Advertisement
dcomicboy

sfxid's

Apr 2nd, 2012
115
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.11 KB | None | 0 0
  1. // ----------------------------------------------------------------------- //
  2. //
  3. // MODULE : SFXMsgIDs.h
  4. //
  5. // PURPOSE : Special FX message ids
  6. //
  7. // CREATED : 10/28/97
  8. //
  9. // (c) 1997-2002 Monolith Productions, Inc. All Rights Reserved
  10. //
  11. // ----------------------------------------------------------------------- //
  12.  
  13. #ifndef __SFX_MSG_IDS_H__
  14. #define __SFX_MSG_IDS_H__
  15.  
  16. // SpecialFX types...
  17. //
  18. // The first BYTE in the message associated with the ILTMessage_Read* parameter
  19. // passed to CSFXMgr::HandleSFXMsg() must be one of the following values:
  20.  
  21. // NOTE: It is important that these remain in this order, SFXMgr.cpp assumes
  22. // this order for making optimizations...New FX should be added at the end
  23. // and SFX_TOTAL_NUMBER should be adjusted to account for them (also, the
  24. // s_nDynArrayMaxNums[] should be updated in SFXMgr.cpp).
  25.  
  26.  
  27. #define SFX_POLYGRID_ID 1
  28. #define SFX_PARTICLETRAIL_ID 2
  29. #define SFX_PARTICLESYSTEM_ID 3
  30. #define SFX_PARTICLESHOWER_ID 4
  31. #define SFX_TRACER_ID 5
  32. #define SFX_WEAPON_ID 6
  33. #define SFX_DYNAMICLIGHT_ID 7
  34. #define SFX_PARTICLETRAILSEG_ID 8
  35. #define SFX_SMOKE_ID 9
  36. #define SFX_BULLETTRAIL_ID 10
  37. #define SFX_VOLUMEBRUSH_ID 11
  38. #define SFX_SHELLCASING_ID 12
  39. #define SFX_CAMERA_ID 13
  40. #define SFX_PARTICLEEXPLOSION_ID 14
  41. #define SFX_SCALE_ID 15 // Sprites/Models
  42. #define SFX_DEBRIS_ID 16
  43. #define SFX_DEATH_ID 17
  44. #define SFX_GIB_ID 18
  45. #define SFX_PROJECTILE_ID 19
  46. #define SFX_MARK_ID 20
  47. #define SFX_LIGHT_ID 21
  48. #define SFX_RANDOMSPARKS_ID 22
  49. #define SFX_PICKUPITEM_ID 23
  50. #define SFX_CHARACTER_ID 24
  51. #define SFX_PLAYERSOUND_ID 25
  52. #define SFX_NODELINES_ID 26
  53. #define SFX_WEATHER_ID 27
  54. #define SFX_LIGHTNING_ID 28
  55. #define SFX_SPRINKLES_ID 29
  56. #define SFX_FIRE_ID 30
  57. #define SFX_LENSFLARE_ID 31
  58. #define SFX_MUZZLEFLASH_ID 32
  59. #define SFX_SEARCHLIGHT_ID 33
  60. #define SFX_POLYDEBRIS_ID 34
  61. #define SFX_STEAM_ID 35
  62. #define SFX_EXPLOSION_ID 36
  63. #define SFX_POLYLINE_ID 37
  64. #define SFX_BODY_ID 38
  65. #define SFX_LASERTRIGGER_ID 39
  66. #define SFX_MINE_ID 40
  67. #define SFX_BEAM_ID 41
  68. #define SFX_PLAYERVEHICLE_ID 42
  69. #define SFX_SOUND_ID 43
  70. #define SFX_OBJSPRITE_ID 44
  71. #define SFX_LIGHTGROUP_ID 45
  72. #define SFX_DEBUGLINE_ID 46
  73. #define SFX_TEXTUREFX_ID 47
  74. #define SFX_SNOW_ID 48
  75. #define SFX_JUMPVOLUME_ID 49
  76. #define SFX_PLAYERLURE_ID 50
  77. #define SFX_GADGETTARGET_ID 51
  78. #define SFX_DISPLAYTIMER_ID 52
  79. #define SFX_DYNAMIC_OCCLUDER_ID 53
  80. #define SFX_SCATTER_ID 54
  81. #define SFX_TRIGGER_ID 55
  82. #define SFX_RADAROBJECT_ID 56
  83. #define SFX_ACTIVATEOBJECT_ID 57
  84. #define SFX_DOOMSDAYPIECE_ID 58
  85. #define SFX_TOTAL_NUMBER 58 // Important that this is the same as the last FX defined...
  86.  
  87. // Shared fx related stuff...
  88.  
  89.  
  90. // CharacterFX messages...
  91.  
  92. #define CFX_NODECONTROL_LIP_SYNC 2
  93. #define CFX_NODECONTROL_HEAD_FOLLOW_OBJ 3
  94. #define CFX_CINEMATICAI_MSG 4
  95. #define CFX_NODECONTROL_SCRIPT 5
  96. #define CFX_STEALTH_MSG 6
  97. #define CFX_RESET_TRACKER 7
  98. #define CFX_CLIENTID_MSG 8
  99. #define CFX_CHAT_MSG 9
  100. #define CFX_FLASHLIGHT_CREATE_MSG 10
  101. #define CFX_FLASHLIGHT_DESTROY_MSG 11
  102. #define CFX_DMGFLAGS_MSG 12
  103. #define CFX_CIGARETTE_CREATE_MSG 13
  104. #define CFX_CIGARETTE_DESTROY_MSG 14
  105. #define CFX_CIGARETTESMOKE_CREATE_MSG 15
  106. #define CFX_CIGARETTESMOKE_DESTROY_MSG 16
  107. #define CFX_ALLFX_MSG 17
  108. #define CFX_DIALOGUE_MSG 18
  109. #define CFX_CROSSHAIR_MSG 19
  110. #define CFX_ZZZ_CREATE_MSG 20
  111. #define CFX_ZZZ_DESTROY_MSG 21
  112. #define CFX_TAUNT_MSG 22
  113. #define CFX_INFO_STRING 23
  114. #define CFX_WEAPON_SOUND_LOOP_MSG 24
  115. #define CFX_TRACK_TARGET_MSG 25
  116. #define CFX_PITCH 26
  117. #define CFX_HITBOX_MSG 27
  118. #define CFX_CAN_CARRY 28
  119. #define CFX_PLAYER_DEAD 29
  120. #define CFX_PLAYER_REVIVED 30
  121. #define CFX_PLAYER_RESPAWN 31
  122. #define CFX_INSTANTDMGFLAGS_MSG 32
  123. #define CFX_CHARACTER_TRACKING 33
  124. #define CFX_UPDATE_ATTACHMENTS 34
  125. #define CFX_CAN_WAKE 35
  126. #define CFX_CHARACTER_RADAR 36
  127. #define CFX_CARRY 37
  128. //sub-messages for CFX_CARRY
  129. #define CFX_CARRY_NONE 0
  130. #define CFX_CARRY_BODY 1
  131. #define CFX_CARRY_DD_TRAN 2
  132. #define CFX_CARRY_DD_BATT 3
  133. #define CFX_CARRY_DD_CORE 4
  134.  
  135.  
  136. // CameraFX messages...
  137.  
  138. #define CAMFX_FOV 1
  139.  
  140. // BodyFX messages...
  141.  
  142. #define BFX_TWITCH_MSG 1
  143. #define BFX_FADE_MSG 2
  144. #define BFX_HITBOX_MSG 3
  145. #define BFX_CAN_CARRY 4
  146. #define BFX_CARRIED 5
  147. #define BFX_DAMAGEFX_MSG 6
  148. #define BFX_PERMANENT 7
  149. #define BFX_CANREVIVE 8
  150.  
  151. // TriggerFX messages...
  152.  
  153. #define TRIGFX_ALLFX_MSG 1
  154. #define TRIGFX_LOCKED_MSG 2
  155.  
  156. // ActivateFX messages...
  157.  
  158. #define ACTIVATEFX_DISABLED 1
  159. #define ACTIVATEFX_STATE 2
  160.  
  161. // PickupItemFX messages...
  162.  
  163. #define PUFX_CLIENTFX 1
  164. #define PUFX_TEAMID 2
  165.  
  166. // BodyState values..
  167.  
  168. enum BodyState
  169. {
  170. eBodyStateNormal = 0, // Normal death (shot, etc)
  171. eBodyStateChair = 1, // Killed in a chair
  172. eBodyStateLedge = 2, // Falling off a ledge
  173. eBodyStateLaser = 3, // Vap-o-rized by a lazer
  174. eBodyStateExplode = 4, // Hit by an explosion
  175. eBodyStateStuck = 5, // Stuck to a wall w/ xbow/spear
  176. eBodyStateUnderwater = 6, // Killed underwater
  177. eBodyStateStairs = 7, // Fall down stairs (and break hip)
  178. eBodyStateFly = 8, // Flying through the air
  179. eBodyStateDecay = 9, // Decay powder dumped on body
  180. eBodyStateCrush = 10, // Crushed
  181. eBodyStatePoison = 11, // Killed by poison
  182. eBodyStateAcid = 12, // Killed by acid
  183. eBodyStateArrow = 13, // Killed by arrow (wall stick)
  184. eBodyStateFade = 14, // Fade for low-violence setting
  185. eBodyStateLadder = 15, // Falling off a ladder
  186. };
  187.  
  188. // PolyLine values...
  189.  
  190. enum PolyLineWidthStyle
  191. {
  192. PLWS_BIG_TO_SMALL=0,
  193. PLWS_SMALL_TO_BIG,
  194. PLWS_SMALL_TO_SMALL,
  195. PLWS_CONSTANT
  196. };
  197.  
  198. // Used with SFX_PLAYERLURE_ID
  199. enum PlayerLureFlags
  200. {
  201. ePlayerLureFlagsAllowWeapon = (1<<0),
  202. ePlayerLureFlagsRetainOffsets = (1<<1),
  203. ePlayerLureFlagsBicycle = (1<<2),
  204. };
  205. enum PlayerLureCameraFreedom
  206. {
  207. kPlayerLureCameraFreedomNone,
  208. kPlayerLureCameraFreedomLimited,
  209. kPlayerLureCameraFreedomUnlimited
  210. };
  211.  
  212. #endif // __SFX_MSG_IDS_H__
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement