added TE flags
added some @section stuff to inc files. --HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401046
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@ -28,19 +28,23 @@ enum PropType
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};
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/**
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* For more information on these, see the HL2SDK (public/edict.h)
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* @section For more information on these, see the HL2SDK (public/edict.h)
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*/
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#define FL_EDICT_CHANGED (1<<0) /**< Game DLL sets this when the entity state changes
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#define FL_EDICT_CHANGED (1<<0) /**< Game DLL sets this when the entity state changes
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Mutually exclusive with FL_EDICT_PARTIAL_CHANGE. */
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#define FL_EDICT_FREE (1<<1) /**< this edict if free for reuse */
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#define FL_EDICT_FULL (1<<2) /**< this is a full server entity */
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#define FL_EDICT_FULLCHECK (0<<0) /**< call ShouldTransmit() each time, this is a fake flag */
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#define FL_EDICT_ALWAYS (1<<3) /**< always transmit this entity */
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#define FL_EDICT_DONTSEND (1<<4) /**< don't transmit this entity */
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#define FL_EDICT_PVSCHECK (1<<5) /**< always transmit entity, but cull against PVS */
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#define FL_EDICT_FREE (1<<1) /**< this edict if free for reuse */
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#define FL_EDICT_FULL (1<<2) /**< this is a full server entity */
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#define FL_EDICT_FULLCHECK (0<<0) /**< call ShouldTransmit() each time, this is a fake flag */
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#define FL_EDICT_ALWAYS (1<<3) /**< always transmit this entity */
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#define FL_EDICT_DONTSEND (1<<4) /**< don't transmit this entity */
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#define FL_EDICT_PVSCHECK (1<<5) /**< always transmit entity, but cull against PVS */
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#define FL_EDICT_PENDING_DORMANT_CHECK (1<<6)
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#define FL_EDICT_DIRTY_PVS_INFORMATION (1<<7)
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#define FL_FULL_EDICT_CHANGED (1<<8)
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#define FL_FULL_EDICT_CHANGED (1<<8)
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/**
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* @endsection
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*/
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/**
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* Returns the maximum number of entities.
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@ -18,6 +18,47 @@
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#endif
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#define _te_stocks_included
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/**
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* @section TE Explosion flags.
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*/
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#define TE_EXPLFLAG_NONE 0x0 /**< all flags clear makes default Half-Life explosion */
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#define TE_EXPLFLAG_NOADDITIVE 0x1 /**< sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) */
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#define TE_EXPLFLAG_NODLIGHTS 0x2 /**< do not render dynamic lights */
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#define TE_EXPLFLAG_NOSOUND 0x4 /**< do not play client explosion sound */
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#define TE_EXPLFLAG_NOPARTICLES 0x8 /**< do not draw particles */
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#define TE_EXPLFLAG_DRAWALPHA 0x10 /**< sprite will be drawn alpha */
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#define TE_EXPLFLAG_ROTATE 0x20 /**< rotate the sprite randomly */
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#define TE_EXPLFLAG_NOFIREBALL 0x40 /**< do not draw a fireball */
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#define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 /**< do not draw smoke with the fireball */
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/**
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* @endsection
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*/
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/**
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* @section TE Beam flags.
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*/
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#define FBEAM_STARTENTITY 0x00000001
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#define FBEAM_ENDENTITY 0x00000002
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#define FBEAM_FADEIN 0x00000004
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#define FBEAM_FADEOUT 0x00000008
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#define FBEAM_SINENOISE 0x00000010
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#define FBEAM_SOLID 0x00000020
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#define FBEAM_SHADEIN 0x00000040
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#define FBEAM_SHADEOUT 0x00000080
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#define FBEAM_ONLYNOISEONCE 0x00000100 /**< Only calculate our noise once */
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#define FBEAM_NOTILE 0x00000200
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#define FBEAM_USE_HITBOXES 0x00000400 /**< Attachment indices represent hitbox indices instead when this is set. */
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#define FBEAM_STARTVISIBLE 0x00000800 /**< Has this client actually seen this beam's start entity yet? */
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#define FBEAM_ENDVISIBLE 0x00001000 /**< Has this client actually seen this beam's end entity yet? */
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#define FBEAM_ISACTIVE 0x00002000
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#define FBEAM_FOREVER 0x00004000
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#define FBEAM_HALOBEAM 0x00008000 /**< When drawing a beam with a halo, don't ignore the segments and endwidth */
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/**
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* @endsection
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*/
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/**
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* Sets up a sparks effect.
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*
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@ -154,7 +195,6 @@ stock TE_SetupGlowSprite(const Float:pos[3], Model, Float:Life, Float:Size, Brig
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TE_WriteNum("m_nBrightness", Brightness);
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}
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/* :TODO: expose the flags */
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/**
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* Sets up a explosion effect.
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*
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@ -208,7 +248,6 @@ stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4]
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TE_WriteNum("m_nDropModel", BloodDropModel);
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}
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/* :TODO: expose flags */
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/**
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* Sets up a beam ring point effect.
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*
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@ -26,14 +26,21 @@ enum UserMsg
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INVALID_MESSAGE_ID = -1,
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};
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/**
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* @section Message Flags.
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*/
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#define USERMSG_PASSTHRU (1<<0) /**< (DEPRECATED, NO EFFECT) */
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#define USERMSG_PASSTHRU_ALL (1<<1) /**< (DEPRECATED, NO EFFECT) */
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#define USERMSG_PASSTHRU_ALL (1<<1) /**< (DEPRECATED, NO EFFECT) */
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#define USERMSG_RELIABLE (1<<2) /**< Message will be set on the reliable stream */
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#define USERMSG_INITMSG (1<<3) /**< Message will be considered to be an initmsg */
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#define USERMSG_BLOCK_MM (1<<4) /**< Message will be blocked from going through MM:S hooks */
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#define USERMSG_BLOCK_SM (1<<5) /**< Message will be blocked from going through SourceMod hooks */
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#define USERMSG_BLOCK_ALL (1<<6) /**< Message will be blocked from going through any hooks */
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/**
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* @endsection
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*/
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/**
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* Returns the ID of a given message, or -1 on failure.
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*
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