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definitions.h
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#pragma once
typedef void* (*CreateInterfaceFn)(const char *Name, int *ReturnCode);
#define IN_ATTACK (1 << 0)
#define IN_JUMP (1 << 1)
#define IN_DUCK (1 << 2)
#define IN_FORWARD (1 << 3)
#define IN_BACK (1 << 4)
#define IN_USE (1 << 5)
#define IN_CANCEL (1 << 6)
#define IN_LEFT (1 << 7)
#define IN_RIGHT (1 << 8)
#define IN_MOVELEFT (1 << 9)
#define IN_MOVERIGHT (1 << 10)
#define IN_ATTACK2 (1 << 11)
#define IN_RUN (1 << 12)
#define IN_RELOAD (1 << 13)
#define IN_ALT1 (1 << 14)
#define IN_ALT2 (1 << 15)
#define IN_SCORE (1 << 16)
#define IN_SPEED (1 << 17)
#define IN_WALK (1 << 18)
#define IN_ZOOM (1 << 19)
#define IN_WEAPON1 (1 << 20)
#define IN_WEAPON2 (1 << 21)
#define IN_BULLRUSH (1 << 22)
#define IN_GRENADE1 (1 << 23)
#define IN_GRENADE2 (1 << 24)
#define IN_ATTACK3 (1 << 25)
#define FL_ONGROUND (1 << 0)
#define FL_DUCKING (1 << 1)
#define FL_WATERJUMP (1 << 2)
#define FL_ONTRAIN (1 << 3)
#define FL_INRAIN (1 << 4)
#define FL_FROZEN (1 << 5)
#define FL_ATCONTROLS (1 << 6)
#define FL_CLIENT (1 << 7)
#define FL_FAKECLIENT (1 << 8)
#define FL_INWATER (1 << 9)
#define FL_FLY (1 << 10)
#define FL_SWIM (1 << 11)
#define FL_CONVEYOR (1 << 12)
#define FL_NPC (1 << 13)
#define FL_GODMODE (1 << 14)
#define FL_NOTARGET (1 << 15)
#define FL_AIMTARGET (1 << 16)
#define FL_PARTIALGROUND (1 << 17)
#define FL_STATICPROP (1 << 18)
#define FL_GRAPHED (1 << 19)
#define FL_GRENADE (1 << 20)
#define FL_STEPMOVEMENT (1 << 21)
#define FL_DONTTOUCH (1 << 22)
#define FL_BASEVELOCITY (1 << 23)
#define FL_WORLDBRUSH (1 << 24)
#define FL_OBJECT (1 << 25)
#define FL_KILLME (1 << 26)
#define FL_ONFIRE (1 << 27)
#define FL_DISSOLVING (1 << 28)
#define FL_TRANSRAGDOLL (1 << 29)
#define FL_UNBLOCKABLE_BY_PLAYER (1 << 30)
#define PLAYER_FLAG_BITS 10
#define DISPSURF_FLAG_SURFACE (1<<0)
#define DISPSURF_FLAG_WALKABLE (1<<1)
#define DISPSURF_FLAG_BUILDABLE (1<<2)
#define DISPSURF_FLAG_SURFPROP1 (1<<3)
#define DISPSURF_FLAG_SURFPROP2 (1<<4)