/* ########### widgets ############ */ #define BUTTON 0 #define SLIDER 1 #define LABEL 2 #define LISTVIEW 3 #define CHECKBOX 4 #define PANEL 5 #define COMBOBOX 6 #define INPUT 7 /* ############## input types ########### */ #define INPUT_KEY 0 #define INPUT_JOY 1 #define INPUT_MOUSE 2 /* ############## content ############ */ #define CONTENTS_AIR 0 #define CONTENTS_SOLID 1 #define CONTENTS_WINDOW 2 #define CONTENTS_AUX 4 #define CONTENTS_LAVA 8 #define CONTENTS_SLIME 16 #define CONTENTS_WATER 32 #define CONTENTS_MIST 64 #define CONTENTS_AREAPORTAL 0x8000 #define CONTENTS_PLAYERCLIP 0x10000 #define CONTENTS_MONSTERCLIP 0x20000 #define CONTENTS_TELEPORTER 0x40000 #define CONTENTS_JUMPPAD 0x80000 #define CONTENTS_CLUSTERPORTAL 0x100000 #define CONTENTS_DONOTENTER 0x200000 #define CONTENTS_ORIGIN 0x1000000 #define CONTENTS_BODY 0x2000000 #define CONTENTS_CORPSE 0x4000000 #define CONTENTS_DETAIL 0x8000000 #define CONTENTS_STRUCTURAL 0x10000000 #define CONTENTS_TRANSLUCENT 0x20000000 #define CONTENTS_TRIGGER 0x40000000 #define CONTENTS_NODROP 0x80000000 /* ############# missions ############ */ #define OBJ_PRIORITY_PRIMARY 0 #define OBJ_PRIORITY_SECONDARY 1 #define OBJ_PRIORITY_CONDITION 2 #define OBJ_PRIORITY_HIDDEN 3 #define OBJ_INCOMPLETE 0 #define OBJ_INPROGRESS 1 #define OBJ_COMPLETE 2 #define OBJ_FAILED 3 /* ############# triggers ############## */ #define TRIGGER_TYPE_ANY -2 #define TRIGGER_TYPE_NONE -1 #define TRIGGER_TYPE_LOCATION 0 #define TRIGGER_TYPE_ENTITY_KILLED 1 #define TRIGGER_TYPE_ITEM_PICKED_UP 2 #define TRIGGER_TYPE_MISSION_COMPLETE 3 #define TRIGGER_TYPE_BLOB_RESCUED 4 #define TRIGGER_TYPE_ALL_ENEMIES_KILLED 5 #define TRIGGER_TYPE_ENEMY_DESIMILATED 6 #define TRIGGER_ACTION_ENABLE_FEATURE 0 #define TRIGGER_ACTION_DISABLE_FEATURE 1 #define TRIGGER_ACTION_REMOVE_FEATURE 2 #define TRIGGER_ACTION_EXPLOSION 3 #define TRIGGER_ACTION_COMPLETE_OBJECTIVE 4 #define TRIGGER_ACTION_ENABLE_OBJECTIVE 5 #define TRIGGER_ACTION_FAIL_OBJECTIVE 6 #define TRIGGER_ACTION_UPDATE_OBJECTIVE 7 #define TRIGGER_ACTION_TOGGLE_STRUCTURE 8 #define TRIGGER_ACTION_USE_CAMERA 9 #define TRIGGER_ACTION_TELEPORT_BLOB 10 #define TRIGGER_ACTION_EXIT_MISSION 11 #define TRIGGER_ACTION_START_TIME_LIMIT 12 #define TRIGGER_ACTION_STOP_TIME_LIMIT 13 #define TRIGGER_ACTION_FUNCTION_POINTER 14 #define TRIGGER_ACTION_DESTROY_STRUCTURE 15 /* ############# light types ########### */ #define LT_NORMAL 0 #define LT_PULSE 1 #define LT_FLICKER 2 /* ############ Doors ################# */ #define DOOR_OPEN 0 #define DOOR_CLOSED 1 #define DOOR_OPENING 2 #define DOOR_CLOSING 3 #define DOOR_LOCKED 4 /* ########### particles ########## */ #define PT_NORMAL 0 #define PT_SPARK 1 /* ############# weather ################ */ #define WEATHER_NORMAL 0 #define WEATHER_RAIN 1 #define WEATHER_LIGHT_RAIN 2 #define WEATHER_HEAVY_RAIN 3 #define WEATHER_STORM 4 #define WEATHER_FOG 5 #define WEATHER_THIN_FOG 6 #define WEATHER_THICK_FOG 7 /* ############ entities ######### */ #define ET_UNDEFINED -1 #define ET_BLOB 0 #define ET_BIOMECH 1 #define ET_NEUTRAL 2 #define ET_WEAPON 3 #define ET_ITEM 4 #define ET_BULLET 5 #define ET_FEATURE 6 #define ET_DECORATION 7 #define ET_DOOR 8 #define ET_WINDOW 9 #define ET_SWITCH 10 #define ET_BARRIER 11 #define ET_STRUCTURE 12 #define ET_WEAK_WALL 13 #define ET_LIFT 14 #define ET_PUSHBLOCK 15 #define ET_AUTOLIFT 16 #define ET_EMITTER 17 #define ET_WEAK_STRUCTURE 18 #define ET_TRAP 19 #define ET_SUPPLY_CRATE 20 #define ET_BOSS 21 #define ET_CAMERA 22 /* ############# entity flags ########### */ #define EF_BOB 1 #define EF_NOMOVE ( 2 << 0 ) #define EF_STATIC ( 2 << 1 ) #define EF_NOFIRE ( 2 << 2 ) #define EF_DYING ( 2 << 3 ) #define EF_DEAD ( 2 << 4 ) #define EF_WEIGHTLESS ( 2 << 5 ) #define EF_TELEPORTING ( 2 << 6 ) #define EF_IMMORTAL ( 2 << 7 ) #define EF_EXPLODES ( 2 << 8 ) #define EF_BOUNCES ( 2 << 9 ) #define EF_ONGROUND ( 2 << 10 ) #define EF_NOCLIP ( 2 << 11 ) #define EF_AUTO_PICKUP ( 2 << 12 ) #define EF_NO_TARGET ( 2 << 13 ) #define EF_CANNOT_BE_KILLED ( 2 << 14 ) #define EF_VANISHED ( 2 << 15 ) #define EF_NOTARGET ( 2 << 16 ) #define EF_PUSHABLE ( 2 << 17 ) #define EF_NOWORLDCLIP ( 2 << 18 ) #define EF_FROZEN ( 2 << 19 ) #define EF_SWIMS ( 2 << 20 ) #define EF_ASSIMILATING ( 2 << 21 ) #define EF_EXITTED ( 2 << 22 ) #define EF_ONFIRE ( 2 << 23 ) #define EF_WRAPPED ( 2 << 24 ) #define EF_GRAPPLING ( 2 << 25 ) #define EF_ALWAYS_FACE ( 2 << 26 ) #define EF_HAS_TURRET ( 2 << 27 ) /* ############## blob jobs ########### */ #define BLOB_BOB 0 #define BLOB_TEEKA 1 #define BLOB_MIA 2 #define BLOB_SOLDIER 3 #define BLOB_DEMOLITION 4 #define BLOB_ENGINEER 5 #define BLOB_HACKER 6 #define BLOB_ASSIMILATING 7 /* ############## enemies ############# */ #define NME_PISTOL_BLOB 0 #define NME_GRENADE_BLOB 1 #define NME_MACHINEGUN_BLOB 2 #define NME_SHOTGUN_BLOB 3 #define NME_PISTOL_DROID 4 #define NME_GRENADE_DROID 5 #define NME_MACHINEGUN_DROID 6 #define NME_SHOTGUN_DROID 7 #define NME_LIGHT_PLASMA_BLOB 8 #define NME_HEAVY_PLASMA_BLOB 9 #define NME_HEAVY_PLASMA_DROID 10 #define NME_LASER_BLOB 11 #define NME_LASER_DROID 12 #define NME_MINI_MINE_DROID 13 #define NME_ROCKET_DROID 14 #define NME_ROCKET_BLOB 15 #define NME_ICEGUN_BLOB 16 #define NME_ICEGUN_DROID 17 #define NME_DARK_BLOB 18 #define NME_BLACK_DROID 19 #define NME_UZI_SENTRY_GUN 20 #define NME_PLASMA_SENTRY_GUN 21 #define NME_ROCKET_SENTRY_GUN 22 #define NME_MORTOR_SENTRY_GUN 23 #define NME_AQUA_BLOB 24 #define NME_MACHINEGUN_SPIDERBLOB 25 #define NME_SHOTGUN_SPIDERBLOB 26 #define NME_PLASMA_SPIDERBLOB 27 #define NME_BABY_SPIDERBLOB 28 #define NME_DEAD_SENTRYGUN 29 /* ############# shield types ############## */ #define SHIELD_NONE 0 #define SHIELD_NORMAL 1 #define SHIELD_CONVENTIONAL 2 #define SHIELD_ENERGY 3 /* ########### damage types ########### */ #define DAMAGE_EXPLOSION 1 #define DAMAGE_CONVENTENIAL 2 #define DAMAGE_ENERGY 3 #define DAMAGE_SPECIAL 4 /* ############## special features ######### */ #define FEATURE_SPAWNER 0 #define FEATURE_TELEPORTER 1 #define FEATURE_EXIT 2 #define FEATURE_SAVE_POINT 3 #define FEATURE_INFORMATION 4 #define FEATURE_GRAPPLE_POINT 5 /* ############## switches ######### */ #define SWT_NORMAL 0 #define SWT_TIMED 1 #define SWT_TOGGLE 2 #define SWT_STATIC 3 #define SWT_PRESSURE 4 #define SWT_RESET 5 #define SWITCH_ENGINEER 6 #define SWITCH_HACKER 7 #define SWITCH_DEMOLITION 8 /* ############## texture spec movement ######## */ #define TSM_NORMAL 0 #define TSM_SIN 1 #define TSM_COS 2 /* ############## decoration ############## */ #define DT_FLESH 1 #define DT_FIRE 2 #define DT_SHARD 3 #define DT_GENERAL 4 /* ############### emitters ###################### */ #define EMITTER_FIRE 0 #define EMITTER_SMOKE 1 #define EMITTER_SPARKS 2 #define EMITTER_COLOR 3 /* ################ traps ####################### */ #define TRAP_LASER 0 /* ############## sounds ############## */ enum { SND_BUTTONCLICK, SND_BUTTONBEEP, SND_PISTOL, SND_RICO1, SND_RICO2, SND_DEATH1, SND_DEATH2, SND_DEATH3, SND_DEATH4, SND_HIT, SND_SPLAT, SND_SPLAT_UNDERWATER, SND_PLASMA, SND_PLASMA_HIT, SND_GRENADE_EXPLODE, SND_ARM1, SND_ARM2, SND_ARM3, SND_HEAVY_PLASMA, SND_ROCKET_LAUNCHER, SND_PISTOL_RELOAD, SND_SILENCED_PISTOL, SND_RIFLE, SND_UZI, SND_TELEPORT1, SND_TELEPORT2, SND_TELEPORT3, SND_PICKUP_WEAPON, SND_WEAPON_EMPTY, SND_GULP, SND_ITEM, SND_THROW, SND_METAL_BOUNCE, SND_THROW1, SND_THROW2, SND_DROID_DEATH1, SND_DROID_DEATH2, SND_DROID_DEATH3, SND_DROID_DEATH4, SND_WATER_IN, SND_WATER_OUT, SND_WATER_SWIM, SND_SLIME_IN, SND_LAVA_IN, SND_WEATHER, SND_DOOR_MOVE_START, SND_DOOR_MOVE_END, SND_GLASS_SHATTER_1, SND_GLASS_SHATTER_2, SND_GLASS_SHATTER_3, SND_BARRIER_SHUT_DOWN, SND_CLANG, SND_ELECTRIC_SPARK1, SND_ELECTRIC_SPARK2, SND_ELECTRIC_SPARK3, SND_ELECTRIC_SPARK4, SND_ELECTRIC_SPARK5, SND_BULLET_HIT_WATER, SND_SWITCH_BLEEP, SND_SWITCH_CLICK_1, SND_SWITCH_CLICK_2, SND_SWITCH_CLICK_3, SND_DROWNING, SND_GRENADE_LAUNCHER, SND_ICE_GUN, SND_LARGE_EXPLOSION, SND_GRAPPLE_FIRE, SND_GRAPPLE_HIT, SND_GRAPPLING, SND_GLASS_HIT_1, SND_GLASS_HIT_2, SND_TIME_WARNING_1, SND_TIME_WARNING_2, SND_C4_CLOCK, SND_SHIELD_DESTROYED, SND_CRATE_DESTROYED, SND_LASER, SND_FLAMETHROWER, SND_DESIMILATOR, SND_DESIMILATED, SND_ICE_HIT, SND_ICE_SHATTER, SND_ICE_BLOCK, SND_WEB_FIRE, SND_WEB_WRAP, SND_WEB_HIT, SND_SPIDERBLOB_DIE, SND_GALDOV_LAUGH, SND_GALDOV_ENERGY, SND_GALDOV_PAIN, SND_PLANT_BOMB }; /* ############### weapons ############ */ #define WEP_PISTOL 0 #define WEP_SHOTGUN 1 #define WEP_UZI 2 #define WEP_PLASMA_PISTOL 3 #define WEP_LASER_PISTOL 4 #define WEP_GRENADE 5 #define WEP_LASER_RIFLE 6 #define WEP_PLASMA_RIFLE 7 #define WEP_MINI_GRENADES 8 #define WEP_GRENADE_LAUNCHER 9 #define WEP_CLUSTER_LAUNCHER 10 #define WEP_ROCKET_LAUNCHER 11 #define WEP_BOMBLET 12 #define WEP_MINI_MINE 13 #define WEP_ICE_GUN 14 #define WEP_DESIMILATOR 15 #define WEP_MINI_ROCKET 16 #define WEP_FLAMETHROWER 17 #define WEP_WEB 18 #define WEP_GRAPPLING_HOOK 19 #define WEP_HOMING_ENERGY 20 #define TRAIL_NONE 0 #define TRAIL_SMALL_PLASMA 1 #define TRAIL_HEAVY_PLASMA 2 #define TRAIL_SMOKE 3 #define TRAIL_SMALL_SMOKE 4 #define TRAIL_FIRE 5 #define TRAIL_ICE 6 #define TRAIL_FLAMETHROWER 7 #define TRAIL_ENERGY 8 #define TRAIL_MULTI 9 /* ############# items ######### */ #define IT_MEDICAL 0 #define IT_POWER_UP 1 #define IT_SPECIAL 2 #define IT_MISC 3 #define ITM_CHERRY 0 #define ITM_MEDIPACK 1 #define ITM_KEYCARD 2 #define ITM_BATTERY 3 #define ITM_IDCARD 4 #define ITM_SHIELD_BELT 5 #define ITM_TEEKA_WEAPON 6 #define ITM_C4 7 #define ITM_BOMB 8 #define ITM_TELETAG 9 #define ITM_GRAPPLE_HOOK 10 #define ITM_STICKY_C4 11 #define ITM_CUSTOM_FIRST 25 #define ITM_CUSTOM_LAST 49