/*** * * Copyright (c) 1999-2005, Valve Corporation. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ #ifndef SDKUTIL_H #define SDKUTIL_H extern globalvars_t *globals; extern enginefuncs_t engfuncs; extern gamefuncs_t dllapi; // Use this instead of ALLOC_STRING on constant strings #define STRING(offset) (const char *)(globals->pStringBase + (int)offset) // form fwgs-hlsdk #if defined (CR_ARCH_X64) static inline int MAKE_STRING (const char *val) { long long ptrdiff = val - STRING (0); if (ptrdiff > INT_MAX || ptrdiff < INT_MIN) { return engfuncs.pfnAllocString (val); } return static_cast (ptrdiff); } #else #define MAKE_STRING(str) ((uint64)(str) - (uint64)(STRING(0))) #endif #define ENGINE_STR(str) (const_cast (STRING (engfuncs.pfnAllocString (str)))) // Dot products for view cone checking #define VIEW_FIELD_FULL (float)-1.0 // +-180 degrees #define VIEW_FIELD_WIDE (float)-0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks #define VIEW_FIELD_NARROW (float)0.7 // +-45 degrees, more narrow check used to set up ranged attacks #define VIEW_FIELD_ULTRA_NARROW (float)0.9 // +-25 degrees, more narrow check used to set up ranged attacks typedef enum { ignore_monsters = 1, dont_ignore_monsters = 0, missile = 2 } IGNORE_MONSTERS; typedef enum { ignore_glass = 1, dont_ignore_glass = 0 } IGNORE_GLASS; typedef enum { point_hull = 0, human_hull = 1, large_hull = 2, head_hull = 3 } HULL; typedef struct hudtextparms_s { float x; float y; int effect; uint8 r1, g1, b1, a1; uint8 r2, g2, b2, a2; float fadeinTime; float fadeoutTime; float holdTime; float fxTime; int channel; } hudtextparms_t; #define AMBIENT_SOUND_STATIC 0 // medium radius attenuation #define AMBIENT_SOUND_EVERYWHERE 1 #define AMBIENT_SOUND_SMALLRADIUS 2 #define AMBIENT_SOUND_MEDIUMRADIUS 4 #define AMBIENT_SOUND_LARGERADIUS 8 #define AMBIENT_SOUND_START_SILENT 16 #define AMBIENT_SOUND_NOT_LOOPING 32 #define SPEAKER_START_SILENT 1 // wait for trigger 'on' to start announcements #define SND_SPAWNING (1 << 8) // duplicated in protocol.h we're spawing, used in some cases for ambients #define SND_STOP (1 << 5) // duplicated in protocol.h stop sound #define SND_CHANGE_VOL (1 << 6) // duplicated in protocol.h change sound vol #define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch #define LFO_SQUARE 1 #define LFO_TRIANGLE 2 #define LFO_RANDOM 3 // func_rotating #define SF_BRUSH_ROTATE_Y_AXIS 0 #define SF_BRUSH_ROTATE_INSTANT 1 #define SF_BRUSH_ROTATE_BACKWARDS 2 #define SF_BRUSH_ROTATE_Z_AXIS 4 #define SF_BRUSH_ROTATE_X_AXIS 8 #define SF_PENDULUM_AUTO_RETURN 16 #define SF_PENDULUM_PASSABLE 32 #define SF_BRUSH_ROTATE_SMALLRADIUS 128 #define SF_BRUSH_ROTATE_MEDIUMRADIUS 256 #define SF_BRUSH_ROTATE_LARGERADIUS 512 #define PUSH_BLOCK_ONLY_X 1 #define PUSH_BLOCK_ONLY_Y 2 #define VEC_HULL_MIN Vector(-16, -16, -36) #define VEC_HULL_MAX Vector(16, 16, 36) #define VEC_HUMAN_HULL_MIN Vector(-16, -16, 0) #define VEC_HUMAN_HULL_MAX Vector(16, 16, 72) #define VEC_HUMAN_HULL_DUCK Vector(16, 16, 36) #define VEC_VIEW Vector(0, 0, 28) #define VEC_DUCK_HULL_MIN Vector(-16, -16, -18) #define VEC_DUCK_HULL_MAX Vector(16, 16, 18) #define VEC_DUCK_VIEW Vector(0, 0, 12) #define SVC_TEMPENTITY 23 #define SVC_CENTERPRINT 26 #define SVC_INTERMISSION 30 #define SVC_CDTRACK 32 #define SVC_WEAPONANIM 35 #define SVC_ROOMTYPE 37 #define SVC_DIRECTOR 51 // triggers #define SF_TRIGGER_ALLOWMONSTERS 1 // monsters allowed to fire this trigger #define SF_TRIGGER_NOCLIENTS 2 // players not allowed to fire this trigger #define SF_TRIGGER_PUSHABLES 4 // only pushables can fire this trigger // func breakable #define SF_BREAK_TRIGGER_ONLY 1 // may only be broken by trigger #define SF_BREAK_TOUCH 2 // can be 'crashed through' by running player (plate glass) #define SF_BREAK_PRESSURE 4 // can be broken by a player standing on it #define SF_BREAK_CROWBAR 256 // instant break if hit with crowbar // func_pushable (it's also func_breakable, so don't collide with those flags) #define SF_PUSH_BREAKABLE 128 #define SF_LIGHT_START_OFF 1 #define SPAWNFLAG_NOMESSAGE 1 #define SPAWNFLAG_NOTOUCH 1 #define SPAWNFLAG_DROIDONLY 4 #define SPAWNFLAG_USEONLY 1 // can't be touched, must be used (buttons) #define TELE_PLAYER_ONLY 1 #define TELE_SILENT 2 #define SF_TRIG_PUSH_ONCE 1 #endif