diff --git a/reapi/extra/amxmodx/scripting/include/cssdk_const.inc b/reapi/extra/amxmodx/scripting/include/cssdk_const.inc index 01afb258..844f0a08 100644 --- a/reapi/extra/amxmodx/scripting/include/cssdk_const.inc +++ b/reapi/extra/amxmodx/scripting/include/cssdk_const.inc @@ -147,35 +147,36 @@ /** * Break Model Defines */ -#define BREAK_TYPEMASK 0x4F #define BREAK_GLASS 0x01 #define BREAK_METAL 0x02 #define BREAK_FLESH 0x04 #define BREAK_WOOD 0x08 -#define BREAK_SMOKE 0x10 -#define BREAK_TRANS 0x20 +#define BREAK_SMOKE 0x10 // generates black floating particles from shards +#define BREAK_TRANS 0x20 // transparent shard flag (use with any of BREAK_TYPEMASK) #define BREAK_CONCRETE 0x40 #define BREAK_2 0x80 +#define BREAK_TYPEMASK BREAK_GLASS|BREAK_METAL|BREAK_FLESH|BREAK_WOOD|BREAK_CONCRETE + /** * Colliding temp entity sounds */ -#define BOUNCE_GLASS BREAK_GLASS -#define BOUNCE_METAL BREAK_METAL -#define BOUNCE_FLESH BREAK_FLESH -#define BOUNCE_WOOD BREAK_WOOD -#define BOUNCE_SHRAP 0x10 -#define BOUNCE_SHELL 0x20 -#define BOUNCE_CONCRETE BREAK_CONCRETE -#define BOUNCE_SHOTSHELL 0x80 +#define BOUNCE_GLASS BREAK_GLASS // "debris/glass%i.wav", Com_RandomLong( 1, 4 ) +#define BOUNCE_METAL BREAK_METAL // "debris/metal%i.wav", Com_RandomLong( 1, 6 ) +#define BOUNCE_FLESH BREAK_FLESH // "debris/flesh%i.wav", Com_RandomLong( 1, 7 ) +#define BOUNCE_WOOD BREAK_WOOD // "debris/wood%i.wav", Com_RandomLong( 1, 4 ) +#define BOUNCE_SHRAP 0x10 // "weapons/ric%i.wav", Com_RandomLong( 1, 5 ) NOTE: unreachable +#define BOUNCE_SHELL 0x20 // "player/pl_shell%i.wav", Com_RandomLong( 1, 3 ) +#define BOUNCE_CONCRETE BREAK_CONCRETE // "debris/concrete%i.wav", Com_RandomLong( 1, 3 ) +#define BOUNCE_SHOTSHELL 0x80 // "weapons/sshell%i.wav", Com_RandomLong( 1, 3 ) /** -* Temp entity bounce sound types +* "Brass" message and TE_MODEL soundtype */ -#define TE_BOUNCE_NULL 0 -#define TE_BOUNCE_SHELL 1 -#define TE_BOUNCE_SHOTSHELL 2 +#define TE_BOUNCE_NULL 0 +#define TE_BOUNCE_SHELL 1 // gun shell, sound is BOUNCE_SHELL +#define TE_BOUNCE_SHOTSHELL 2 // shotgun shell, sound is BOUNCE_SHOTSHELL /** * Spectating camera mode constants diff --git a/reapi/include/cssdk/common/const.h b/reapi/include/cssdk/common/const.h index 8350e8ae..5437e5b2 100644 --- a/reapi/include/cssdk/common/const.h +++ b/reapi/include/cssdk/common/const.h @@ -667,31 +667,32 @@ #endif // Break Model Defines -#define BREAK_TYPEMASK 0x4F #define BREAK_GLASS 0x01 #define BREAK_METAL 0x02 #define BREAK_FLESH 0x04 #define BREAK_WOOD 0x08 -#define BREAK_SMOKE 0x10 -#define BREAK_TRANS 0x20 +#define BREAK_SMOKE 0x10 // generates black floating particles from shards +#define BREAK_TRANS 0x20 // transparent shard flag (use with any of BREAK_TYPEMASK) #define BREAK_CONCRETE 0x40 #define BREAK_2 0x80 +#define BREAK_TYPEMASK BREAK_GLASS|BREAK_METAL|BREAK_FLESH|BREAK_WOOD|BREAK_CONCRETE + // Colliding temp entity sounds -#define BOUNCE_GLASS BREAK_GLASS -#define BOUNCE_METAL BREAK_METAL -#define BOUNCE_FLESH BREAK_FLESH -#define BOUNCE_WOOD BREAK_WOOD -#define BOUNCE_SHRAP 0x10 -#define BOUNCE_SHELL 0x20 -#define BOUNCE_CONCRETE BREAK_CONCRETE -#define BOUNCE_SHOTSHELL 0x80 - -// Temp entity bounce sound types +#define BOUNCE_GLASS BREAK_GLASS // "debris/glass%i.wav", Com_RandomLong( 1, 4 ) +#define BOUNCE_METAL BREAK_METAL // "debris/metal%i.wav", Com_RandomLong( 1, 6 ) +#define BOUNCE_FLESH BREAK_FLESH // "debris/flesh%i.wav", Com_RandomLong( 1, 7 ) +#define BOUNCE_WOOD BREAK_WOOD // "debris/wood%i.wav", Com_RandomLong( 1, 4 ) +#define BOUNCE_SHRAP 0x10 // "weapons/ric%i.wav", Com_RandomLong( 1, 5 ) NOTE: unreachable +#define BOUNCE_SHELL 0x20 // "player/pl_shell%i.wav", Com_RandomLong( 1, 3 ) +#define BOUNCE_CONCRETE BREAK_CONCRETE // "debris/concrete%i.wav", Com_RandomLong( 1, 3 ) +#define BOUNCE_SHOTSHELL 0x80 // "weapons/sshell%i.wav", Com_RandomLong( 1, 3 ) + +// "Brass" message and TE_MODEL soundtype #define TE_BOUNCE_NULL 0 -#define TE_BOUNCE_SHELL 1 -#define TE_BOUNCE_SHOTSHELL 2 +#define TE_BOUNCE_SHELL 1 // gun shell, sound is BOUNCE_SHELL +#define TE_BOUNCE_SHOTSHELL 2 // shotgun shell, sound is BOUNCE_SHOTSHELL // Rendering constants enum