boiii-scripts/shared/shared.gsh
2023-04-13 17:30:38 +02:00

936 lines
5.3 KiB
Plaintext

//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