//SESSION MODE FLAGS // should stay the same as eGameModes in com_gamemodes.h //SESSION MODE ENUM // sync with eModes // SPAWNFLAGS // UNDELETABLE 4 // ENEMYINFO 8 // UNDELETABLE 4 // These match the SPAWNFLAG_ACTOR flags //#define SPAWNFLAG_VEHICLE_SCRIPTFORCESPAWN 16 //#define SPAWNFLAG_VEHICLE_SM_PRIORITY 32 //#define SPAWNFLAG_VEHICLE_SCRIPTINFINITESPAWN 64 //#define SPAWNFLAG_VEHICLE_SCRIPTDELETEONZEROCOUNT 128 // CONTENTS // an eye is never valid in a solid // fixes diffuse sunlight checks right next to a skybrush // AI cannot see through this // bullets hit this // to get bullets to hit corpses, but not grenade radius damage; should never be on a brush, only in game // using this for dogs // level specific collision type // used for mantle / ladder / ledge / pipe traversals // Physics Trace Masks // Navmesh materials // LUI defines // Team enums // IDENTIFIERS // Native UI resolution is 720p // Register Systems // UTILITIES // MATH // STRINGS // ARRAYS // match code //******************************************************************************** //MOVED FROM CLIENTFLAGS.GSH // These are not client flags they're just constants // TODO - these should be moved into their respective scripts //******************************************************************************** // Riotshield // Trophy System // Bouncing Betty ( Trip mine, Spider mine ) // Proxy (Tazer Spike) // QR Drone //******************************************************************************** //MOVED FROM SP.GSH //******************************************************************************** //VEHICLE FUNCTIONS //VEHICLE TYPE FUNCTIONS - we should maybe break this out into a vehicle.gsh // // script defines for fog bank bit mask //Analog stick layout stat values // dev only // dev only //ID FLAGS //code-defined in g_local.h: //also matches scripts\zm\_callbacks.gsc // damage // damage was indirect // armor does not protect from this damage // do not affect velocity, just view angles // damage occurred after one or more penetrations // force the destructible system to do damage to the entity // missile impacted on the front of the victim's shield // ...and was from a projectile with "Big Explosion" checked on. // explosive splash, somewhat deflected by the victim's shield // The trigger that applied the damage will ignore laststand // Don't go to ragdoll if got damage while playing death animation // Hit player power armor // script-defined: // TODO: can probably be remove once the real awareness system is up //use this macro to smooth out periodic updates that don't need to occur at a tightly fixed interval. Over time monitor loops will tend to spread out, removing large performance spikes // IF_DEFINED MACROS //******************************************************************************** //MOVED FROM _MENU.GSC //******************************************************************************** //******************************************************************************** // FILTER_SHARED //******************************************************************************** // Used by campaign zombies. DO NOT CHANGE // flags for auto-deleting entities with util::auto_delete // only delete if ent is behind player AND sight blocked // delete if ent is behind player // delete if ent is sight blocked // delete if ent is behind player OR sight blocked // same as DELETE_BOTH but quicker // "toggle_lights" client fields //******************************************************************************** // START - SUMEET - DO NOT MODIFY - USED FOR CAMPAIGN ZOMBIES MODE //******************************************************************************** // SGEN // BIODOMES // PROLOGUE // NEWWORLD // LOTUS // RAMSES // INFECTION // BLACKSTATION // AQUIFER // VENGEANCE // ZURICH // This one is purposefully not threaded //******************************************************************************** // END - SUMEET - DO NOT MODIFY - USED FOR CAMPAIGN ZOMBIES MODE //******************************************************************************** // detail levels for silhouettes // HACKER TOOL // Matches r_stream.h // INTERACTS // JUKE end reasons //cp stats table defines // CUSTOMIZATION PAINTJOB INVALID ID // Must match CustomizationPaintjobInvalidID in Lua_CoD_EnumDefinitions.h //Difficulty reporting slots, needs to be kept up to date with the matching enum, difficultySlot_t code side. //Match Record Map Events // ETYPE matches with entityType_t in bg_enttype.h