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147 | 147 | /** |
148 | 148 | * Break Model Defines |
149 | 149 | */ |
150 | | -#define BREAK_TYPEMASK 0x4F |
151 | 150 | #define BREAK_GLASS 0x01 |
152 | 151 | #define BREAK_METAL 0x02 |
153 | 152 | #define BREAK_FLESH 0x04 |
154 | 153 | #define BREAK_WOOD 0x08 |
155 | 154 |
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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) |
158 | 157 | #define BREAK_CONCRETE 0x40 |
159 | 158 | #define BREAK_2 0x80 |
160 | 159 |
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| 160 | +#define BREAK_TYPEMASK BREAK_GLASS|BREAK_METAL|BREAK_FLESH|BREAK_WOOD|BREAK_CONCRETE |
| 161 | + |
161 | 162 | /** |
162 | 163 | * Colliding temp entity sounds |
163 | 164 | */ |
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 ) |
172 | 173 |
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173 | 174 | /** |
174 | | -* Temp entity bounce sound types |
| 175 | +* "Brass" message and TE_MODEL soundtype |
175 | 176 | */ |
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 |
179 | 180 |
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180 | 181 | /** |
181 | 182 | * Spectating camera mode constants |
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