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