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#ifndef __SAXS_DEFINES_H__ #define __SAXS_DEFINES_H__ #define _ActionOpenDoor 1 #define _ActionActivatePanel 2 #define _ActionSwapWeapon 3 #define _ActionDropWeapon 4 #define _ActionPickupWeapon 5 #define _ActionExitCombatMode 6 #define _ActionActivateLift 7 #define _pFuncBlood 0 #define _pFuncNormal 1 #define _pFuncFollowSinus 2 #define _ExplodeGlass 1 #define _ExplodeBig 2 #define _ExplodeCrumble 4 #define _ExplodeAmmoGrenades 8 #define _ExplodeSmall 16 #define _ExplodeAmmo 32 #define _ExplodeRipple 64 #define _ExplodeWater 128 //DynamicCollision:: 8 bits max #define _DifficultyEasy 0 #define _DifficultyMedium 1 #define _DifficultyHard 2 #define _sFLAGPickedUpGun 1 #define _sFLAGPickedUpAmmo 2 #define _sFLAGTargetAimKillShot 4 #define _sFLAGTargetAimCloseRange 8 #define _sFLAGOMatrixFlag 16 #define _sFLAGTrodInGoo 32 #define _sFLAGCloseToWall 64 #define _sFLAGTargetLockedOn 128 #define _sFLAGLastTargetLockedOn 256 #define _sFLAGTargetChanged 512 #define _sFLAGTargetOnScenery 1024 #define _sFLAGLeftFoot 2048 #define _sFLAGRightFoot 4096 #define _sFLAGFootCollide 8192 #define _sFLAGMatrixRecalc 16384 #define _sFLAGLostALimb 32768 //SpecialFlag:: 16 bits max #define _noDIR 0x1 #define _DIRleft 0x2 #define _DIRright 0x4 #define _DIRforward 0x8 #define _DIRbackward 0x10 #define _DIRsideleft 0x20 #define _DIRsideright 0x40 #define _DIRwalking 0x80 #define _DIRalive 0x100 #define _DIRactoractorcol 0x200 #define _DIRunused2 0x400 //available #define _DIRjump 0x800 #define _DIRshoot 0x1000 #define _DIRgrenade 0x2000 #define _DIRaction 0x4000 #define _DIRdepossesion 0x8000 #define _DIRhuman 0x10000 //used to be _DIRlaser, now i use it not to spawn blood on droids, etc...SHIT! I NEED TO MOVE THIS TO CLASS REALLY! #define _DIRcombatmode 0x20000 #define _DIRMove 0x40000 //Set if any of the moveflags are set #define _DIRFootSteps (_DIRleft|_DIRright|_DIRforward|_DIRbackward|_DIRsideleft|_DIRsideright) //#define _DIRRunning (_DIRrun|_DIRrunbackward|_DIRrunsideleft|_DIRrunsideright) //#define _DIRMoveFast (_DIRrun|_DIRrunbackward|_DIRjump|_DIRrunsideleft|_DIRrunsideright) #define _DIRhorcol 0x80000 #define _DIRvercol 0x100000 #define _DIRactorbulletcol 0x200000 #define _DIRpossesion 0x400000 #define _DIRhavegun 0x800000 #define _DIRcrouch 0x1000000 #define _DIREnvTrigger 0x2000000 #define _DIRTempFlag 0x4000000 #define _DIRBulletFired _DIRTempFlag #define _DIRNotEndOfAnim 0x8000000 #define _DIRCloseToCollision 0x10000000 //Set when close to collision with fire, steam or explosion #define _DIRHeavyRecoil 0x20000000 #define _DIRactionhold 0x40000000 //for when the action button is held down #define _DIRairemoveflags 0x5feff //all flags under 0x80000 except _DIRcombatmode and _DIRdead #define _DIRallcol 0x180000 //_DIRvercol|_DIRhorcol #define _DIRWalkBits 0x80 //0x78 #define _DIRRunBits 0x78 //0x780 #define _DIRMoveBits 0x78 //0x7f8 //Which flags not to delete at start of frameupdate (for playercontrolled characters only) #define _DIRkeepflags (_DIRalive|_DIRactoractorcol|_DIRcombatmode|_DIRNotEndOfAnim|_DIRpossesion|_DIREnvTrigger|_DIRhavegun|_DIRallcol|_DIRactorbulletcol|_DIRCloseToCollision) //Which flags to delete at end of frameupdate #define _DIRdeleteflags (_DIRcrouch|_DIRpossesion|_DIRactorbulletcol|_DIREnvTrigger|_DIRdepossesion|_DIRCloseToCollision) #define _allDIR -1 #define _ActionNoShadow 1 #define _ActionBreak 2 #define _ActionNoMove 4 #define _ActionOffset 8 #define _ActionCollisionOff 16 #define _ActionGravityOff 32 #define _ActionIntForLoop 64 #define _ActionGlobalRootYChg 128 #define _ActionActive 1 #define _ActionPassive 2 #define _ActorFollow 1 #define _ActorControl 2 #define _ActorFirstLoop 4 #define _ActorEndOfAnim 8 #define _ActorAnimObj 16 #define _ActorStaticObj 32 #define _ActorSpriteObj 64 #define _ActorHaveGun 128 #define _PlayerOneCon 0 #define _AICon 2 #define _CamDistance 400 /*default*/ #define _CamHeight 105 /*default*/ #define VEndOfAnim 1 #define VAICon 2 #define VAction 3 #define VTrigger 4 //#define VAtEdge 5 #define VRnd 6 #define VState 7 #define VPlayer1Distance 8 //#define VAmmo 9 //#define VWeaponRange 10 //#define VActive 11 //#define VPassive 12 //#define VSighting 13 //#define VNearestActor 14 #define VAttachActorHealth 15 #define VActiveTime 16 #define VFrame 17 #define VColAngle 18 #define VPickDestAngle 19 #define VPickDestOffsetY 20 #define VKey 21 #define VAttrib 22 #define VDistToGround 23 #define VColFlag 24 #define VColDistance 25 #define VColMaterialProperties 26 #define VCurScene 27 #define VGameCounter 28 #define VCurSet 29 #define VSetActive 30 #define VClass 31 #define VRank 32 #define VKeyObjFrame 33 #define VKeyObjTriggered 34 #define VPathDestDistance 35 #define VPathDestAngle 36 #define VTargetAngle 37 #define VTargetAngleY 38 #define VTargetDistance 39 #define VColNrRebounds 40 #define VColNrVerRebounds 41 #define VOTrigger 42 #define VColSphereSize 43 #define VColAngleFace 44 #define VActor 45 #define VColFeetSphereSize 46 #define VColFeetSphereBottom 47 #define VColSphereScale 48 #define VActorColType 49 #define VHealth 50 #define VActionRotation 51 #define VInStateCounter 52 #define VInput 53 #define VAnalog1 54 #define VAnalog2 55 #define VAnalog3 56 #define VInventoryLeft 57 #define VInventoryType 58 #define VActionList 59 #define VKeyObjFrameNoShift 60 #define VOAction 61 #define VPickDestAngleCorr 62 #define VSniperMode 63 #define VOSniperMode 64 #define VDirectionHold 65 #define VAIClass 66 #define VActorFlag 67 #define VCoreAICon 68 #define VDynamicCollision 69 #define VActivateButton 70 #define VRootAIClass 71 #define VRootRank 72 #define VColBone 73 #define VDifficulty 74 //#define VSetParticleSetID 75 ///#define VPickedUpAmmo 76 #define VCheatKeys 77 #define VOInput 78 #define VFirstPerson 79 #define VParentTrigger 80 #define VColObjTriggered 81 #define VOHealth 82 #define VColSphereOffsetY 83 #define VWeaponAmmoType 84 #define VWeaponType 85 #define VWeaponAmmoLeft 86 #define VDeadClass 87 #define VDeadRank 88 #define VDeadAIClass 89 #define VCutScene 90 #define VCutSceneFrame 91 #define VFreeLook 92 #define VLockedColBone 93 #define VCutSceneFrameEqual 94 #define VLockedOnAngle 95 //#define Vclosetowall 96 //#define VTargetAimFlags 97 #define VSpecialFlag 96 #define VKeyObjDirection 97 #define VInitSceneSounds 98 #define VPathID 99 #define VEXPCamera 100 #define VAItimeforupdate 200 #define VAIleader 201 //AI specific calls #define VAIgroupstate 202 #define VAInotargettime 203 #define VAItargetfound 204 #define VAIgrouphealth 205 #define VAIpowerrating 206 #define VAIgroupleft 207 #define VAItimeincurrentorder 208 #define VAIlasttargetfound 209 #define VAInringroup 210 #define VAIingroup 211 #define VAIrebel 212 #define VAIhealth 213 #define VAIaskedtojoin 214 #define VAIchangetonewgroup 215 #define VAIstate 216 #define VAIstatehigh 217 #define VAIlaststate 218 #define VAIstatechanged 219 #define VAIleaderaspirations 220 #define VAIhideheight 221 #define VAIcornerangle 222 #define VAIcornerdistance 223 #define VAIhidenodenear 224 #define VAItimenottarget 225 #define VAItargetclass 226 #define VAInrattackingplayer 227 #define VAIenemiesattackingplayerstrenght 228 //only for PlayerOne #define VAItargetstrenght 229 #define VAItargethealth 230 #define VAInrattackingactor 231 #define VAImanpowerindex 232 #define VAItargettrigger 233 //used to check direction bits on target actor #define VAItargetseenme 234 //am I in target's CurrentlyVisible list #define VAIhastarget 235 //do I have a target? #define VAIhaspath 236 //do I have a path? #define VAItargetvisible 237 //can I see my TargetActor? #define VAIlosttargetptr 238 //if entity to actor dleted the targetptr #define VActionCode 239 #define FSpawnActor 1 #define FInitActor 2 #define FKillActor 3 #define FCall 4 #define FSample 5 #define FMove 6 #define FSpawnAction 7 #define FState 8 #define FDirection 9 #define FType 10 #define FAIPickDest 11 #define FTurn 12 #define FCalcLocalTurnMat 13 #define FScaleBoneMatrix 14 #define FCamera 15 #define FTarget 16 #define FFloat 17 #define FVector 18 #define FCameraRot 19 #define FRotateBone 20 #define FResetBone 21 #define FCenterBone 22 #define FPrint 23 #define FPrintI 24 #define FPrintLog 25 #define FPrintILog 26 #define FCollision 27 #define FSetFrame 28 #define FSpawnParticle 29 #define FSpawnLight 30 #define FSpawnGooFX 31 #define FCallSub 32 #define FBreak 33 #define FCurEnvTrigger 34 #define FSetKeyFrame 35 #define FMessage 36 #define FAIGroupPickDest 37 #define FCameraGroundClearance 38 #define FCheckActorCollision 39 #define FClrStateCounter 40 #define FSetActorToTrigger 41 #define FPrint3D 42 #define FCurEnvTriggerSet 43 #define FSampleStop 44 #define FPCall 45 #define FKFSample 46 #define FColState 47 #define FTriggerMessage 48 #define FDMessage 49 #define FActorFlag 50 #define FChangeMaterialFlags 51 #define FGetNumbActorsInSet 52 #define FMoveFeetColOffset 53 #define FSlope 54 #define FRotate 55 //rotat root bone about local axis #define FFirstPerson 56 #define FSampleVolume 57 #define FColObj 58 #define FSpawnActorBone 59 #define FCutScene 60 #define FKillLight 61 #define FMissionObjective 62 #define FSpawnActorKFObj 63 #define FDebugMessage 64 #define FAddTutorialLine 65 #define FClearTutorialLines 66 #define FDisplayTutorialScreen 67 #define FHideTutorialScreen 68 #define FGravity 69 #define FPrintH 70 #define FPrintIH 71 #define FClearDMessage 72 #define FSpecialFlag 73 #define FSpawn3DFlare 74 //the only special case fx #define CheckForPickup 0 #define CheckAttached 1 #define CheckForPossesion 2 #define CheckBulletCollision 3 #define CheckBoneCollision 4 #define CheckActorCollision 5 #define CheckForGrab 6 #define AttachLockedActor 7 #define AttachToActor 8 #define CheckForVisual 9 #define WallBulb 10 #define DrawLaserBeam 11 #define CDPlay 12 #define CDStop 13 #define CDPause 14 #define CDResume 15 #define BonePointTrack 16 #define KeyObjTrigger 17 //control triggering of keyobjs (endframe,direction,OPTIONAL: triggervalue) direction==0 && triggervalue==0 -> stop object from mving #define KeyObjActiveSegment 18 #define KeySpeed 19 #define EXPSet1 20 #define EXPSet2 21 #define LightBulb 22 #define ChangeAlpha 23 #define ReDrawActor 24 #define CheckConnections 25 #define CameraFollow 26 #define AICon 27 #define SubtractHealth 28 #define IsPickupClose 29 #define ModelAmbient 30 #define ChangeInventory 31 #define ForceRunning 32 #define SetParticleSetID 33 #define ThrowCharacter 34 #define CheckTriggers 35 #define ActivateButton 36 #define ExecuteActivateCode 37 #define pScale 38 //particle call types #define pFlicControl 39 #define pColor 40 #define pAngle 41 #define pRotate 42 #define pTrans 43 #define pFader 44 #define pWeight 45 #define pScalar 46 #define AttachToColObjHeader 47 #define ToggleKey 48 #define pSinusx 49 #define pSinusy 50 #define CheckForDynamicCollision 51 #define PickNewNode 52 #define wCheckViewCollision 53 //special weapon type cops laser #define ClrPath 54 #define wCheckWeaponTarget 55 //weapon targetting #define pLifeSpan 56 #define pCollision 57 #define pRebound 58 #define pColDeath 59 #define pRotateWithDir 60 #define pTridi 61 #define pKillWithActor 62 #define pSpawnFromStart 63 #define pFunc 64 #define MatrixCallback 65 #define pFlipUV 66 #define CheckForJumpPossesion 67 #define CheckFootCollision 68 #define pSinusz 69 #define PlaySequence 70 #define ChangeSniperMode 71 #define ActivateButtonSample 72 #define ToggleListenerSource 73 #define PlayerInput 74 #define LockCamera 75 #define GodModeStatus 76 #define EXPGet 77 #define PlaneTriggerQuadrant 78 #define SetKeyObjFrame 79 #define CheckTriggerObjFlag 80 #define MoveBackgroundObject 81 #define ChangeFog 82 #define DeadClassRank 83 #define ChangeTrigger 84 #define wUpdateBulletDamage 85 #define RandomizeAimMatrix 86 #define SaveAimMatrix 87 #define RestoreAimMatrix 88 #define FreeLook 89 #define DisplayObjectives 90 #define ClrAnalogValues 91 #define BlastObjCollisionCheck 92 #define GetNumbActorsInCurrentSet 93 #define ChangeCutScene 94 #define TransferPlayerToAttachActor 95 #define XRayModeController 96 #define SetBlendingMode 97 #define ClearBlendingModeChanges 98 #define SetSlowFastMotion 99 #define ClrSlowFastMotion 100 #define CalcTransMat 101 #define SearchForCloseActor 102 #define SetLockedOnActorToParent 103 #define ClrParentPtr 104 #define CopyParentFlags 105 #define DontBlowBattery 106 #define CDVol 107 #define WAVEVol 108 #define PauseToggle 109 #define KeyObjControl 110 #define ScreenShake 111 #define ScreenShakeStop 112 #define SniperKFObj 113 #define SetTriggerObjFlag 114 #define SetFlagsOnActiveActors 115 //change Direction and ActorFlag on all active actors (radius,height,DUMMY,direction,actorflag) #define ClrFlagsOnActiveActors 116 //clr Direction and ActorFlag on all active actors (radius,height,DUMMY,direction,actorflag) #define RestoreOldHealth 117 //put OHealth in Health () #define PickupActor 118 #define GlobalAmbient 119 #define FadeCDVolume 120 #define ExplodeObject 121 #define ClrAllCollisionBuffers 122 #define ChangeRelativeSpeed 123 #define FadeToBlack 124 #define AutoTesselation 125 #define CheckColSphereOffset 126 #define FaceTriggerDirection 127 #define ActivateTrigger 128 #define ForceGlobalRealloc 129 #define ChangeHitByFireCount 130 #define AIasktojoin 200 //AI specific calls #define AIcheckfortarget 201 #define AIorder 202 #define AIreleasegroup 203 #define AIbreakfromgroup 204 #define AIjoinnewgroup 205 #define AIselecttarget 206 #define AIclrtarget 207 #define AIupdateAIvars 208 #define AIgrouppickdest 209 #define AIpickdest 210 #define AIcorrectforobstacles 211 #define AIcheckforonpath 212 #define AIcheckactorstates 213 #define AIcheckactorstatesneg 214 #define AIchecklogtrajectory 215 #define AIpicknewhidenode 216 #define AIclrhidenode 217 #define AIupdatetargetpos 218 #define AIcheckactordirections 219 #define AIcheckactoractions 220 #define AIchangefriendtoenemy 221 #define AIchangeenemytofriend 222 #define AIchangeplayertoenemy 223 #define AIcheckbulletorigin 224 #define AIcheckattachactionorigin 225 #define AIreinstateactoraiclass 226 #define AIlockedtoactorflag 227 #define AIalert 228 #define AIcheckforplayerone 229 #define AIfindpathwithspecificstate 230 #define AIfindpathwithspecificid 231 #define AIcalcdroidposition 232 #define AIupdatemovementvariables 233 //update TargetAngle, TargetDistance etc. () #define AIchangemetoenemy 234 //set _AIclassEnemy on actor () #define AIchangerank 235 //change range on actor (rank) #define AIexecutecodewithinradius 236 #define AIsetlockedonactortotarget 237 #define AIchangetargettoenemy 238 #define AIchangeclass 239 #define StateNormal 0x1 #define StateFalling 0x2 #define StateFlying 0x4 #define StateGliding 0x8 #define StateHeadTrack 0x10 #define StateJump 0x20 #define StateExecuteAnim 0x40 #define StateDrag 0x80 #define StateDead 0x100 #define StateCrawling 0x200 #define StateBangedHead 0x400 #define StateOnFire 0x800 #define StateSteamed 0x1000 #define StateBlind 0x2000 #define StatePatrol 0x4000 #define StateAttack 0x8000 #define StateAttached 0x10000 #define StateHarpooned 0x20000 #define StateElectricShock 0x40000 #define StateFollowPath 0x80000 #define StateExecutePathSequence 0x100000 #define StateCrouching 0x200000 #define StateThrown 0x400000 #define StateForceField 0x800000 //no bits left here (24 bit) #define StateAllNormalStates 0x180001 #define StateInAir (StateFalling|StateFlying|StateGliding) #define _AFLAGnopossesion 0x1 //actor cannot be possesed when this bit is set #define _AFLAGdoor 0x2 //actor will open a door if action is pressed #define _AFLAGpanel 0x4 //actor will activate a panel if action is pressed #define _AFLAGlogon 0x8 //if actor has a lock on enemy #define _AFLAGSniped 0x10 //if actor has been shot by a sniper #define _AFLAGSqueeze 0x20 //if actor has been squeezed by KF objects #define _AFLAGforceactive 0x40 //forces processing of actor even if set is not open #define _AFLAGnocollision 0x80 //disables collision in the actortoactor collision #define _AFLAGnorotation 0x100 //disables player rotational input #define _AFLAGattached 0x200 //in the middle of attach action #define _AFLAGnotarget 0x400 //turns targeting off on actor (non interactive characters) #define _AFLAGactivatebutton 0x800 //flag is set if character was told to activate a console in backgroundtriggerchecks #define _AFLAGnoai 0x1000 //flag is set if character is not performing ai #define _AFLAGlift 0x2000 //actor will activate a lift if action is pressed #define _AFLAGsniper 0x4000 //actor gets sniper vision (for now that means x2 perception and better light tolerance) #define _AFLAGradiated 0x8000 //when within a radioactive zone #define _AFLAGspawnaction 0x10000 //set if spawnaction was executed this frame to make sure from 0 is displayed #define _AFLAGsignalfromparent 0x20000 //like tempflag. used to send signals to weapons about abnormal state (fx. drift) #define _AFLAGnomove 0x40000 //so you can't push around stationary objects #define _AFLAGweaponinvisible 0x80000 //so it is possible to holster weapons #define _AFLAGconfused 0x100000 //after concussion bomb #define _AFLAGshieldon 0x200000 //shield currently active #define _AFLAGresetfallalt 0x400000 //is used to prevent teleported characters from dying when they get to destination #define _AFLAGpossesed 0x800000 //has other character inside #define _AFLAGkillandremove 0x1000000 //signal to kill itself and remove itself from list #define _AFLAGinitialize 0x2000000 //signal to the actor to do special init code in the scripts #define _AFLAGnolinkup 0x4000000 //this actor should never do a linkup animation #define _AFLAGcolfromabove 0x8000000 //the actors horizontal collision comes from above #define _COLfalling 0 //I ran out of bits. Besides, all characters must be damaged by this. How much is set in the characters' script. #define _COLfire 1 #define _COLsmallbullet 2 #define _COLbigbullet 4 //used for shotgun, if shot from point blank then sends player flying..ha! #define _COLexplosion 8 #define _COLelectricity 16 #define _COLholy 32 #define _COLsingleattach 64 #define _COLsteam 128 #define _COLAll 255 #define _COLAllExceptFire 254 #define _COLAllExceptBullets 249 #define _COLAllExceptHoly 223 #define _COLsinglecol (_COLsmallbullet|_COLbigbullet|_COLsingleattach) //Bullet can only hit one actor #define _COLOnlyOnce (_COLfire|_COLsteam|_COLsingleattach|_COLelectricity) //Actor can only be hit by one of these each frame (Not only for ActorCollision, not for BulletCollision) #define _COLTwoDistances (_COLexplosion|_COLbigbullet) //Which types can set the _DIRCloseToCollision #define _CANormal 0 #define _CADropWeapon 1 #define _CADropWeaponAndShells 2 #define _CASwapWeapon 3 #define _CADropBattery 4 #define _CADropActor 5 #define _SXAAalignmovingmaster 1 //flags for action attach #define _SXAAalignmovingslave 2 #define _SXAAdisablecollision 4 #define _SXAAdisablerotation 8 #define _SXAAonlydeadpeople 16 #define _SXAAAlignTransToY 32 #define _ClassFX 0 //MISSING: Remove this #define _ClassModel 8 #define _ClassWeapon 16 #define _ClassBullet 32 #define _ClassDontStickToWall 64 //Set if character is too solid #define _ClassPickup 128 #define _ClassAmmoPickup 144 //_ClassPickup|_ClassWeapon //It cannot check for the following types as categories, only as compares of VClass== #define _ClassHalo 1|_ClassPickup //Must be unique from other pickups #define _ClassAngel 0|_ClassModel #define _ClassCop 1|_ClassModel #define _ClassProstitute 2|_ClassModel #define _ClassDroid 3|_ClassModel #define _ClassMedic 4|_ClassModel #define _ClassGeneric 5|_ClassModel //6-7 are free #define _ClassBeast 0|_ClassModel|_ClassDontStickToWall //1-7 are free #define _RankScum 1 #define _RankPrivate 2 #define _RankSergeantL 3 #define _RankSergeantM 4 #define _RankSergeantH 5 #define _RankCommander 6 #define _RankGeneral 7 #define _AttachLeftHand 0 #define _AttachRightHand 1 #define _AttachHead 2 #define _CarryLeftHand 4 #define _CarryRightHand 8 #define _EmptyCondition 0 #define _If 1 #define _ElseIf 2 #define _Else 3 #define _Switch 4 #define _Case 5 #define _Default 6 #define _Equal 1 #define _NotEqual 2 #define _Less 3 #define _LessEqual 4 #define _Greater 5 #define _GreaterEqual 6 #define _AndEqual 7 #define _AndEqualEqual 8 #define _AndNotEqual 9 #define True 1 #define False 0 #define oFF 0 #define oN 1 #define _DUMMY 0 #define _Gfloat 1 #define _Gvector 2 #define _Gmat 3 #define _float 4 #define _vector 5 #define _mat 6 #define _declare 7 #define _set 8 #define _seti 9 #define _add 10 #define _sub 11 #define _mul 12 #define _div 13 #define _addtime 14 #define _settoactorpos 15 #define _settotargetpos 16 #define _setactorpos 17 #define _settargetpos 18 #define _distance 19 #define _distance2 20 #define _normalize 21 #define _dotproduct 22 #define _xproduct 23 #define _direction 24 #define _copyx 25 #define _copyy 26 #define _copyz 27 #define _setx 28 #define _sety 29 #define _setz 30 #define _rnd 31 #define _copy 32 #define _vectorfromangle 33 #define _vectorfromdirflags 34 #define _and 35 #define _or 36 #define _xor 37 #define _clr 38 #define _change 39 #define _speedfromdirflags 40 #define _rotate 41 #define _setparent 42 #define _clrparent 43 #define _copyparent 44 #define _rnd2 45 #define _swapyz 46 #define _settobonepos 47 #define _inv 48 #define _target 49 #define _settocolobjpos 50 #define _subx 51 #define _suby 52 #define _subz 53 #define _addx 54 #define _addy 55 #define _addz 56 #define _shiftleft 57 #define _shiftright 58 #define _settolockedpos 59 #define _multiplywithtransmat 60 #define _settopathdest 61 #define _setpathdest 62 #define _sin 63 #define _cos 64 #define _settokfpos 65 #define _settocolpos 66 #define _round 67 #define _multiplywithobjtransmat 68 #define _settotriggerpos 69 #define _abs 70 #define _SXIleft 0x1 //analog partner1 +-=1 #define _SXIright 0x2 //analog partner1 #define _SXIup 0x4 //analog partner2 +-=1 #define _SXIdown 0x8 //analog partner2 #define _SXIfleft 0x10 //analog partner3 +-=1 #define _SXIfright 0x20 //analog partner3 #define _SXIbutton1 0x40 #define _SXIbutton2 0x80 #define _SXIbutton3 0x100 #define _SXIbutton4 0x200 #define _SXIbutton5 0x400 #define _SXIbutton6 0x800 #define _SXIbutton7 0x1000 #define _SXIbutton8 0x2000 #define _SXIstart 0x4000 #define _SXIselect 0x8000 //start of keyboard specific input #define _SXIbutton9 0x10000 #define _SXIbutton10 0x20000 #define _SXIbutton11 0x40000 #define _SXIbutton12 0x80000 //tutorial bits (Msika's) #define help01 0x1 #define help02 0x2 #define help03 0x4 #define help04 0x8 #define help05 0x10 #define help06 0x20 #define help07 0x40 #define help08 0x80 #define help09 0x100 #define help10 0x200 #define help11 0x400 #define help12 0x800 #define help13 0x1000 #define help14 0x2000 #define help15 0x4000 #define help16 0x8000 #define help17 0x10000 #define help18 0x20000 #define help19 0x40000 #define help20 0x80000 #define help21 0x100000 #define help22 0x200000 #define help23 0x400000 #define help24 0x800000 #define AllHelp 0xffffff #define RadBit 0xf00000 #define KEY_ESCAPE 1 #define KEY_1 2 #define KEY_2 3 #define KEY_3 4 #define KEY_4 5 #define KEY_5 6 #define KEY_6 7 #define KEY_7 8 #define KEY_8 9 #define KEY_9 10 #define KEY_0 11 #define KEY_MINUS 12 /* - on main keyboard */ #define KEY_EQUALS 13 #define KEY_BACK 14 /* backspace */ #define KEY_TAB 15 #define KEY_Q 16 #define KEY_W 17 #define KEY_E 18 #define KEY_R 19 #define KEY_T 20 #define KEY_Y 21 #define KEY_U 22 #define KEY_I 23 #define KEY_O 24 #define KEY_P 25 #define KEY_LBRACKET 26 #define KEY_RBRACKET 27 #define KEY_RETURN 28 /* Enter on main keyboard */ #define KEY_LCONTROL 29 #define KEY_A 30 #define KEY_S 31 #define KEY_D 32 #define KEY_F 33 #define KEY_G 34 #define KEY_H 35 #define KEY_J 36 #define KEY_K 37 #define KEY_L 38 #define KEY_SEMICOLON 39 #define KEY_APOSTROPHE 40 #define KEY_GRAVE 41 /* accent grave */ #define KEY_LSHIFT 42 #define KEY_BACKSLASH 43 #define KEY_Z 44 #define KEY_X 45 #define KEY_C 46 #define KEY_V 47 #define KEY_B 48 #define KEY_N 49 #define KEY_M 50 #define KEY_COMMA 51 #define KEY_PERIOD 52 /* . on main keyboard */ #define KEY_SLASH 53 /* / on main keyboard */ #define KEY_RSHIFT 54 #define KEY_MULTIPLY 55 /* * on numeric keypad */ #define KEY_LMENU 56 /* left Alt */ #define KEY_SPACE 57 #define KEY_CAPITAL 58 #define KEY_F1 59 #define KEY_F2 60 #define KEY_F3 61 #define KEY_F4 62 #define KEY_F5 63 #define KEY_F6 64 #define KEY_F7 65 #define KEY_F8 66 #define KEY_F9 67 #define KEY_F10 68 #define KEY_NUMLOCK 69 #define KEY_SCROLL 70 /* Scroll Lock */ #define KEY_NUMPAD7 71 #define KEY_NUMPAD8 72 #define KEY_NUMPAD9 73 #define KEY_SUBTRACT 74 /* - on numeric keypad */ #define KEY_NUMPAD4 75 #define KEY_NUMPAD5 76 #define KEY_NUMPAD6 77 #define KEY_ADD 78 /* + on numeric keypad */ #define KEY_NUMPAD1 79 #define KEY_NUMPAD2 80 #define KEY_NUMPAD3 81 #define KEY_NUMPAD0 82 #define KEY_DECIMAL 83 /* . on numeric keypad */ #define KEY_F11 87 #define KEY_F12 88 #define KEY_F13 100 /* (NEC PC98) */ #define KEY_F14 101 /* (NEC PC98) */ #define KEY_F15 102 /* (NEC PC98) */ #define KEY_KANA 112 /* (Japanese keyboard) */ #define KEY_CONVERT 121 /* (Japanese keyboard) */ #define KEY_NOCONVERT 123 /* (Japanese keyboard) */ #define KEY_YEN 125 /* (Japanese keyboard) */ #define KEY_NUMPADEQUALS 141 /* = on numeric keypad (NEC PC98) */ #define KEY_CIRCUMFLEX 144 /* (Japanese keyboard) */ #define KEY_AT 145 /* (NEC PC98) */ #define KEY_COLON 146 /* (NEC PC98) */ #define KEY_UNDERLINE 147 /* (NEC PC98) */ #define KEY_KANJI 148 /* (Japanese keyboard) */ #define KEY_STOP 149 /* (NEC PC98) */ #define KEY_AX 150 /* (Japan AX) */ #define KEY_UNLABELED 151 /* (J3100) */ #define KEY_NUMPADENTER 156 /* Enter on numeric keypad */ #define KEY_RCONTROL 157 #define KEY_NUMPADCOMMA 179 /* , on numeric keypad (NEC PC98) */ #define KEY_DIVIDE 181 /* / on numeric keypad */ #define KEY_SYSRQ 183 #define KEY_RMENU 184 /* right Alt */ #define KEY_HOME 199 /* Home on arrow keypad */ #define KEY_UP 200 /* UpArrow on arrow keypad */ #define KEY_PRIOR 201 /* PgUp on arrow keypad */ #define KEY_LEFT 203 /* LeftArrow on arrow keypad */ #define KEY_RIGHT 205 /* RightArrow on arrow keypad */ #define KEY_END 207 /* End on arrow keypad */ #define KEY_DOWN 208 /* DownArrow on arrow keypad */ #define KEY_NEXT 209 /* PgDn on arrow keypad */ #define KEY_INSERT 210 /* Insert on arrow keypad */ #define KEY_DELETE 211 /* Delete on arrow keypad */ #define KEY_LWIN 219 /* Left Windows key */ #define KEY_RWIN 220 /* Right Windows key */ #define KEY_APPS 221 /* AppMenu key */ #define _MATstair 1 #define _MATnocol 2 #define _MATsmallLedge 4 #define _MATstairOrLedge 5 #define _MATLedge 8 #define _MATWood 16 #define _MATMetal 32 #define _MATWater 64 #define _MATSheetMetal 128 #define _MATConcrete 256 #define _MATGlass 512 #define _MATKFO 1024 #define _MATRipple 2048 #define _MATBalance 4096 #define _MATDrown 8192 #define _MATPush 16384 #define _MATMoveActor 32768 #define _SXEXPActorMatrixBulb 1 //Light defines #define _SXLvolume 1 #define _SXLadditive 2 #define _SXLdirectional 4 #define _SXLomni 8 #define _SXLplane 16 #define _SXLspawnedfromexp 32 //this is set if spawned from expomniattach #define _SXLNoShadow 64 //Are you adding or modifying light defines? //if you are please tell Torgeir what you are changing //AI defines #define AINOTARGETTHRESHOLD 1500 #define AINOTARGETSEARCHTHRESHOLD 1200 #define AISTOPIFNOTARGETTHRESHOLD 2000 #define AIINORDERREGROUPTHRESHOLD 400 #define _AIfriend 1 #define _AIenemy 2 #define _AIundetermined 4 #define _AIgrenade 8 //Variables shared in RenED #define _AIstateRetreat 1 //off #define _AIstateAttention 2 //off #define _AIstateSurrender 3 //off #define _AIstateRegroup 4 //off #define _AIstateAttack 5 //off #define _AIstateSpreadOut 6 //off #define _AIstateHide 7 //off #define _AIstateAtEase 8 //off #define _AIstateSurround 9 //off #define _AIstateGetDown 10 //off #define _AIstateFallIn 11 //off #define _AIstateSearch 12 //off #define _AIstateFlee 13 //off #define _AIstateINTERNALFLAGSTOPSHERE 13 #define _AIstateIdle 14 #define _AIstateWork 15 #define _AIstateWorkWeld 16 #define _AIstatePatrol 17 #define _AIstateShoot 18 #define _AIstateSmoke 19 #define _AIstateRun 20 #define _AIstateChotEat 21 #define _AIstateDrop 22 #define _AIstateWatchTV 23 #define _AIstatePushUp 24 #define _AIstateShadowBoxing 25 #define _AIstateWatchTVIdle 26 #define _AIstatePressAlarmButton 27 #define _AIstateGuard 28 #define _AIstatePressButton 29 #define _AIstateSmokeBong 30 #define _AIstateGetToWork 31 //off #define _AIstateCombatModeReact 32 //off #define _AIstatePossesionReact 33 //off #define _AIstateDePossesionReact 34 //off #define _AIstateReactToBob 35 //off #define _AIstateCowering 36 #define _AIstateWeldKneel 37 #define _AIstateTurnToSound 38 #define _AIstateTurnToSoundSlow 39 #define _AIstateGestureAtBob 40 #define _AIstateDropBattery 41 #define _AIstateSuicide 42 #define _AIstateGetWeapon 43 #define _AIstateConfused 44 #define _AIstateSneakUp 45 #define _AIstateRiotCop 46 #define _AIstateFollowTheLeader 47 #define _AIstateDetachFromPath 48 #define _AIstateShutDown 49 #define _AIstateFreakyFemDance 50 #define _AIstateFreakyManDance 51 #define _AIstateDwellerBarIdle1 52 #define _AIstateDwellerBarIdle2 53 #define _AIstateDwellerBarIdle3 54 #define _AIstateDwellerBarIdle4 55 #define _AIstateBouncerBlockBar 56 #define _AIstateBouncerNoBlock 57 #define _AIstateDJPuke 58 #define _AIstateDJChillyChill1 59 #define _AIstateDJChillyChill2 60 #define _AIstateDJChillyChill3 61 #define _AIstateDJSpinRekids 62 #define _AIstateWaitressSpill 63 #define _AIstateWaitressClean 64 #define _AIstateWaitressPrimp1 65 #define _AIstateWaitressPrimp2 66 #define _AIstateWaitressWalk 67 #define _AIstateWaitressIdle 68 #define _AIstateWaitressFlirt 69 #define _AIstateRadioactive 70 #define _AIstateDweller1Sitting 71 #define _AIstateDweller2Sitting 72 #define _AIstateDweller3Sitting 73 #define _AIstateFemale1Sitting 74 #define _AIstateFemale2Sitting 75 #define _AIstateFemale1Sleeping 76 #define _AIstateFemale1BarIdle 77 #define _AIinspecialmode 0x10000 #define _AInotonpath 0x20000 #define _AInomove 0x40000 #define _AIlockedtoactor 0x80000 #define _AIinvisible 0x100000 #define _AIstayonpath 0x200000 #define _AInoturn 0x400000 #define _AIcloseupaction 0x800000 //used for close proximity special actions #define _AIdontdopickdest 0x1000000 //make sure PickDest() is not called #define _AIcombatmodereact 0x2000000 //Variables shared in RenED #define _AIclasscop 0x1 #define _AIclassworker 0x2 #define _AIclassdroid 0x4 #define _AIclasschot 0x8 #define _AIclassangel 0x10 #define _AIclassbeast 0x20 #define _AIclassabeast 0x40 #define _AIclassprost 0x80 #define _AIclasspimp 0x100 #define _AIclasspriest 0x200 #define _AIclassdweller 0x400 #define _AIclassscientist 0x800 #define _AIclassbarpeople 0x1000 #define _AIclassmale 0x2000 #define _AIclassfemale 0x4000 #define _AIclassriotcop 0x8000 #define _AIclassHipGun 0x10000 #define _AIclasslightgun 0x20000 #define _AIclassCloseRange 0x40000 #define _AIclassmedic 0x80000 //#define _AIclassWalkOnly 0x100000 #define _AIclassFlameThrower 0x110000 #define _AIclasssubgirl 0x200000 #define _AIclassanimal 0x400000 #define _AIclassSatan 0x800000 #define _AIclassEnemy 0x80000000 //AI assigned flag when character is changing from friend to enemy because of hostile actions #define _AIclassfriendly _AIclasscop|_AIclassworker|_AIclassdroid|_AIclasschot|_AIclassangel|_AIclassbeast|_AIclassabeast|_AIclassprost|_AIclasspimp|_AIclasspriest|_AIclassdweller|_AIclassscientist|_AIclassbarpeople|_AIclassmale|_AIclassfemale|_AIclassriotcop|_AIclassHipGun|_AIclasslightgun|_AIclassmedic|_AIclasssubgirl|_AIclassanimal #define _AIClassBobSkeleton _AIclassmale|_AIclassangel #define _AIClassCopSkeleton _AIclassmale|_AIclasscop|_AIclassworker|_AIclasschot|_AIclasspimp|_AIclassdweller|_AIclassscientist|_AIclassriotcop|_AIclassmedic|_AIclassbarpeople #define _AIClassProstSkeleton _AIclassfemale|_AIclassprost|_AIclassdweller|_AIclasscop|_AIclasssubgirl|_AIclassbarpeople #define _AIClassAbeastSkeleton _AIclassmale|_AIclassabeast #define _AIClassBeastSkeleton _AIclassmale|_AIclassbeast #define _AIClassAllButAngel _AIclasscop|_AIclassworker|_AIclasschot|_AIclasspimp|_AIclassdweller|_AIclassscientist|_AIclassriotcop|_AIclassmedic|_AIclassbarpeople // Reverb sound definitions // #define REVERB_GENERIC 1 #define REVERB_PADDEDCELL 2 #define REVERB_ROOM 3 #define REVERB_BATHROOM 4 #define REVERB_LIVINGROOM 5 #define REVERB_STONEROOM 6 #define REVERB_AUDITORIUM 7 #define REVERB_CONCERTHALL 8 #define REVERB_CAVE 9 #define REVERB_ARENA 10 #define REVERB_HANGAR 11 #define REVERB_CARPETEDHALLWAY 12 #define REVERB_HALLWAY 13 #define REVERB_STONECORRIDOR 14 #define REVERB_ALLEY 15 #define REVERB_FOREST 16 #define REVERB_CITY 17 #define REVERB_MOUNTAINS 18 #define REVERB_QUARRY 19 #define REVERB_PLAIN 20 #define REVERB_PARKINGLOT 21 #define REVERB_SEWERPIPE 22 #define REVERB_UNDERWATER 23 #define REVERB_DRUGGED 24 #define REVERB_DIZZY 25 #define REVERB_PSYCHOTIC 26 //same definitions in SXStructs.h. Update both #define _SXMFlat 1 #define _SXMTexture 2 #define _SXMWire 4 #define _SXMBumpMap 8 #define _SXMGouraud 16 #define _SXMSubTrans 32 #define _SXMAddTrans 64 #define _SXMChromaKey 128 #define _SXMMipMap 256 #define _SXMSecondaryMem 512 #define _SXMTwoSided 1024 #define _SXMEnvMap 2048 #define _SXMPaletteIn32Bit 4096 #define _SXMDisableZBuffer 8192 #define _SXMUseShadowMap 16384 #define _SXMDisableZWrites 32768 //fogtype values #define _SXFogOff 0 #define _SXFogLinear 1 #define _SXFogExp 2 #define _SXFogExp2 3 //fogchange actions #define _SXFogType 0 #define _SXFogColor 1 //RGB compressed into a long #define _SXFogDensity 2 //float #define _SXFogNear 3 //float #define _SXFogFar 4 //float //changetrigger values #define _SXTrigDoor 2048 #define _SXTrigPanel 4096 //CutScene Flag Values #define _SXCUTnosmooth 1 #define _SXCUTdontreset 2 //ChangeCutScene functions #define _SXCUTflag 1 #define _SXCUTspeed 2 #define _SXBoneAttAbsolute 1 #define _SXBoneAttRelative 2 //AI Control flags #define _AICRetreat 1 //recommends retreat #define _AICAttack 2 //recommends frontal attack #define _AICHide 4 //recommends retreat #define _AICRetreatUsingHide _AICRetreat|_AICHide //recommends retreat #define _AICAttackUsingHide _AICAttack|_AICHide //recommends attack using hide #define _AIHCReset 0 #define _AIHCInRoute 0 #define _AIHCFollowPath 1 #define _AIHCAttack 3 #define _AIHCAttackLCorner 4 #define _AIHCAttackRCorner 5 #define _AIHCAttackOEdge 6 //AI usage flags #define _AIUHideForRetreat 0x1 //able to use hide nodes while in retreat mode #define _AIUHideForAttack 0x2 //able to use hide nodes while in attack mode #define _AIUHideAttackOffensive 0x4 //moves forward constantly shooting once and picking closer node. Goes head one after no more hide nodes left #define _AIUHideAttackDefensive 0x8 //stays at hide node as long as he knows where enemy is at. If nobody spotted then move forward #define _AIUHideRetreatOffensive 0x10 //retreat to nearest hide node #define _AIUHideRetreatDefensive 0x20 //retreat to nearest hidenode and keep retreating further away until no more nodes can be found #define _AIUHideLeanOutRetreat 0x40 //allows him to lean out and take popshots while being in retreat mode #define _AIUHideLeanOutAttack 0x80 //allows him to lean out and take popshots while being in attack mode #define _AIUSurrender 0x100 //surrenders if gun is pulled on him #define _AIUAttackIfUnseen 0x200 //only attacks from behind. Some civilian types use this #define _AIUAdvanceIfEnemyUnseen 0x400 //stays back as long as actor can see or know exactly where enemy is #define _AIUAlwaysRun 0x800 //never try to use walk animations #define _AIUAdvanceUsingPath 0x1000 //uses character specific path for attack #define _AIUCrouchToDefend 0x2000 //Crouch down when challenged riot cop style #define _AIUCrowdAroundLeader 0x4000 //For little guys like dwarf chots #define _AIUFindHost 0x8000 //Seeks out host //AI ability flags #define _AIAJump 1 #define _AIAClimb 2 #define _AIAHideWeapon 4 #define _AIAPickUpWeapon 8 #define _AIAFlashVisors 16 #define _AIAShield 32 #define _AIAFakeWeapon 64 //If character's weapon is a part of the model and you want people to regard the actor as a threat #define _AIASpecialSecondaryWeapon 128 //Don't throw grenade #define _AIANoCrawl 256 //don't fall to crawl when actor's crawl threshold is reached #define _AIANoBoneCollision 512 //turns off sniper bone collision on character #define _AIAAlwaysInCombatMode 1024 //for characters having no special combat state #define _AIANoThrown 2048 //don't allow characters to get thrown #define _AIAPossesion 4096 //can possess other characters // Headers #define Sub_ReactToBulletOrExplosion 20000 #define Sub_AISetAttack 20001 #endif