Skocz do zawartości

  • Zaloguj korzystając z Facebooka Zaloguj korzystając z Twittera Zaloguj przez Steam Zaloguj poprzez Google      Logowanie »   
  • Rejestracja

Witamy w Nieoficjalnym polskim support'cie AMX Mod X

Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.

  • Rozpoczynaj nowe tematy i odpowiedaj na inne
  • Zapisz się do tematów i for, aby otrzymywać automatyczne uaktualnienia
  • Dodawaj wydarzenia do kalendarza społecznościowego
  • Stwórz swój własny profil i zdobywaj nowych znajomych
  • Zdobywaj nowe doświadczenia

Dołączona grafika Dołączona grafika

Guest Message by DevFuse
 

Dokumentacja AMX Mod X v. 11.5 Uzupełnionych funkcji: Sortowanie: Według modułów | Alfabetycznie
Szukaj funkcji:

3rdParty
Core
Cstrike
CSX
DoDX
Engine
ESF
Fakemeta
Fun
fun
GeoIP
HamSandwich
NS
nVault
Regex
Sockets
Sql
SQLx
dbi
TFCX
TSFUN
TSX
tsx

engine_const.inc


#


/* Engine constants
*
* by the AMX Mod X Development Team
*
* This file is provided as is (no warranties).
*/

#if defined _engine_const_included
  #endinput
#endif
#define _engine_const_included

#include 

#define SPEAK_NORMAL	0
#define SPEAK_MUTED		1
#define SPEAK_ALL		2
#define SPEAK_LISTENALL	4

#define CAMERA_NONE		0
#define CAMERA_3RDPERSON	1
#define CAMERA_UPLEFT	2
#define CAMERA_TOPDOWN	3

/* Int */
enum {
	EV_INT_gamestate = 0,
	EV_INT_oldbuttons,
	EV_INT_groupinfo,
	EV_INT_iuser1,
	EV_INT_iuser2,
	EV_INT_iuser3,
	EV_INT_iuser4,
	EV_INT_weaponanim,
	EV_INT_pushmsec,
	EV_INT_bInDuck,
	EV_INT_flTimeStepSound,
	EV_INT_flSwimTime,
	EV_INT_flDuckTime,
	EV_INT_iStepLeft,
	EV_INT_movetype,
	EV_INT_solid,
	EV_INT_skin,
	EV_INT_body,
	EV_INT_effects,
	EV_INT_light_level,
	EV_INT_sequence,
	EV_INT_gaitsequence,
	EV_INT_modelindex,
	EV_INT_playerclass,
	EV_INT_waterlevel,
	EV_INT_watertype,
	EV_INT_spawnflags,
	EV_INT_flags,
	EV_INT_colormap,
	EV_INT_team,
	EV_INT_fixangle,
	EV_INT_weapons,
	EV_INT_rendermode,
	EV_INT_renderfx,
	EV_INT_button,
	EV_INT_impulse,
	EV_INT_deadflag,
};

/* Float */
enum {
	EV_FL_impacttime = 0,
	EV_FL_starttime,
	EV_FL_idealpitch,
	EV_FL_pitch_speed,
	EV_FL_ideal_yaw,
	EV_FL_yaw_speed,
	EV_FL_ltime,
	EV_FL_nextthink,
	EV_FL_gravity,
	EV_FL_friction,
	EV_FL_frame,
	EV_FL_animtime,
	EV_FL_framerate,
	EV_FL_health,
	EV_FL_frags,
	EV_FL_takedamage,
	EV_FL_max_health,
	EV_FL_teleport_time,
	EV_FL_armortype,
	EV_FL_armorvalue,
	EV_FL_dmg_take,
	EV_FL_dmg_save,
	EV_FL_dmg,
	EV_FL_dmgtime,
	EV_FL_speed,
	EV_FL_air_finished,
	EV_FL_pain_finished,
	EV_FL_radsuit_finished,
	EV_FL_scale,
	EV_FL_renderamt,
	EV_FL_maxspeed,
	EV_FL_fov,
	EV_FL_flFallVelocity,
	EV_FL_fuser1,
	EV_FL_fuser2,
	EV_FL_fuser3,
	EV_FL_fuser4,
};

/* Vector */
enum {
	EV_VEC_origin = 0,
	EV_VEC_oldorigin,
	EV_VEC_velocity,
	EV_VEC_basevelocity,
	EV_VEC_clbasevelocity,
	EV_VEC_movedir,
	EV_VEC_angles,
	EV_VEC_avelocity,
	EV_VEC_punchangle,
	EV_VEC_v_angle,
	EV_VEC_endpos,
	EV_VEC_startpos,
	EV_VEC_absmin,
	EV_VEC_absmax,
	EV_VEC_mins,
	EV_VEC_maxs,
	EV_VEC_size,
	EV_VEC_rendercolor,
	EV_VEC_view_ofs,
	EV_VEC_vuser1,
	EV_VEC_vuser2,
	EV_VEC_vuser3,
	EV_VEC_vuser4,
};

/* Edict */
enum {
	EV_ENT_chain = 0,
	EV_ENT_dmg_inflictor,
	EV_ENT_enemy,
	EV_ENT_aiment,
	EV_ENT_owner,
	EV_ENT_groundentity,
	EV_ENT_pContainingEntity,
	EV_ENT_euser1,
	EV_ENT_euser2,
	EV_ENT_euser3,
	EV_ENT_euser4,
};

/* String */
enum {
	EV_SZ_classname = 0,
	EV_SZ_globalname,
	EV_SZ_model,
	EV_SZ_target,
	EV_SZ_targetname,
	EV_SZ_netname,
	EV_SZ_message,
	EV_SZ_noise,
	EV_SZ_noise1,
	EV_SZ_noise2,
	EV_SZ_noise3,
	EV_SZ_viewmodel,
	EV_SZ_weaponmodel,
};

/* Byte */
enum {
	EV_BYTE_controller1 = 0,
	EV_BYTE_controller2,
	EV_BYTE_controller3,
	EV_BYTE_controller4,
	EV_BYTE_blending1,
	EV_BYTE_blending2,
};

#if defined _jghg_enums
  #endinput
#endif
#define _jghg_enums
enum {
    // Edict
    GL_trace_ent = 0,

    // Float
    GL_coop,
    GL_deathmatch,
    GL_force_retouch,
    GL_found_secrets,
    GL_frametime,
    GL_serverflags,
    GL_teamplay,
    GL_time,
    GL_trace_allsolid,
    GL_trace_fraction,
    GL_trace_inopen,
    GL_trace_inwater,
    GL_trace_plane_dist,
    GL_trace_startsolid,

    // Int
    GL_cdAudioTrack,
    GL_maxClients,
    GL_maxEntities,
    GL_msg_entity,
    GL_trace_flags,
    GL_trace_hitgroup,

    // String
    GL_pStringBase,
    GL_mapname,
    GL_startspot,

    // Vector
    GL_trace_endpos,
    GL_trace_plane_normal,
    GL_v_forward,
    GL_v_right,
    GL_v_up,
    GL_vecLandmarkOffset,

    // Void (not supported)
    GL_pSaveData
};

enum
{
	usercmd_float_start,
	usercmd_forwardmove,	// Float
	usercmd_sidemove,		// Float
	usercmd_upmove,		// Float
	usercmd_float_end,
	usercmd_int_start,
	usercmd_lerp_msec,		// short
	usercmd_msec,			// byte
	usercmd_lightlevel,		// byte
	usercmd_buttons,		// unsigned short
	usercmd_impulse,		// byte
	usercmd_weaponselect,	// byte
	usercmd_impact_index,	// int
	usercmd_int_end,
	usercmd_vec_start,
	usercmd_viewangles,		// Vector
	usercmd_impact_position,	// vec
	usercmd_vec_end
};

// Used by the traceresult() native.
enum
{
	TR_AllSolid,			// (int) if true, plane is not valid
	TR_StartSolid,		// (int) if true, the initial point was in a solid area
	TR_InOpen,		// (int)
	TR_InWater,	// (int)
	TR_Fraction,			// (float) time completed, 1.0 = didn't hit anything
	TR_EndPos,			// (vector) final position
	TR_PlaneDist,		// (float)
	TR_PlaneNormal,		// (vector) surface normal at impact
	TR_Hit,				// (entity) entity the surface is on
	TR_Hitgroup			// (int) 0 == generic, non zero is specific body part
};


Pobierz plik engine_const.inc