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Comparing 2006 Base SDK to Fortress Forever 2.46

public/const.h

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#define FL_ATCONTROLS (1<<6) // Player can't move, but keeps key inputs for controlling another entity #define FL_CLIENT (1<<7) // Is a player #define FL_FAKECLIENT (1<<8) // Fake client, simulated server side; don't send network messages to them // NOTE if you move things up, make sure to change this value #define PLAYER_FLAG_BITS 9 // NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though #define FL_INWATER (1<<9) // In water #define FL_FLY (1<<10) // Changes the SV_Movestep() behavior to not need to be on ground #define FL_SWIM (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) #define FL_CONVEYOR (1<<12)
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#define FL_ATCONTROLS (1<<6) // Player can't move, but keeps key inputs for controlling another entity #define FL_CLIENT (1<<7) // Is a player #define FL_FAKECLIENT (1<<8) // Fake client, simulated server side; don't send network messages to them // Jiggles: I moved the INWATER flag up because the client needs to know for setting the swim animations #define FL_INWATER (1<<9) // In water // NOTE if you move things up, make sure to change this value #define PLAYER_FLAG_BITS 10 // NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though #define FL_FLY (1<<10) // Changes the SV_Movestep() behavior to not need to be on ground #define FL_SWIM (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) #define FL_CONVEYOR (1<<12)
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COLLISION_GROUP_BREAKABLE_GLASS, COLLISION_GROUP_VEHICLE, COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player COLLISION_GROUP_NPC, // Generic NPC group COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle COLLISION_GROUP_WEAPON, // for any weapons that need collision detection COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement COLLISION_GROUP_PROJECTILE, // Projectiles! COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group
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COLLISION_GROUP_BREAKABLE_GLASS, COLLISION_GROUP_VEHICLE, COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player COLLISION_GROUP_BUILDABLE, // We want buildables to block most things but have some special exceptions tbd -Green Mushy COLLISION_GROUP_BUILDABLE_BUILDING, // Jiggles: We want buildables that are being built to block player movement, but pretty much nothing else COLLISION_GROUP_NPC, // Generic NPC group COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle COLLISION_GROUP_WEAPON, // for any weapons that need collision detection COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement COLLISION_GROUP_ROCKET, // Projectiles that HIT PLAYERS COLLISION_GROUP_PROJECTILE, // Projectiles that DONT hit players COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group
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COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player. LAST_SHARED_COLLISION_GROUP };
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COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player. COLLISION_GROUP_TRIGGERONLY, // Stuff that can trigger but not actually be hit COLLISION_GROUP_LASER, // Can hit even the trigger only stuff LAST_SHARED_COLLISION_GROUP };