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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/shared/eventlist.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/shared/eventlist.h')
| -rw-r--r-- | sp/src/game/shared/eventlist.h | 230 |
1 files changed, 115 insertions, 115 deletions
diff --git a/sp/src/game/shared/eventlist.h b/sp/src/game/shared/eventlist.h index 2cc9ac25..1ce83a4c 100644 --- a/sp/src/game/shared/eventlist.h +++ b/sp/src/game/shared/eventlist.h @@ -1,115 +1,115 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef EVENTLIST_H
-#define EVENTLIST_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#define AE_TYPE_SERVER ( 1 << 0 )
-#define AE_TYPE_SCRIPTED ( 1 << 1 ) // see scriptevent.h
-#define AE_TYPE_SHARED ( 1 << 2 )
-#define AE_TYPE_WEAPON ( 1 << 3 )
-#define AE_TYPE_CLIENT ( 1 << 4 )
-#define AE_TYPE_FACEPOSER ( 1 << 5 )
-
-#define AE_TYPE_NEWEVENTSYSTEM ( 1 << 10 ) //Temporary flag.
-
-#define AE_NOT_AVAILABLE -1
-
-typedef enum
-{
- AE_INVALID = -1, // So we have something more succint to check for than '-1'
- AE_EMPTY,
- AE_NPC_LEFTFOOT, // #define NPC_EVENT_LEFTFOOT 2050
- AE_NPC_RIGHTFOOT, // #define NPC_EVENT_RIGHTFOOT 2051
- AE_NPC_BODYDROP_LIGHT, //#define NPC_EVENT_BODYDROP_LIGHT 2001
- AE_NPC_BODYDROP_HEAVY, //#define NPC_EVENT_BODYDROP_HEAVY 2002
- AE_NPC_SWISHSOUND, //#define NPC_EVENT_SWISHSOUND 2010
- AE_NPC_180TURN, //#define NPC_EVENT_180TURN 2020
- AE_NPC_ITEM_PICKUP, //#define NPC_EVENT_ITEM_PICKUP 2040
- AE_NPC_WEAPON_DROP, //#define NPC_EVENT_WEAPON_DROP 2041
- AE_NPC_WEAPON_SET_SEQUENCE_NAME, //#define NPC_EVENT_WEAPON_SET_SEQUENCE_NAME 2042
- AE_NPC_WEAPON_SET_SEQUENCE_NUMBER, //#define NPC_EVENT_WEAPON_SET_SEQUENCE_NUMBER 2043
- AE_NPC_WEAPON_SET_ACTIVITY, //#define NPC_EVENT_WEAPON_SET_ACTIVITY 2044
- AE_NPC_HOLSTER,
- AE_NPC_DRAW,
- AE_NPC_WEAPON_FIRE,
-
- AE_CL_PLAYSOUND, // #define CL_EVENT_SOUND 5004 // Emit a sound
- AE_SV_PLAYSOUND,
- AE_CL_STOPSOUND,
-
- AE_START_SCRIPTED_EFFECT,
- AE_STOP_SCRIPTED_EFFECT,
-
- AE_CLIENT_EFFECT_ATTACH,
-
- AE_MUZZLEFLASH, // Muzzle flash from weapons held by the player
- AE_NPC_MUZZLEFLASH, // Muzzle flash from weapons held by NPCs
-
- AE_THUMPER_THUMP, //Thumper Thump!
- AE_AMMOCRATE_PICKUP_AMMO, //Ammo crate pick up ammo!
-
- AE_NPC_RAGDOLL,
-
- AE_NPC_ADDGESTURE,
- AE_NPC_RESTARTGESTURE,
-
- AE_NPC_ATTACK_BROADCAST,
-
- AE_NPC_HURT_INTERACTION_PARTNER,
- AE_NPC_SET_INTERACTION_CANTDIE,
-
- AE_SV_DUSTTRAIL,
-
- AE_CL_CREATE_PARTICLE_EFFECT,
-
- AE_RAGDOLL,
-
- AE_CL_ENABLE_BODYGROUP,
- AE_CL_DISABLE_BODYGROUP,
- AE_CL_BODYGROUP_SET_VALUE,
- AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN,
-
- AE_WPN_PRIMARYATTACK, // Used by weapons that want their primary attack to occur during an attack anim (i.e. grenade throwing)
- AE_WPN_INCREMENTAMMO,
-
- AE_WPN_HIDE, // Used to hide player weapons
- AE_WPN_UNHIDE, // Used to unhide player weapons
-
- AE_WPN_PLAYWPNSOUND, // Play a weapon sound from the weapon script file
-
- LAST_SHARED_ANIMEVENT,
-} Animevent;
-
-
-typedef struct evententry_s evententry_t;
-
-//=========================================================
-//=========================================================
-extern void EventList_Init( void );
-extern void EventList_Free( void );
-extern bool EventList_RegisterSharedEvent( const char *pszEventName, int iEventIndex, int iType = 0 );
-extern Animevent EventList_RegisterPrivateEvent( const char *pszEventName );
-extern int EventList_IndexForName( const char *pszEventName );
-extern const char *EventList_NameForIndex( int iEventIndex );
-Animevent EventList_RegisterPrivateEvent( const char *pszEventName );
-
-// This macro guarantees that the names of each event and the constant used to
-// reference it in the code are identical.
-#define REGISTER_SHARED_ANIMEVENT( _n, b ) EventList_RegisterSharedEvent(#_n, _n, b );
-#define REGISTER_PRIVATE_ANIMEVENT( _n ) _n = EventList_RegisterPrivateEvent( #_n );
-
-// Implemented in shared code
-extern void EventList_RegisterSharedEvents( void );
-extern int EventList_GetEventType( int eventIndex );
-
-
-
-#endif // EVENTLIST_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef EVENTLIST_H +#define EVENTLIST_H +#ifdef _WIN32 +#pragma once +#endif + +#define AE_TYPE_SERVER ( 1 << 0 ) +#define AE_TYPE_SCRIPTED ( 1 << 1 ) // see scriptevent.h +#define AE_TYPE_SHARED ( 1 << 2 ) +#define AE_TYPE_WEAPON ( 1 << 3 ) +#define AE_TYPE_CLIENT ( 1 << 4 ) +#define AE_TYPE_FACEPOSER ( 1 << 5 ) + +#define AE_TYPE_NEWEVENTSYSTEM ( 1 << 10 ) //Temporary flag. + +#define AE_NOT_AVAILABLE -1 + +typedef enum +{ + AE_INVALID = -1, // So we have something more succint to check for than '-1' + AE_EMPTY, + AE_NPC_LEFTFOOT, // #define NPC_EVENT_LEFTFOOT 2050 + AE_NPC_RIGHTFOOT, // #define NPC_EVENT_RIGHTFOOT 2051 + AE_NPC_BODYDROP_LIGHT, //#define NPC_EVENT_BODYDROP_LIGHT 2001 + AE_NPC_BODYDROP_HEAVY, //#define NPC_EVENT_BODYDROP_HEAVY 2002 + AE_NPC_SWISHSOUND, //#define NPC_EVENT_SWISHSOUND 2010 + AE_NPC_180TURN, //#define NPC_EVENT_180TURN 2020 + AE_NPC_ITEM_PICKUP, //#define NPC_EVENT_ITEM_PICKUP 2040 + AE_NPC_WEAPON_DROP, //#define NPC_EVENT_WEAPON_DROP 2041 + AE_NPC_WEAPON_SET_SEQUENCE_NAME, //#define NPC_EVENT_WEAPON_SET_SEQUENCE_NAME 2042 + AE_NPC_WEAPON_SET_SEQUENCE_NUMBER, //#define NPC_EVENT_WEAPON_SET_SEQUENCE_NUMBER 2043 + AE_NPC_WEAPON_SET_ACTIVITY, //#define NPC_EVENT_WEAPON_SET_ACTIVITY 2044 + AE_NPC_HOLSTER, + AE_NPC_DRAW, + AE_NPC_WEAPON_FIRE, + + AE_CL_PLAYSOUND, // #define CL_EVENT_SOUND 5004 // Emit a sound + AE_SV_PLAYSOUND, + AE_CL_STOPSOUND, + + AE_START_SCRIPTED_EFFECT, + AE_STOP_SCRIPTED_EFFECT, + + AE_CLIENT_EFFECT_ATTACH, + + AE_MUZZLEFLASH, // Muzzle flash from weapons held by the player + AE_NPC_MUZZLEFLASH, // Muzzle flash from weapons held by NPCs + + AE_THUMPER_THUMP, //Thumper Thump! + AE_AMMOCRATE_PICKUP_AMMO, //Ammo crate pick up ammo! + + AE_NPC_RAGDOLL, + + AE_NPC_ADDGESTURE, + AE_NPC_RESTARTGESTURE, + + AE_NPC_ATTACK_BROADCAST, + + AE_NPC_HURT_INTERACTION_PARTNER, + AE_NPC_SET_INTERACTION_CANTDIE, + + AE_SV_DUSTTRAIL, + + AE_CL_CREATE_PARTICLE_EFFECT, + + AE_RAGDOLL, + + AE_CL_ENABLE_BODYGROUP, + AE_CL_DISABLE_BODYGROUP, + AE_CL_BODYGROUP_SET_VALUE, + AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN, + + AE_WPN_PRIMARYATTACK, // Used by weapons that want their primary attack to occur during an attack anim (i.e. grenade throwing) + AE_WPN_INCREMENTAMMO, + + AE_WPN_HIDE, // Used to hide player weapons + AE_WPN_UNHIDE, // Used to unhide player weapons + + AE_WPN_PLAYWPNSOUND, // Play a weapon sound from the weapon script file + + LAST_SHARED_ANIMEVENT, +} Animevent; + + +typedef struct evententry_s evententry_t; + +//========================================================= +//========================================================= +extern void EventList_Init( void ); +extern void EventList_Free( void ); +extern bool EventList_RegisterSharedEvent( const char *pszEventName, int iEventIndex, int iType = 0 ); +extern Animevent EventList_RegisterPrivateEvent( const char *pszEventName ); +extern int EventList_IndexForName( const char *pszEventName ); +extern const char *EventList_NameForIndex( int iEventIndex ); +Animevent EventList_RegisterPrivateEvent( const char *pszEventName ); + +// This macro guarantees that the names of each event and the constant used to +// reference it in the code are identical. +#define REGISTER_SHARED_ANIMEVENT( _n, b ) EventList_RegisterSharedEvent(#_n, _n, b ); +#define REGISTER_PRIVATE_ANIMEVENT( _n ) _n = EventList_RegisterPrivateEvent( #_n ); + +// Implemented in shared code +extern void EventList_RegisterSharedEvents( void ); +extern int EventList_GetEventType( int eventIndex ); + + + +#endif // EVENTLIST_H |