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- // ----------------------------------------------------------------------- //
- //
- // MODULE : SFXMsgIDs.h
- //
- // PURPOSE : Special FX message ids
- //
- // CREATED : 10/28/97
- //
- // (c) 1997-2002 Monolith Productions, Inc. All Rights Reserved
- //
- // ----------------------------------------------------------------------- //
- #ifndef __SFX_MSG_IDS_H__
- #define __SFX_MSG_IDS_H__
- // SpecialFX types...
- //
- // The first BYTE in the message associated with the ILTMessage_Read* parameter
- // passed to CSFXMgr::HandleSFXMsg() must be one of the following values:
- // NOTE: It is important that these remain in this order, SFXMgr.cpp assumes
- // this order for making optimizations...New FX should be added at the end
- // and SFX_TOTAL_NUMBER should be adjusted to account for them (also, the
- // s_nDynArrayMaxNums[] should be updated in SFXMgr.cpp).
- #define SFX_POLYGRID_ID 1
- #define SFX_PARTICLETRAIL_ID 2
- #define SFX_PARTICLESYSTEM_ID 3
- #define SFX_PARTICLESHOWER_ID 4
- #define SFX_TRACER_ID 5
- #define SFX_WEAPON_ID 6
- #define SFX_DYNAMICLIGHT_ID 7
- #define SFX_PARTICLETRAILSEG_ID 8
- #define SFX_SMOKE_ID 9
- #define SFX_BULLETTRAIL_ID 10
- #define SFX_VOLUMEBRUSH_ID 11
- #define SFX_SHELLCASING_ID 12
- #define SFX_CAMERA_ID 13
- #define SFX_PARTICLEEXPLOSION_ID 14
- #define SFX_SCALE_ID 15 // Sprites/Models
- #define SFX_DEBRIS_ID 16
- #define SFX_DEATH_ID 17
- #define SFX_GIB_ID 18
- #define SFX_PROJECTILE_ID 19
- #define SFX_MARK_ID 20
- #define SFX_LIGHT_ID 21
- #define SFX_RANDOMSPARKS_ID 22
- #define SFX_PICKUPITEM_ID 23
- #define SFX_CHARACTER_ID 24
- #define SFX_PLAYERSOUND_ID 25
- #define SFX_NODELINES_ID 26
- #define SFX_WEATHER_ID 27
- #define SFX_LIGHTNING_ID 28
- #define SFX_SPRINKLES_ID 29
- #define SFX_FIRE_ID 30
- #define SFX_LENSFLARE_ID 31
- #define SFX_MUZZLEFLASH_ID 32
- #define SFX_SEARCHLIGHT_ID 33
- #define SFX_POLYDEBRIS_ID 34
- #define SFX_STEAM_ID 35
- #define SFX_EXPLOSION_ID 36
- #define SFX_POLYLINE_ID 37
- #define SFX_BODY_ID 38
- #define SFX_LASERTRIGGER_ID 39
- #define SFX_MINE_ID 40
- #define SFX_BEAM_ID 41
- #define SFX_PLAYERVEHICLE_ID 42
- #define SFX_SOUND_ID 43
- #define SFX_OBJSPRITE_ID 44
- #define SFX_LIGHTGROUP_ID 45
- #define SFX_DEBUGLINE_ID 46
- #define SFX_TEXTUREFX_ID 47
- #define SFX_SNOW_ID 48
- #define SFX_JUMPVOLUME_ID 49
- #define SFX_PLAYERLURE_ID 50
- #define SFX_GADGETTARGET_ID 51
- #define SFX_DISPLAYTIMER_ID 52
- #define SFX_DYNAMIC_OCCLUDER_ID 53
- #define SFX_SCATTER_ID 54
- #define SFX_TRIGGER_ID 55
- #define SFX_RADAROBJECT_ID 56
- #define SFX_ACTIVATEOBJECT_ID 57
- #define SFX_DOOMSDAYPIECE_ID 58
- #define SFX_TOTAL_NUMBER 58 // Important that this is the same as the last FX defined...
- // Shared fx related stuff...
- // CharacterFX messages...
- #define CFX_NODECONTROL_LIP_SYNC 2
- #define CFX_NODECONTROL_HEAD_FOLLOW_OBJ 3
- #define CFX_CINEMATICAI_MSG 4
- #define CFX_NODECONTROL_SCRIPT 5
- #define CFX_STEALTH_MSG 6
- #define CFX_RESET_TRACKER 7
- #define CFX_CLIENTID_MSG 8
- #define CFX_CHAT_MSG 9
- #define CFX_FLASHLIGHT_CREATE_MSG 10
- #define CFX_FLASHLIGHT_DESTROY_MSG 11
- #define CFX_DMGFLAGS_MSG 12
- #define CFX_CIGARETTE_CREATE_MSG 13
- #define CFX_CIGARETTE_DESTROY_MSG 14
- #define CFX_CIGARETTESMOKE_CREATE_MSG 15
- #define CFX_CIGARETTESMOKE_DESTROY_MSG 16
- #define CFX_ALLFX_MSG 17
- #define CFX_DIALOGUE_MSG 18
- #define CFX_CROSSHAIR_MSG 19
- #define CFX_ZZZ_CREATE_MSG 20
- #define CFX_ZZZ_DESTROY_MSG 21
- #define CFX_TAUNT_MSG 22
- #define CFX_INFO_STRING 23
- #define CFX_WEAPON_SOUND_LOOP_MSG 24
- #define CFX_TRACK_TARGET_MSG 25
- #define CFX_PITCH 26
- #define CFX_HITBOX_MSG 27
- #define CFX_CAN_CARRY 28
- #define CFX_PLAYER_DEAD 29
- #define CFX_PLAYER_REVIVED 30
- #define CFX_PLAYER_RESPAWN 31
- #define CFX_INSTANTDMGFLAGS_MSG 32
- #define CFX_CHARACTER_TRACKING 33
- #define CFX_UPDATE_ATTACHMENTS 34
- #define CFX_CAN_WAKE 35
- #define CFX_CHARACTER_RADAR 36
- #define CFX_CARRY 37
- //sub-messages for CFX_CARRY
- #define CFX_CARRY_NONE 0
- #define CFX_CARRY_BODY 1
- #define CFX_CARRY_DD_TRAN 2
- #define CFX_CARRY_DD_BATT 3
- #define CFX_CARRY_DD_CORE 4
- // CameraFX messages...
- #define CAMFX_FOV 1
- // BodyFX messages...
- #define BFX_TWITCH_MSG 1
- #define BFX_FADE_MSG 2
- #define BFX_HITBOX_MSG 3
- #define BFX_CAN_CARRY 4
- #define BFX_CARRIED 5
- #define BFX_DAMAGEFX_MSG 6
- #define BFX_PERMANENT 7
- #define BFX_CANREVIVE 8
- // TriggerFX messages...
- #define TRIGFX_ALLFX_MSG 1
- #define TRIGFX_LOCKED_MSG 2
- // ActivateFX messages...
- #define ACTIVATEFX_DISABLED 1
- #define ACTIVATEFX_STATE 2
- // PickupItemFX messages...
- #define PUFX_CLIENTFX 1
- #define PUFX_TEAMID 2
- // BodyState values..
- enum BodyState
- {
- eBodyStateNormal = 0, // Normal death (shot, etc)
- eBodyStateChair = 1, // Killed in a chair
- eBodyStateLedge = 2, // Falling off a ledge
- eBodyStateLaser = 3, // Vap-o-rized by a lazer
- eBodyStateExplode = 4, // Hit by an explosion
- eBodyStateStuck = 5, // Stuck to a wall w/ xbow/spear
- eBodyStateUnderwater = 6, // Killed underwater
- eBodyStateStairs = 7, // Fall down stairs (and break hip)
- eBodyStateFly = 8, // Flying through the air
- eBodyStateDecay = 9, // Decay powder dumped on body
- eBodyStateCrush = 10, // Crushed
- eBodyStatePoison = 11, // Killed by poison
- eBodyStateAcid = 12, // Killed by acid
- eBodyStateArrow = 13, // Killed by arrow (wall stick)
- eBodyStateFade = 14, // Fade for low-violence setting
- eBodyStateLadder = 15, // Falling off a ladder
- };
- // PolyLine values...
- enum PolyLineWidthStyle
- {
- PLWS_BIG_TO_SMALL=0,
- PLWS_SMALL_TO_BIG,
- PLWS_SMALL_TO_SMALL,
- PLWS_CONSTANT
- };
- // Used with SFX_PLAYERLURE_ID
- enum PlayerLureFlags
- {
- ePlayerLureFlagsAllowWeapon = (1<<0),
- ePlayerLureFlagsRetainOffsets = (1<<1),
- ePlayerLureFlagsBicycle = (1<<2),
- };
- enum PlayerLureCameraFreedom
- {
- kPlayerLureCameraFreedomNone,
- kPlayerLureCameraFreedomLimited,
- kPlayerLureCameraFreedomUnlimited
- };
- #endif // __SFX_MSG_IDS_H__
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