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31 changes: 16 additions & 15 deletions reapi/extra/amxmodx/scripting/include/cssdk_const.inc
Original file line number Diff line number Diff line change
Expand Up @@ -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
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31 changes: 16 additions & 15 deletions reapi/include/cssdk/common/const.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
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