diff --git a/plugins/include/entity.inc b/plugins/include/entity.inc index 0e5bc8fe..7ef0bb2b 100644 --- a/plugins/include/entity.inc +++ b/plugins/include/entity.inc @@ -28,19 +28,23 @@ enum PropType }; /** - * For more information on these, see the HL2SDK (public/edict.h) + * @section For more information on these, see the HL2SDK (public/edict.h) */ -#define FL_EDICT_CHANGED (1<<0) /**< Game DLL sets this when the entity state changes +#define FL_EDICT_CHANGED (1<<0) /**< Game DLL sets this when the entity state changes Mutually exclusive with FL_EDICT_PARTIAL_CHANGE. */ -#define FL_EDICT_FREE (1<<1) /**< this edict if free for reuse */ -#define FL_EDICT_FULL (1<<2) /**< this is a full server entity */ -#define FL_EDICT_FULLCHECK (0<<0) /**< call ShouldTransmit() each time, this is a fake flag */ -#define FL_EDICT_ALWAYS (1<<3) /**< always transmit this entity */ -#define FL_EDICT_DONTSEND (1<<4) /**< don't transmit this entity */ -#define FL_EDICT_PVSCHECK (1<<5) /**< always transmit entity, but cull against PVS */ +#define FL_EDICT_FREE (1<<1) /**< this edict if free for reuse */ +#define FL_EDICT_FULL (1<<2) /**< this is a full server entity */ +#define FL_EDICT_FULLCHECK (0<<0) /**< call ShouldTransmit() each time, this is a fake flag */ +#define FL_EDICT_ALWAYS (1<<3) /**< always transmit this entity */ +#define FL_EDICT_DONTSEND (1<<4) /**< don't transmit this entity */ +#define FL_EDICT_PVSCHECK (1<<5) /**< always transmit entity, but cull against PVS */ #define FL_EDICT_PENDING_DORMANT_CHECK (1<<6) #define FL_EDICT_DIRTY_PVS_INFORMATION (1<<7) -#define FL_FULL_EDICT_CHANGED (1<<8) +#define FL_FULL_EDICT_CHANGED (1<<8) + +/** + * @endsection + */ /** * Returns the maximum number of entities. diff --git a/plugins/include/sdktools_tempents_stocks.inc b/plugins/include/sdktools_tempents_stocks.inc index 5b590a73..1f9d36fb 100644 --- a/plugins/include/sdktools_tempents_stocks.inc +++ b/plugins/include/sdktools_tempents_stocks.inc @@ -18,6 +18,47 @@ #endif #define _te_stocks_included +/** + * @section TE Explosion flags. + */ +#define TE_EXPLFLAG_NONE 0x0 /**< all flags clear makes default Half-Life explosion */ +#define TE_EXPLFLAG_NOADDITIVE 0x1 /**< sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) */ +#define TE_EXPLFLAG_NODLIGHTS 0x2 /**< do not render dynamic lights */ +#define TE_EXPLFLAG_NOSOUND 0x4 /**< do not play client explosion sound */ +#define TE_EXPLFLAG_NOPARTICLES 0x8 /**< do not draw particles */ +#define TE_EXPLFLAG_DRAWALPHA 0x10 /**< sprite will be drawn alpha */ +#define TE_EXPLFLAG_ROTATE 0x20 /**< rotate the sprite randomly */ +#define TE_EXPLFLAG_NOFIREBALL 0x40 /**< do not draw a fireball */ +#define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 /**< do not draw smoke with the fireball */ + +/** + * @endsection + */ + +/** + * @section TE Beam flags. + */ +#define FBEAM_STARTENTITY 0x00000001 +#define FBEAM_ENDENTITY 0x00000002 +#define FBEAM_FADEIN 0x00000004 +#define FBEAM_FADEOUT 0x00000008 +#define FBEAM_SINENOISE 0x00000010 +#define FBEAM_SOLID 0x00000020 +#define FBEAM_SHADEIN 0x00000040 +#define FBEAM_SHADEOUT 0x00000080 +#define FBEAM_ONLYNOISEONCE 0x00000100 /**< Only calculate our noise once */ +#define FBEAM_NOTILE 0x00000200 +#define FBEAM_USE_HITBOXES 0x00000400 /**< Attachment indices represent hitbox indices instead when this is set. */ +#define FBEAM_STARTVISIBLE 0x00000800 /**< Has this client actually seen this beam's start entity yet? */ +#define FBEAM_ENDVISIBLE 0x00001000 /**< Has this client actually seen this beam's end entity yet? */ +#define FBEAM_ISACTIVE 0x00002000 +#define FBEAM_FOREVER 0x00004000 +#define FBEAM_HALOBEAM 0x00008000 /**< When drawing a beam with a halo, don't ignore the segments and endwidth */ + +/** + * @endsection + */ + /** * Sets up a sparks effect. * @@ -154,7 +195,6 @@ stock TE_SetupGlowSprite(const Float:pos[3], Model, Float:Life, Float:Size, Brig TE_WriteNum("m_nBrightness", Brightness); } -/* :TODO: expose the flags */ /** * Sets up a explosion effect. * @@ -208,7 +248,6 @@ stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4] TE_WriteNum("m_nDropModel", BloodDropModel); } -/* :TODO: expose flags */ /** * Sets up a beam ring point effect. * diff --git a/plugins/include/usermessages.inc b/plugins/include/usermessages.inc index e6804b4f..ad6d3677 100644 --- a/plugins/include/usermessages.inc +++ b/plugins/include/usermessages.inc @@ -26,14 +26,21 @@ enum UserMsg INVALID_MESSAGE_ID = -1, }; +/** + * @section Message Flags. + */ #define USERMSG_PASSTHRU (1<<0) /**< (DEPRECATED, NO EFFECT) */ -#define USERMSG_PASSTHRU_ALL (1<<1) /**< (DEPRECATED, NO EFFECT) */ +#define USERMSG_PASSTHRU_ALL (1<<1) /**< (DEPRECATED, NO EFFECT) */ #define USERMSG_RELIABLE (1<<2) /**< Message will be set on the reliable stream */ #define USERMSG_INITMSG (1<<3) /**< Message will be considered to be an initmsg */ #define USERMSG_BLOCK_MM (1<<4) /**< Message will be blocked from going through MM:S hooks */ #define USERMSG_BLOCK_SM (1<<5) /**< Message will be blocked from going through SourceMod hooks */ #define USERMSG_BLOCK_ALL (1<<6) /**< Message will be blocked from going through any hooks */ +/** + * @endsection + */ + /** * Returns the ID of a given message, or -1 on failure. *