plugins/include/sdkhooks.inc
changeset 3967 ceafb87d38a7
parent 3767 7223d0a452a8
     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  /*