1.1 --- a/plugins/include/sdkhooks.inc Wed Jul 31 22:57:50 2013 -0400
1.2 +++ b/plugins/include/sdkhooks.inc Thu Aug 01 09:26:34 2013 -0400
1.3 @@ -35,40 +35,40 @@
1.4
1.5 // this is obviously _not_ a robust check, but it will solve most conflict and is clean
1.6 #if !defined DMG_GENERIC
1.7 -#define DMG_GENERIC 0 // generic damage was done
1.8 -#define DMG_CRUSH (1 << 0) // crushed by falling or moving object.
1.9 - // NOTE: It's assumed crush damage is occurring as a result of physics collision, so no extra physics force is generated by crush damage.
1.10 - // DON'T use DMG_CRUSH when damaging entities unless it's the result of a physics collision. You probably want DMG_CLUB instead.
1.11 -#define DMG_BULLET (1 << 1) // shot
1.12 -#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
1.13 -#define DMG_BURN (1 << 3) // heat burned
1.14 -#define DMG_VEHICLE (1 << 4) // hit by a vehicle
1.15 -#define DMG_FALL (1 << 5) // fell too far
1.16 -#define DMG_BLAST (1 << 6) // explosive blast damage
1.17 -#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
1.18 -#define DMG_SHOCK (1 << 8) // electric shock
1.19 -#define DMG_SONIC (1 << 9) // sound pulse shockwave
1.20 -#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
1.21 -#define DMG_PREVENT_PHYSICS_FORCE (1 << 11) // Prevent a physics force
1.22 -#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
1.23 -#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
1.24 -#define DMG_DROWN (1 << 14) // Drowning
1.25 -#define DMG_PARALYZE (1 << 15) // slows affected creature down
1.26 -#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
1.27 -#define DMG_POISON (1 << 17) // blood poisoning - heals over time like drowning damage
1.28 -#define DMG_RADIATION (1 << 18) // radiation exposure
1.29 -#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
1.30 -#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
1.31 -#define DMG_SLOWBURN (1 << 21) // in an oven
1.32 -#define DMG_REMOVENORAGDOLL (1 << 22) // with this bit OR'd in, no ragdoll will be created, and the target will be quietly removed.
1.33 - // use this to kill an entity that you've already got a server-side ragdoll for
1.34 -#define DMG_PHYSGUN (1 << 23) // Hit by manipulator. Usually doesn't do any damage.
1.35 -#define DMG_PLASMA (1 << 24) // Shot by Cremator
1.36 -#define DMG_AIRBOAT (1 << 25) // Hit by the airboat's gun
1.37 -#define DMG_DISSOLVE (1 << 26) // Dissolving!
1.38 -#define DMG_BLAST_SURFACE (1 << 27) // A blast on the surface of water that cannot harm things underwater
1.39 +#define DMG_GENERIC 0 /**< generic damage was done */
1.40 +#define DMG_CRUSH (1 << 0) /**< crushed by falling or moving object.
1.41 + NOTE: It's assumed crush damage is occurring as a result of physics collision, so no extra physics force is generated by crush damage.
1.42 + DON'T use DMG_CRUSH when damaging entities unless it's the result of a physics collision. You probably want DMG_CLUB instead. */
1.43 +#define DMG_BULLET (1 << 1) /**< shot */
1.44 +#define DMG_SLASH (1 << 2) /**< cut, clawed, stabbed */
1.45 +#define DMG_BURN (1 << 3) /**< heat burned */
1.46 +#define DMG_VEHICLE (1 << 4) /**< hit by a vehicle */
1.47 +#define DMG_FALL (1 << 5) /**< fell too far */
1.48 +#define DMG_BLAST (1 << 6) /**< explosive blast damage */
1.49 +#define DMG_CLUB (1 << 7) /**< crowbar, punch, headbutt */
1.50 +#define DMG_SHOCK (1 << 8) /**< electric shock */
1.51 +#define DMG_SONIC (1 << 9) /**< sound pulse shockwave */
1.52 +#define DMG_ENERGYBEAM (1 << 10) /**< laser or other high energy beam */
1.53 +#define DMG_PREVENT_PHYSICS_FORCE (1 << 11) /**< Prevent a physics force */
1.54 +#define DMG_NEVERGIB (1 << 12) /**< with this bit OR'd in, no damage type will be able to gib victims upon death */
1.55 +#define DMG_ALWAYSGIB (1 << 13) /**< with this bit OR'd in, any damage type can be made to gib victims upon death. */
1.56 +#define DMG_DROWN (1 << 14) /**< Drowning */
1.57 +#define DMG_PARALYZE (1 << 15) /**< slows affected creature down */
1.58 +#define DMG_NERVEGAS (1 << 16) /**< nerve toxins, very bad */
1.59 +#define DMG_POISON (1 << 17) /**< blood poisoning - heals over time like drowning damage */
1.60 +#define DMG_RADIATION (1 << 18) /**< radiation exposure */
1.61 +#define DMG_DROWNRECOVER (1 << 19) /**< drowning recovery */
1.62 +#define DMG_ACID (1 << 20) /**< toxic chemicals or acid burns */
1.63 +#define DMG_SLOWBURN (1 << 21) /**< in an oven */
1.64 +#define DMG_REMOVENORAGDOLL (1 << 22) /**< with this bit OR'd in, no ragdoll will be created, and the target will be quietly removed.
1.65 + use this to kill an entity that you've already got a server-side ragdoll for */
1.66 +#define DMG_PHYSGUN (1 << 23) /**< Hit by manipulator. Usually doesn't do any damage. */
1.67 +#define DMG_PLASMA (1 << 24) /**< Shot by Cremator */
1.68 +#define DMG_AIRBOAT (1 << 25) /**< Hit by the airboat's gun */
1.69 +#define DMG_DISSOLVE (1 << 26) /**< Dissolving! */
1.70 +#define DMG_BLAST_SURFACE (1 << 27) /**< A blast on the surface of water that cannot harm things underwater */
1.71 #define DMG_DIRECT (1 << 28)
1.72 -#define DMG_BUCKSHOT (1 << 29) // not quite a bullet. Little, rounder, different.
1.73 +#define DMG_BUCKSHOT (1 << 29) /**< not quite a bullet. Little, rounder, different. */
1.74 #endif
1.75
1.76 #if !defined DMG_CRIT
1.77 @@ -116,7 +116,7 @@
1.78 SDKHook_UsePost,
1.79 SDKHook_Reload,
1.80 SDKHook_ReloadPost,
1.81 - SDKHook_GetMaxHealth, // ep2v and later
1.82 + SDKHook_GetMaxHealth, /**< ep2v and later */
1.83 };
1.84
1.85 /*