1.1 --- a/plugins/include/entity.inc Thu Jul 05 00:21:59 2007 +0000
1.2 +++ b/plugins/include/entity.inc Thu Jul 05 00:45:56 2007 +0000
1.3 @@ -28,19 +28,23 @@
1.4 };
1.5
1.6 /**
1.7 - * For more information on these, see the HL2SDK (public/edict.h)
1.8 + * @section For more information on these, see the HL2SDK (public/edict.h)
1.9 */
1.10 -#define FL_EDICT_CHANGED (1<<0) /**< Game DLL sets this when the entity state changes
1.11 +#define FL_EDICT_CHANGED (1<<0) /**< Game DLL sets this when the entity state changes
1.12 Mutually exclusive with FL_EDICT_PARTIAL_CHANGE. */
1.13 -#define FL_EDICT_FREE (1<<1) /**< this edict if free for reuse */
1.14 -#define FL_EDICT_FULL (1<<2) /**< this is a full server entity */
1.15 -#define FL_EDICT_FULLCHECK (0<<0) /**< call ShouldTransmit() each time, this is a fake flag */
1.16 -#define FL_EDICT_ALWAYS (1<<3) /**< always transmit this entity */
1.17 -#define FL_EDICT_DONTSEND (1<<4) /**< don't transmit this entity */
1.18 -#define FL_EDICT_PVSCHECK (1<<5) /**< always transmit entity, but cull against PVS */
1.19 +#define FL_EDICT_FREE (1<<1) /**< this edict if free for reuse */
1.20 +#define FL_EDICT_FULL (1<<2) /**< this is a full server entity */
1.21 +#define FL_EDICT_FULLCHECK (0<<0) /**< call ShouldTransmit() each time, this is a fake flag */
1.22 +#define FL_EDICT_ALWAYS (1<<3) /**< always transmit this entity */
1.23 +#define FL_EDICT_DONTSEND (1<<4) /**< don't transmit this entity */
1.24 +#define FL_EDICT_PVSCHECK (1<<5) /**< always transmit entity, but cull against PVS */
1.25 #define FL_EDICT_PENDING_DORMANT_CHECK (1<<6)
1.26 #define FL_EDICT_DIRTY_PVS_INFORMATION (1<<7)
1.27 -#define FL_FULL_EDICT_CHANGED (1<<8)
1.28 +#define FL_FULL_EDICT_CHANGED (1<<8)
1.29 +
1.30 +/**
1.31 + * @endsection
1.32 + */
1.33
1.34 /**
1.35 * Returns the maximum number of entities.
2.1 --- a/plugins/include/sdktools_tempents_stocks.inc Thu Jul 05 00:21:59 2007 +0000
2.2 +++ b/plugins/include/sdktools_tempents_stocks.inc Thu Jul 05 00:45:56 2007 +0000
2.3 @@ -19,6 +19,47 @@
2.4 #define _te_stocks_included
2.5
2.6 /**
2.7 + * @section TE Explosion flags.
2.8 + */
2.9 +#define TE_EXPLFLAG_NONE 0x0 /**< all flags clear makes default Half-Life explosion */
2.10 +#define TE_EXPLFLAG_NOADDITIVE 0x1 /**< sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) */
2.11 +#define TE_EXPLFLAG_NODLIGHTS 0x2 /**< do not render dynamic lights */
2.12 +#define TE_EXPLFLAG_NOSOUND 0x4 /**< do not play client explosion sound */
2.13 +#define TE_EXPLFLAG_NOPARTICLES 0x8 /**< do not draw particles */
2.14 +#define TE_EXPLFLAG_DRAWALPHA 0x10 /**< sprite will be drawn alpha */
2.15 +#define TE_EXPLFLAG_ROTATE 0x20 /**< rotate the sprite randomly */
2.16 +#define TE_EXPLFLAG_NOFIREBALL 0x40 /**< do not draw a fireball */
2.17 +#define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 /**< do not draw smoke with the fireball */
2.18 +
2.19 +/**
2.20 + * @endsection
2.21 + */
2.22 +
2.23 +/**
2.24 + * @section TE Beam flags.
2.25 + */
2.26 +#define FBEAM_STARTENTITY 0x00000001
2.27 +#define FBEAM_ENDENTITY 0x00000002
2.28 +#define FBEAM_FADEIN 0x00000004
2.29 +#define FBEAM_FADEOUT 0x00000008
2.30 +#define FBEAM_SINENOISE 0x00000010
2.31 +#define FBEAM_SOLID 0x00000020
2.32 +#define FBEAM_SHADEIN 0x00000040
2.33 +#define FBEAM_SHADEOUT 0x00000080
2.34 +#define FBEAM_ONLYNOISEONCE 0x00000100 /**< Only calculate our noise once */
2.35 +#define FBEAM_NOTILE 0x00000200
2.36 +#define FBEAM_USE_HITBOXES 0x00000400 /**< Attachment indices represent hitbox indices instead when this is set. */
2.37 +#define FBEAM_STARTVISIBLE 0x00000800 /**< Has this client actually seen this beam's start entity yet? */
2.38 +#define FBEAM_ENDVISIBLE 0x00001000 /**< Has this client actually seen this beam's end entity yet? */
2.39 +#define FBEAM_ISACTIVE 0x00002000
2.40 +#define FBEAM_FOREVER 0x00004000
2.41 +#define FBEAM_HALOBEAM 0x00008000 /**< When drawing a beam with a halo, don't ignore the segments and endwidth */
2.42 +
2.43 +/**
2.44 + * @endsection
2.45 + */
2.46 +
2.47 +/**
2.48 * Sets up a sparks effect.
2.49 *
2.50 * @param pos Position of the sparks.
2.51 @@ -154,7 +195,6 @@
2.52 TE_WriteNum("m_nBrightness", Brightness);
2.53 }
2.54
2.55 -/* :TODO: expose the flags */
2.56 /**
2.57 * Sets up a explosion effect.
2.58 *
2.59 @@ -208,7 +248,6 @@
2.60 TE_WriteNum("m_nDropModel", BloodDropModel);
2.61 }
2.62
2.63 -/* :TODO: expose flags */
2.64 /**
2.65 * Sets up a beam ring point effect.
2.66 *
3.1 --- a/plugins/include/usermessages.inc Thu Jul 05 00:21:59 2007 +0000
3.2 +++ b/plugins/include/usermessages.inc Thu Jul 05 00:45:56 2007 +0000
3.3 @@ -26,8 +26,11 @@
3.4 INVALID_MESSAGE_ID = -1,
3.5 };
3.6
3.7 +/**
3.8 + * @section Message Flags.
3.9 + */
3.10 #define USERMSG_PASSTHRU (1<<0) /**< (DEPRECATED, NO EFFECT) */
3.11 -#define USERMSG_PASSTHRU_ALL (1<<1) /**< (DEPRECATED, NO EFFECT) */
3.12 +#define USERMSG_PASSTHRU_ALL (1<<1) /**< (DEPRECATED, NO EFFECT) */
3.13 #define USERMSG_RELIABLE (1<<2) /**< Message will be set on the reliable stream */
3.14 #define USERMSG_INITMSG (1<<3) /**< Message will be considered to be an initmsg */
3.15 #define USERMSG_BLOCK_MM (1<<4) /**< Message will be blocked from going through MM:S hooks */
3.16 @@ -35,6 +38,10 @@
3.17 #define USERMSG_BLOCK_ALL (1<<6) /**< Message will be blocked from going through any hooks */
3.18
3.19 /**
3.20 + * @endsection
3.21 + */
3.22 +
3.23 +/**
3.24 * Returns the ID of a given message, or -1 on failure.
3.25 *
3.26 * @param msg String containing message name (case sensitive).