nuclide/src/shared/defs.h

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/*
* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/* Those are constant for HL BSP and CANNOT be changed.
* Blame Valve for purchasing a Quake II license but not
* scrapping hull sizes for their .bsp format... */
const vector VEC_HULL_MIN = [-16,-16,-36];
const vector VEC_HULL_MAX = [16,16,36];
const vector VEC_CHULL_MIN = [-16,-16,-18];
const vector VEC_CHULL_MAX = [16,16,18];
/* Counter-Strike players are hunched over a little bit */
#ifdef CSTRIKE
const vector VEC_PLAYER_VIEWPOS = [0,0,20];
const vector VEC_PLAYER_CVIEWPOS = [0,0,12];
#else
const vector VEC_PLAYER_VIEWPOS = [0,0,24];
const vector VEC_PLAYER_CVIEWPOS = [0,0,12];
#endif
// Actually used by input_button etc.
#define INPUT_BUTTON0 0x00000001
#define INPUT_BUTTON2 0x00000002
#define INPUT_BUTTON3 0x00000004
#define INPUT_BUTTON4 0x00000008
#define INPUT_BUTTON5 0x00000010
#define INPUT_BUTTON6 0x00000020
#define INPUT_BUTTON7 0x00000040
#define INPUT_BUTTON8 0x00000080
// Engine reserved flags
#define FL_FLY (1<<0)
#define FL_SWIM (1<<1)
#define FL_GLIMPSE (1<<2)
#define FL_CLIENT (1<<3)
#define FL_INWATER (1<<4)
#define FL_MONSTER (1<<5)
#define FL_GODMODE (1<<6)
#define FL_NOTARGET (1<<7)
#define FL_ITEM (1<<8)
#define FL_ONGROUND (1<<9)
#define FL_PARTIALGROUND (1<<10)
#define FL_WATERJUMP (1<<11)
#define FL_JUMPRELEASED (1<<12)
#define FL_FINDABLE_NONSOLID (1<<14)
#define FLQW_LAGGEDMOVE (1<<16)
// FreeCS flags
#define FL_FLASHLIGHT (1<<17)
#define FL_REMOVEME (1<<18)
#define FL_CROUCHING (1<<19)
#define FL_SEMI_TOGGLED (1<<20)
#define FL_FROZEN (1<<21)
#define FL_ONLADDER (1<<13)
#define UPDATE_ALL 16777215
/* global hitmesh definitions */
enum {
BODY_DEFAULT,
BODY_HEAD,
BODY_CHEST,
BODY_STOMACH,
BODY_ARMLEFT,
BODY_ARMRIGHT,
BODY_LEGLEFT,
BODY_LEGRIGHT
};
enumflags
{
DMG_GENERIC,
DMG_CRUSH,
DMG_BULLET,
DMG_SLASH,
DMG_BURN,
DMG_VEHICLE,
DMG_FALL,
DMG_EXPLODE,
DMG_BLUNT,
DMG_ELECTRO,
DMG_SOUND,
DMG_ENERGYBEAM,
DMG_GIB_NEVER,
DMG_GIB_ALWAYS,
DMG_DROWN,
DMG_PARALYZE,
DMG_NERVEGAS,
DMG_POISON,
DMG_RADIATION,
DMG_DROWNRECOVER,
DMG_ACID,
DMG_SLOWBURN,
DMG_SLOWFREEZE,
DMG_SKIP_ARMOR,
DMG_SKIP_RAGDOLL
};
#define clamp(d,min,max) bound(min,d,max)
.float jumptime;
.float teleport_time;
void* memrealloc( __variant *oldptr, int elementsize, int oldelements, int newelements )
{
void *n = memalloc( elementsize * newelements );
memcpy( n, oldptr, elementsize * min( oldelements, newelements ) );
memfree( oldptr );
return n;
}
void Empty(void)
{
}