Update compilers and includes to version 1.6.0.
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Vendored
+37
-36
@@ -113,55 +113,56 @@ enum RenderFx
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#define IN_RELOAD (1 << 13)
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#define IN_ALT1 (1 << 14)
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#define IN_ALT2 (1 << 15)
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#define IN_SCORE (1 << 16) // Used by client.dll for when scoreboard is held down
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#define IN_SPEED (1 << 17) // Player is holding the speed key
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#define IN_WALK (1 << 18) // Player holding walk key
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#define IN_ZOOM (1 << 19) // Zoom key for HUD zoom
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#define IN_WEAPON1 (1 << 20) // weapon defines these bits
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#define IN_WEAPON2 (1 << 21) // weapon defines these bits
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#define IN_SCORE (1 << 16) /**< Used by client.dll for when scoreboard is held down */
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#define IN_SPEED (1 << 17) /**< Player is holding the speed key */
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#define IN_WALK (1 << 18) /**< Player holding walk key */
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#define IN_ZOOM (1 << 19) /**< Zoom key for HUD zoom */
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#define IN_WEAPON1 (1 << 20) /**< weapon defines these bits */
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#define IN_WEAPON2 (1 << 21) /**< weapon defines these bits */
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#define IN_BULLRUSH (1 << 22)
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#define IN_GRENADE1 (1 << 23) // grenade 1
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#define IN_GRENADE2 (1 << 24) // grenade 2
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#define IN_GRENADE1 (1 << 23) /**< grenade 1 */
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#define IN_GRENADE2 (1 << 24) /**< grenade 2 */
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#define IN_ATTACK3 (1 << 25)
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// Note: these are only for use with GetEntityFlags and SetEntityFlags
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// and may not match the game's actual, internal m_fFlags values.
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// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
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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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#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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// NOTE if you move things up, make sure to change this value
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#define PLAYER_FLAG_BITS 9
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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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#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_INWATER (1 << 9) /**< In water */
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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_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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#define FL_FREEZING (1 << 31) // We're becoming frozen!
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#define FL_EP2V_UNKNOWN1 (1 << 31) // Unknown
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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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#define FL_FREEZING (1 << 31) /**< We're becoming frozen! */
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#define FL_EP2V_UNKNOWN1 (1 << 31) /**< Unknown */
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// END entity flag #defines
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/**
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