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-rw-r--r--mp/src/game/shared/eventlist.h230
1 files changed, 115 insertions, 115 deletions
diff --git a/mp/src/game/shared/eventlist.h b/mp/src/game/shared/eventlist.h
index 2cc9ac25..1ce83a4c 100644
--- a/mp/src/game/shared/eventlist.h
+++ b/mp/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