\n"
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#define CLIENTNAME_TIMED_OUT "%s timed out"
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// This is the default, see shareddefs.h for mod-specific value, which can override this
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#define DEFAULT_TICK_INTERVAL (0.015) // 15 msec is the default
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#define MINIMUM_TICK_INTERVAL (0.001)
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#define MAXIMUM_TICK_INTERVAL (0.1)
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// This is the max # of players the engine can handle
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#define ABSOLUTE_PLAYER_LIMIT 255 // not 256, so we can send the limit as a byte
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#define ABSOLUTE_PLAYER_LIMIT_DW ( (ABSOLUTE_PLAYER_LIMIT/32) + 1 )
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// a player name may have 31 chars + 0 on the PC.
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// the 360 only allows 15 char + 0, but stick with the larger PC size for cross-platform communication
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#define MAX_PLAYER_NAME_LENGTH 32
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#ifdef _X360
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#define MAX_PLAYERS_PER_CLIENT XUSER_MAX_COUNT // Xbox 360 supports 4 players per console
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#else
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#define MAX_PLAYERS_PER_CLIENT 1 // One player per PC
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#endif
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// Max decorated map name, with things like workshop/cp_foo.ugc123456
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#define MAX_MAP_NAME 96
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// Max name used in save files. Needs to be left at 32 for SourceSDK compatibility.
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#define MAX_MAP_NAME_SAVE 32
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// Max non-decorated map name for e.g. server browser (just cp_foo)
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#define MAX_DISPLAY_MAP_NAME 32
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#define MAX_NETWORKID_LENGTH 64 // num chars for a network (i.e steam) ID
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// BUGBUG: Reconcile with or derive this from the engine's internal definition!
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// FIXME: I added an extra bit because I needed to make it signed
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#define SP_MODEL_INDEX_BITS 13
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// How many bits to use to encode an edict.
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#define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts
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// Max # of edicts in a level
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#define MAX_EDICTS (1<<MAX_EDICT_BITS)
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// How many bits to use to encode an server class index
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#define MAX_SERVER_CLASS_BITS 9
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// Max # of networkable server classes
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#define MAX_SERVER_CLASSES (1<<MAX_SERVER_CLASS_BITS)
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#define SIGNED_GUID_LEN 32 // Hashed CD Key (32 hex alphabetic chars + 0 terminator )
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// Used for networking ehandles.
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#define NUM_ENT_ENTRY_BITS (MAX_EDICT_BITS + 1)
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#define NUM_ENT_ENTRIES (1 << NUM_ENT_ENTRY_BITS)
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#define ENT_ENTRY_MASK (NUM_ENT_ENTRIES - 1)
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#define INVALID_EHANDLE_INDEX 0xFFFFFFFF
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#define NUM_SERIAL_NUM_BITS (32 - NUM_ENT_ENTRY_BITS)
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// Networked ehandles use less bits to encode the serial number.
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#define NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS 10
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#define NUM_NETWORKED_EHANDLE_BITS (MAX_EDICT_BITS + NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS)
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#define INVALID_NETWORKED_EHANDLE_VALUE ((1 << NUM_NETWORKED_EHANDLE_BITS) - 1)
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// This is the maximum amount of data a PackedEntity can have. Having a limit allows us
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// to use static arrays sometimes instead of allocating memory all over the place.
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#define MAX_PACKEDENTITY_DATA (16384)
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// This is the maximum number of properties that can be delta'd. Must be evenly divisible by 8.
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#define MAX_PACKEDENTITY_PROPS (4096)
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// a client can have up to 4 customization files (logo, sounds, models, txt).
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#define MAX_CUSTOM_FILES 4 // max 4 files
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#define MAX_CUSTOM_FILE_SIZE 524288 // Half a megabyte
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//
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// Constants shared by the engine and dlls
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// This header file included by engine files and DLL files.
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// Most came from server.h
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// CBaseEntity::m_fFlags
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// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
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// This top block is for singleplayer games only....no HL2:DM (which defines HL2_DLL)
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#if !defined( HL2MP ) && ( defined( PORTAL ) || defined( HL2_EPISODIC ) || defined ( HL2_DLL ) || defined( HL2_LOSTCOAST ) )
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#define FL_ONGROUND (1<<0) // At rest / on the ground
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#define FL_DUCKING (1<<1) // Player flag -- Player is fully crouched
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#define FL_WATERJUMP (1<<2) // player jumping out of water
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#define FL_ONTRAIN (1<<3) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
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#define FL_INRAIN (1<<4) // Indicates the entity is standing in rain
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#define FL_FROZEN (1<<5) // Player is frozen for 3rd person camera
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#define FL_ATCONTROLS (1<<6) // Player can't move, but keeps key inputs for controlling another entity
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#define FL_CLIENT (1<<7) // Is a player
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#define FL_FAKECLIENT (1<<8) // Fake client, simulated server side; don't send network messages to them
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// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
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#define FL_INWATER (1<<9) // In water
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// NOTE if you move things up, make sure to change this value
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#define PLAYER_FLAG_BITS 10
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#define FL_FLY (1<<10) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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#define FL_CONVEYOR (1<<12)
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#define FL_NPC (1<<13)
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#define FL_GODMODE (1<<14)
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#define FL_NOTARGET (1<<15)
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#define FL_AIMTARGET (1<<16) // set if the crosshair needs to aim onto the entity
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#define FL_PARTIALGROUND (1<<17) // not all corners are valid
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#define FL_STATICPROP (1<<18) // Eetsa static prop!
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#define FL_GRAPHED (1<<19) // worldgraph has this ent listed as something that blocks a connection
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#define FL_GRENADE (1<<20)
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#define FL_STEPMOVEMENT (1<<21) // Changes the SV_Movestep() behavior to not do any processing
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#define FL_DONTTOUCH (1<<22) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
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#define FL_BASEVELOCITY (1<<23) // Base velocity has been applied this frame (used to convert base velocity into momentum)
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#define FL_WORLDBRUSH (1<<24) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
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#define FL_OBJECT (1<<25) // Terrible name. This is an object that NPCs should see. Missiles, for example.
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#define FL_KILLME (1<<26) // This entity is marked for death -- will be freed by game DLL
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#define FL_ONFIRE (1<<27) // You know...
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#define FL_DISSOLVING (1<<28) // We're dissolving!
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#define FL_TRANSRAGDOLL (1<<29) // In the process of turning into a client side ragdoll.
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#define FL_UNBLOCKABLE_BY_PLAYER (1<<30) // pusher that can't be blocked by the player
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#else
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#define FL_ONGROUND (1<<0) // At rest / on the ground
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#define FL_DUCKING (1<<1) // Player flag -- Player is fully crouched
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#define FL_ANIMDUCKING (1<<2) // Player flag -- Player is in the process of crouching or uncrouching but could be in transition
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// examples: Fully ducked: FL_DUCKING & FL_ANIMDUCKING
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// Previously fully ducked, unducking in progress: FL_DUCKING & !FL_ANIMDUCKING
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// Fully unducked: !FL_DUCKING & !FL_ANIMDUCKING
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// Previously fully unducked, ducking in progress: !FL_DUCKING & FL_ANIMDUCKING
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#define FL_WATERJUMP (1<<3) // player jumping out of water
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#define FL_ONTRAIN (1<<4) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
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#define FL_INRAIN (1<<5) // Indicates the entity is standing in rain
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#define FL_FROZEN (1<<6) // Player is frozen for 3rd person camera
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#define FL_ATCONTROLS (1<<7) // Player can't move, but keeps key inputs for controlling another entity
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#define FL_CLIENT (1<<8) // Is a player
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#define FL_FAKECLIENT (1<<9) // Fake client, simulated server side; don't send network messages to them
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// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
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#define FL_INWATER (1<<10) // In water
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// NOTE if you move things up, make sure to change this value
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#define PLAYER_FLAG_BITS 11
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#define FL_FLY (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM (1<<12) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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#define FL_CONVEYOR (1<<13)
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#define FL_NPC (1<<14)
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#define FL_GODMODE (1<<15)
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#define FL_NOTARGET (1<<16)
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#define FL_AIMTARGET (1<<17) // set if the crosshair needs to aim onto the entity
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#define FL_PARTIALGROUND (1<<18) // not all corners are valid
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#define FL_STATICPROP (1<<19) // Eetsa static prop!
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#define FL_GRAPHED (1<<20) // worldgraph has this ent listed as something that blocks a connection
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#define FL_GRENADE (1<<21)
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#define FL_STEPMOVEMENT (1<<22) // Changes the SV_Movestep() behavior to not do any processing
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#define FL_DONTTOUCH (1<<23) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
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#define FL_BASEVELOCITY (1<<24) // Base velocity has been applied this frame (used to convert base velocity into momentum)
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#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
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#define FL_OBJECT (1<<26) // Terrible name. This is an object that NPCs should see. Missiles, for example.
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#define FL_KILLME (1<<27) // This entity is marked for death -- will be freed by game DLL
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#define FL_ONFIRE (1<<28) // You know...
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#define FL_DISSOLVING (1<<29) // We're dissolving!
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#define FL_TRANSRAGDOLL (1<<30) // In the process of turning into a client side ragdoll.
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#define FL_UNBLOCKABLE_BY_PLAYER (1<<31) // pusher that can't be blocked by the player
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#endif
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// edict->movetype values
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enum MoveType_t
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{
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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_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_FLY, // No gravity, but still collides with stuff
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MOVETYPE_FLYGRAVITY, // flies through the air + is affected by gravity
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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_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_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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MOVETYPE_LAST = MOVETYPE_CUSTOM,
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MOVETYPE_MAX_BITS = 4
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};
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// edict->movecollide values
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enum MoveCollide_t
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{
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MOVECOLLIDE_DEFAULT = 0,
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// These ones only work for MOVETYPE_FLY + MOVETYPE_FLYGRAVITY
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MOVECOLLIDE_FLY_BOUNCE, // bounces, reflects, based on elasticity of surface and object - applies friction (adjust velocity)
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MOVECOLLIDE_FLY_CUSTOM, // Touch() will modify the velocity however it likes
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MOVECOLLIDE_FLY_SLIDE, // slides along surfaces (no bounce) - applies friciton (adjusts velocity)
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MOVECOLLIDE_COUNT, // Number of different movecollides
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// When adding new movecollide types, make sure this is correct
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MOVECOLLIDE_MAX_BITS = 3
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};
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// edict->solid values
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// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves
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// SOLID only effects OTHER entities colliding with this one when they move - UGH!
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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: 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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{
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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_BBOX = 2, // an AABB
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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_CUSTOM = 5, // Always call into the entity for tests
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SOLID_VPHYSICS = 6, // solid vphysics object, get vcollide from the model and collide with that
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SOLID_LAST,
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};
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enum SolidFlags_t
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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_CUSTOMBOXTEST = 0x0002, // Ignore solid type + always call into the entity for swept box tests
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FSOLID_NOT_SOLID = 0x0004, // Are we currently not solid?
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FSOLID_TRIGGER = 0x0008, // This is something may be collideable but fires touch functions
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// even when it's not collideable (when the FSOLID_NOT_SOLID flag is set)
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FSOLID_NOT_STANDABLE = 0x0010, // You can't stand on this
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FSOLID_VOLUME_CONTENTS = 0x0020, // Contains volumetric contents (like water)
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FSOLID_FORCE_WORLD_ALIGNED = 0x0040, // Forces the collision rep to be world-aligned even if it's SOLID_BSP or SOLID_VPHYSICS
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FSOLID_USE_TRIGGER_BOUNDS = 0x0080, // Uses a special trigger bounds separate from the normal OBB
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FSOLID_ROOT_PARENT_ALIGNED = 0x0100, // Collisions are defined in root parent's local coordinate space
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FSOLID_TRIGGER_TOUCH_DEBRIS = 0x0200, // This trigger will touch debris objects
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FSOLID_MAX_BITS = 10
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};
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//-----------------------------------------------------------------------------
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// A couple of inline helper methods
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//-----------------------------------------------------------------------------
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inline bool IsSolid( SolidType_t solidType, int nSolidFlags )
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{
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return (solidType != SOLID_NONE) && ((nSolidFlags & FSOLID_NOT_SOLID) == 0);
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}
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// m_lifeState values
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#define LIFE_ALIVE 0 // alive
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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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#define LIFE_DEAD 2 // dead. lying still.
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#define LIFE_RESPAWNABLE 3
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#define LIFE_DISCARDBODY 4
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// entity effects
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enum
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{
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EF_BONEMERGE = 0x001, // Performs bone merge on client side
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EF_BRIGHTLIGHT = 0x002, // DLIGHT centered at entity origin
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EF_DIMLIGHT = 0x004, // player flashlight
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EF_NOINTERP = 0x008, // don't interpolate the next frame
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EF_NOSHADOW = 0x010, // Don't cast no shadow
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EF_NODRAW = 0x020, // don't draw entity
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EF_NORECEIVESHADOW = 0x040, // Don't receive no shadow
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EF_BONEMERGE_FASTCULL = 0x080, // For use with EF_BONEMERGE. If this is set, then it places this ent's origin at its
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// parent and uses the parent's bbox + the max extents of the aiment.
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// Otherwise, it sets up the parent's bones every frame to figure out where to place
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// the aiment, which is inefficient because it'll setup the parent's bones even if
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// the parent is not in the PVS.
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EF_ITEM_BLINK = 0x100, // blink an item so that the user notices it.
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EF_PARENT_ANIMATES = 0x200, // always assume that the parent entity is animating
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EF_MAX_BITS = 10
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};
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#define EF_PARITY_BITS 3
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#define EF_PARITY_MASK ((1<<EF_PARITY_BITS)-1)
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// How many bits does the muzzle flash parity thing get?
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#define EF_MUZZLEFLASH_BITS 2
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// plats
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#define PLAT_LOW_TRIGGER 1
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// Trains
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#define SF_TRAIN_WAIT_RETRIGGER 1
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#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
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// view angle update types for CPlayerState::fixangle
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#define FIXANGLE_NONE 0
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#define FIXANGLE_ABSOLUTE 1
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#define FIXANGLE_RELATIVE 2
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// Break Model Defines
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#define BREAK_GLASS 0x01
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#define BREAK_METAL 0x02
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#define BREAK_FLESH 0x04
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#define BREAK_WOOD 0x08
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#define BREAK_SMOKE 0x10
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#define BREAK_TRANS 0x20
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#define BREAK_CONCRETE 0x40
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// If this is set, then we share a lighting origin with the last non-slave breakable sent down to the client
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#define BREAK_SLAVE 0x80
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// Colliding temp entity sounds
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#define BOUNCE_GLASS BREAK_GLASS
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#define BOUNCE_METAL BREAK_METAL
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#define BOUNCE_FLESH BREAK_FLESH
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#define BOUNCE_WOOD BREAK_WOOD
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#define BOUNCE_SHRAP 0x10
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#define BOUNCE_SHELL 0x20
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#define BOUNCE_CONCRETE BREAK_CONCRETE
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#define BOUNCE_SHOTSHELL 0x80
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// Temp entity bounce sound types
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#define TE_BOUNCE_NULL 0
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#define TE_BOUNCE_SHELL 1
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#define TE_BOUNCE_SHOTSHELL 2
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// Rendering constants
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// if this is changed, update common/MaterialSystem/Sprite.cpp
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enum RenderMode_t
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{
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kRenderNormal = 0, // src
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kRenderTransColor, // c*a+dest*(1-a)
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kRenderTransTexture, // src*a+dest*(1-a)
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kRenderGlow, // src*a+dest -- No Z buffer checks -- Fixed size in screen space
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kRenderTransAlpha, // src*srca+dest*(1-srca)
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kRenderTransAdd, // src*a+dest
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kRenderEnvironmental, // not drawn, used for environmental effects
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kRenderTransAddFrameBlend, // use a fractional frame value to blend between animation frames
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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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kRenderNone, // Don't render.
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kRenderModeCount, // must be last
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};
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enum RenderFx_t
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{
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kRenderFxNone = 0,
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kRenderFxPulseSlow,
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kRenderFxPulseFast,
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kRenderFxPulseSlowWide,
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kRenderFxPulseFastWide,
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kRenderFxFadeSlow,
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kRenderFxFadeFast,
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kRenderFxSolidSlow,
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kRenderFxSolidFast,
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kRenderFxStrobeSlow,
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kRenderFxStrobeFast,
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kRenderFxStrobeFaster,
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kRenderFxFlickerSlow,
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kRenderFxFlickerFast,
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kRenderFxNoDissipation,
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kRenderFxDistort, // Distort/scale/translate flicker
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kRenderFxHologram, // kRenderFxDistort + distance fade
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kRenderFxExplode, // Scale up really big!
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kRenderFxGlowShell, // Glowing Shell
|
|
kRenderFxClampMinScale, // Keep this sprite from getting very small (SPRITES only!)
|
|
kRenderFxEnvRain, // for environmental rendermode, make rain
|
|
kRenderFxEnvSnow, // " " " , make snow
|
|
kRenderFxSpotlight, // TEST CODE for experimental spotlight
|
|
kRenderFxRagdoll, // HACKHACK: TEST CODE for signalling death of a ragdoll character
|
|
kRenderFxPulseFastWider,
|
|
kRenderFxMax
|
|
};
|
|
|
|
enum Collision_Group_t
|
|
{
|
|
COLLISION_GROUP_NONE = 0,
|
|
COLLISION_GROUP_DEBRIS, // Collides with nothing but world and static stuff
|
|
COLLISION_GROUP_DEBRIS_TRIGGER, // Same as debris, but hits triggers
|
|
COLLISION_GROUP_INTERACTIVE_DEBRIS, // Collides with everything except other interactive debris or debris
|
|
COLLISION_GROUP_INTERACTIVE, // Collides with everything except interactive debris or debris
|
|
COLLISION_GROUP_PLAYER,
|
|
COLLISION_GROUP_BREAKABLE_GLASS,
|
|
COLLISION_GROUP_VEHICLE,
|
|
COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player, for
|
|
// TF2, this filters out other players and CBaseObjects
|
|
COLLISION_GROUP_NPC, // Generic NPC group
|
|
COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle
|
|
COLLISION_GROUP_WEAPON, // for any weapons that need collision detection
|
|
COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement
|
|
COLLISION_GROUP_PROJECTILE, // Projectiles!
|
|
COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors
|
|
COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with
|
|
COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group
|
|
COLLISION_GROUP_PUSHAWAY, // Nonsolid on client and server, pushaway in player code
|
|
|
|
COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player.
|
|
COLLISION_GROUP_NPC_SCRIPTED, // USed for NPCs in scripts that should not collide with each other
|
|
|
|
LAST_SHARED_COLLISION_GROUP
|
|
};
|
|
|
|
#include "basetypes.h"
|
|
|
|
#define SOUND_NORMAL_CLIP_DIST 1000.0f
|
|
|
|
// How many networked area portals do we allow?
|
|
#define MAX_AREA_STATE_BYTES 32
|
|
#define MAX_AREA_PORTAL_STATE_BYTES 24
|
|
|
|
// user message max payload size (note, this value is used by the engine, so MODs cannot change it)
|
|
#define MAX_USER_MSG_DATA 255
|
|
#define MAX_ENTITY_MSG_DATA 255
|
|
|
|
#define SOURCE_MT
|
|
#ifdef SOURCE_MT
|
|
class CThreadMutex;
|
|
typedef CThreadMutex CSourceMutex;
|
|
#else
|
|
class CThreadNullMutex;
|
|
typedef CThreadNullMutex CSourceMutex;
|
|
#endif
|
|
|
|
#endif
|
|
|