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Updated EjectBrass and TE_MODEL documentation (#367)
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-30
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2 files changed

+32
-30
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reapi/extra/amxmodx/scripting/include/cssdk_const.inc

Lines changed: 16 additions & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -147,35 +147,36 @@
147147
/**
148148
* Break Model Defines
149149
*/
150-
#define BREAK_TYPEMASK 0x4F
151150
#define BREAK_GLASS 0x01
152151
#define BREAK_METAL 0x02
153152
#define BREAK_FLESH 0x04
154153
#define BREAK_WOOD 0x08
155154

156-
#define BREAK_SMOKE 0x10
157-
#define BREAK_TRANS 0x20
155+
#define BREAK_SMOKE 0x10 // generates black floating particles from shards
156+
#define BREAK_TRANS 0x20 // transparent shard flag (use with any of BREAK_TYPEMASK)
158157
#define BREAK_CONCRETE 0x40
159158
#define BREAK_2 0x80
160159

160+
#define BREAK_TYPEMASK BREAK_GLASS|BREAK_METAL|BREAK_FLESH|BREAK_WOOD|BREAK_CONCRETE
161+
161162
/**
162163
* Colliding temp entity sounds
163164
*/
164-
#define BOUNCE_GLASS BREAK_GLASS
165-
#define BOUNCE_METAL BREAK_METAL
166-
#define BOUNCE_FLESH BREAK_FLESH
167-
#define BOUNCE_WOOD BREAK_WOOD
168-
#define BOUNCE_SHRAP 0x10
169-
#define BOUNCE_SHELL 0x20
170-
#define BOUNCE_CONCRETE BREAK_CONCRETE
171-
#define BOUNCE_SHOTSHELL 0x80
165+
#define BOUNCE_GLASS BREAK_GLASS // "debris/glass%i.wav", Com_RandomLong( 1, 4 )
166+
#define BOUNCE_METAL BREAK_METAL // "debris/metal%i.wav", Com_RandomLong( 1, 6 )
167+
#define BOUNCE_FLESH BREAK_FLESH // "debris/flesh%i.wav", Com_RandomLong( 1, 7 )
168+
#define BOUNCE_WOOD BREAK_WOOD // "debris/wood%i.wav", Com_RandomLong( 1, 4 )
169+
#define BOUNCE_SHRAP 0x10 // "weapons/ric%i.wav", Com_RandomLong( 1, 5 ) NOTE: unreachable
170+
#define BOUNCE_SHELL 0x20 // "player/pl_shell%i.wav", Com_RandomLong( 1, 3 )
171+
#define BOUNCE_CONCRETE BREAK_CONCRETE // "debris/concrete%i.wav", Com_RandomLong( 1, 3 )
172+
#define BOUNCE_SHOTSHELL 0x80 // "weapons/sshell%i.wav", Com_RandomLong( 1, 3 )
172173

173174
/**
174-
* Temp entity bounce sound types
175+
* "Brass" message and TE_MODEL soundtype
175176
*/
176-
#define TE_BOUNCE_NULL 0
177-
#define TE_BOUNCE_SHELL 1
178-
#define TE_BOUNCE_SHOTSHELL 2
177+
#define TE_BOUNCE_NULL 0
178+
#define TE_BOUNCE_SHELL 1 // gun shell, sound is BOUNCE_SHELL
179+
#define TE_BOUNCE_SHOTSHELL 2 // shotgun shell, sound is BOUNCE_SHOTSHELL
179180

180181
/**
181182
* Spectating camera mode constants

reapi/include/cssdk/common/const.h

Lines changed: 16 additions & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -667,31 +667,32 @@
667667
#endif
668668

669669
// Break Model Defines
670-
#define BREAK_TYPEMASK 0x4F
671670
#define BREAK_GLASS 0x01
672671
#define BREAK_METAL 0x02
673672
#define BREAK_FLESH 0x04
674673
#define BREAK_WOOD 0x08
675674

676-
#define BREAK_SMOKE 0x10
677-
#define BREAK_TRANS 0x20
675+
#define BREAK_SMOKE 0x10 // generates black floating particles from shards
676+
#define BREAK_TRANS 0x20 // transparent shard flag (use with any of BREAK_TYPEMASK)
678677
#define BREAK_CONCRETE 0x40
679678
#define BREAK_2 0x80
680679

680+
#define BREAK_TYPEMASK BREAK_GLASS|BREAK_METAL|BREAK_FLESH|BREAK_WOOD|BREAK_CONCRETE
681+
681682
// Colliding temp entity sounds
682-
#define BOUNCE_GLASS BREAK_GLASS
683-
#define BOUNCE_METAL BREAK_METAL
684-
#define BOUNCE_FLESH BREAK_FLESH
685-
#define BOUNCE_WOOD BREAK_WOOD
686-
#define BOUNCE_SHRAP 0x10
687-
#define BOUNCE_SHELL 0x20
688-
#define BOUNCE_CONCRETE BREAK_CONCRETE
689-
#define BOUNCE_SHOTSHELL 0x80
690-
691-
// Temp entity bounce sound types
683+
#define BOUNCE_GLASS BREAK_GLASS // "debris/glass%i.wav", Com_RandomLong( 1, 4 )
684+
#define BOUNCE_METAL BREAK_METAL // "debris/metal%i.wav", Com_RandomLong( 1, 6 )
685+
#define BOUNCE_FLESH BREAK_FLESH // "debris/flesh%i.wav", Com_RandomLong( 1, 7 )
686+
#define BOUNCE_WOOD BREAK_WOOD // "debris/wood%i.wav", Com_RandomLong( 1, 4 )
687+
#define BOUNCE_SHRAP 0x10 // "weapons/ric%i.wav", Com_RandomLong( 1, 5 ) NOTE: unreachable
688+
#define BOUNCE_SHELL 0x20 // "player/pl_shell%i.wav", Com_RandomLong( 1, 3 )
689+
#define BOUNCE_CONCRETE BREAK_CONCRETE // "debris/concrete%i.wav", Com_RandomLong( 1, 3 )
690+
#define BOUNCE_SHOTSHELL 0x80 // "weapons/sshell%i.wav", Com_RandomLong( 1, 3 )
691+
692+
// "Brass" message and TE_MODEL soundtype
692693
#define TE_BOUNCE_NULL 0
693-
#define TE_BOUNCE_SHELL 1
694-
#define TE_BOUNCE_SHOTSHELL 2
694+
#define TE_BOUNCE_SHELL 1 // gun shell, sound is BOUNCE_SHELL
695+
#define TE_BOUNCE_SHOTSHELL 2 // shotgun shell, sound is BOUNCE_SHOTSHELL
695696

696697
// Rendering constants
697698
enum

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