-\r
//**************************************************************************\r
//**\r
//** zdefs.acs\r
#define TEXFLAG_TOP 1\r
#define TEXFLAG_MIDDLE 2\r
#define TEXFLAG_BOTTOM 4\r
+#define TEXFLAG_ADDOFFSET 8\r
\r
#define GAME_SINGLE_PLAYER 0\r
#define GAME_NET_COOPERATIVE 1\r
#define PROP_INSTANTWEAPONSWITCH 2\r
#define PROP_FLY 3\r
#define PROP_TOTALLYFROZEN 4\r
+#define PROP_BUDDHA 16\r
\r
// The following properties correspond to powers given by certain items\r
#define PROP_INVULNERABILITY 5\r
#define CR_PURPLE 19\r
#define CR_DARKGRAY 20\r
#define CR_DARKGREY 20\r
+#define CR_CYAN 21\r
\r
// HUD message types --------------------------------------------------------\r
\r
\r
// OR this with one of the above to log the hudmessage to the console.\r
// i.e. instead of HUDMSG_PLAIN, you can use HUDMSG_PLAIN | HUDMSG_LOG\r
-#define HUDMSG_LOG 0x80000000\r
+#define HUDMSG_LOG 0x80000000\r
\r
// OR this with one of the above if the color you passed is a string\r
// instead of one of the CR_ constants.\r
-#define HUDMSG_COLORSTRING 0x40000000\r
+#define HUDMSG_COLORSTRING 0x40000000\r
+\r
+// OR this with one of the above to use additive blending when drawing the\r
+// HUD message.\r
+#define HUDMSG_ADDBLEND 0x20000000\r
+\r
+// OR this with one of the above to use the extra alpha parameter\r
+#define HUDMSG_ALPHA 0x10000000\r
+\r
+// Or this with one of the above to not wrap lines\r
+#define HUDMSG_NOWRAP 0x08000000\r
+\r
+// HUD message layers; these are not flags\r
+#define HUDMSG_LAYER_OVERHUD 0x00000000\r
+#define HUDMSG_LAYER_UNDERHUD 0x00001000\r
+#define HUDMSG_LAYER_OVERMAP 0x00002000\r
+\r
+// HUD message visibility flags\r
+#define HUDMSG_NOTWITH3DVIEW 0x00010000\r
+#define HUDMSG_NOTWITHFULLMAP 0x00020000\r
+#define HUDMSG_NOTWITHOVERLAYMAP 0x00040000\r
+\r
\r
// "Scripted" Marine weapon types -------------------------------------------\r
\r
#define APROP_SpawnHealth 17\r
#define APROP_Dropped 18\r
#define APROP_Notarget 19\r
+#define APROP_Species 20\r
+#define APROP_Nametag 21\r
+#define APROP_Score 22\r
+#define APROP_Notrigger 23\r
+#define APROP_DamageFactor 24\r
+#define APROP_MasterTID 25\r
+#define APROP_TargetTID 26\r
+#define APROP_TracerTID 27\r
+#define APROP_Waterlevel 28\r
+#define APROP_ScaleX 29\r
+#define APROP_ScaleY 30\r
+#define APROP_Dormant 31\r
+#define APROP_Mass 32\r
+#define APROP_Accuracy 33\r
+#define APROP_Stamina 34\r
+#define APROP_Height 35\r
+#define APROP_Radius 36\r
+#define APROP_Reactiontime 37\r
+#define APROP_MeleeRange 38\r
+#define APROP_ViewHeight 39\r
+#define APROP_AttackZOffset 40\r
+#define APROP_StencilColor 41\r
\r
// Render Styles ------------------------------------------------------------\r
\r
-#define STYLE_None 0 // Do not draw\r
+#define STYLE_None 0 // Do not draw\r
#define STYLE_Normal 1 // Normal; just copy the image to the screen\r
-#define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect\r
+#define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect\r
#define STYLE_SoulTrans 3 // Draw translucent with amount in r_transsouls\r
-#define STYLE_OptFuzzy 4 // Draw as fuzzy or translucent, based on user preference\r
+#define STYLE_OptFuzzy 4 // Draw as fuzzy, translucent or shadow, based on user preference\r
+#define STYLE_Stencil 5 // Draw as solid color\r
#define STYLE_Translucent 64 // Draw translucent\r
-#define STYLE_Add 65 // Draw additive\r
+#define STYLE_Add 65 // Draw additive\r
+#define STYLE_Shaded 66 // \r
+#define STYLE_TranslucentStencil 67\r
+#define STYLE_Shadow 68 // Draw dark translucent stencil\r
+#define STYLE_Subtract 69 // Draw subtractive\r
\r
// Properties you can use with GetLevelInfo() -------------------------------\r
\r
#define PLAYERINFO_MOVEBOB 5\r
#define PLAYERINFO_STILLBOB 6\r
#define PLAYERINFO_PLAYERCLASS 7\r
+#define PLAYERINFO_FOV 8\r
+#define PLAYERINFO_DESIREDFOV 9\r
\r
\r
// Flags for ReplaceTextures ------------------------------------------------\r
#define T_SNAKEPROJECTILEBIG 139\r
#define T_WIZARDSHOT 140\r
\r
-// All D'Sparil teleport destinations must be spawned before D'Sparil alone.\r
-// D'Sparil can be spawned alone manually, and he is also spawned automatically\r
-// when he "dies" on his serpent.\r
#define T_DSPARILTELEPORTDEST 141\r
#define T_DSPARILONSERPENT 142\r
#define T_DSPARILALONE 143\r
#define ACTOR_GENERIC 256\r
\r
\r
+// Physical volumes for SoundSequenceOnSector\r
+\r
+#define SECSEQ_FLOOR 1\r
+#define SECSEQ_CEILING 2\r
+#define SECSEQ_FULLHEIGHT 3\r
+#define SECSEQ_INTERIOR 4\r
+\r
+// Channels for PlaySound and StopSound\r
+\r
+#define CHAN_AUTO 0\r
+#define CHAN_WEAPON 1\r
+#define CHAN_VOICE 2\r
+#define CHAN_ITEM 3\r
+#define CHAN_BODY 4\r
+\r
+// Modifier flags for PlaySound\r
+\r
+#define CHAN_LISTENERZ 8\r
+#define CHAN_MAYBE_LOCAL 16\r
+#define CHAN_UI 32\r
+#define CHAN_NOPAUSE 64\r
+\r
+// Standard attenuation values for PlaySound\r
+\r
+#define ATTN_NONE 0 // full volume the entire level\r
+#define ATTN_NORM 1.0\r
+#define ATTN_IDLE 1.001\r
+#define ATTN_STATIC 3.0 // dimish very rapidly with distance\r
+\r
+// Identifiers for PlayActorSound\r
+\r
+#define SOUND_See 0\r
+#define SOUND_Attack 1\r
+#define SOUND_Pain 2\r
+#define SOUND_Death 3\r
+#define SOUND_Active 4\r
+#define SOUND_Use 5\r
+#define SOUND_Bounce 6\r
+#define SOUND_WallBounce 7\r
+#define SOUND_CrushPain 8\r
+#define SOUND_Howl 9\r
+\r
+// Flags for SpawnDecal\r
+\r
+#define SDF_ABSANGLE 1\r
+#define SDF_PERMANENT 2\r
+\r
+// Actor pointer selectors\r
+\r
+#DEFINE AAPTR_DEFAULT 0\r
+#DEFINE AAPTR_NULL 0x1\r
+#DEFINE AAPTR_TARGET 0x2\r
+#DEFINE AAPTR_MASTER 0x4\r
+#DEFINE AAPTR_TRACER 0x8\r
+\r
+#DEFINE AAPTR_PLAYER_GETTARGET 0x10\r
+#DEFINE AAPTR_PLAYER_GETCONVERSATION 0x20\r
+\r
+#DEFINE AAPTR_PLAYER1 0x40\r
+#DEFINE AAPTR_PLAYER2 0x80\r
+#DEFINE AAPTR_PLAYER3 0x100\r
+#DEFINE AAPTR_PLAYER4 0x200\r
+#DEFINE AAPTR_PLAYER5 0x400\r
+#DEFINE AAPTR_PLAYER6 0x800\r
+#DEFINE AAPTR_PLAYER7 0x1000\r
+#DEFINE AAPTR_PLAYER8 0x2000\r
+\r
+#DEFINE AAPTR_FRIENDPLAYER 0x4000\r
+\r
+// Actor pointer operation flags\r
+\r
+#DEFINE PTROP_UNSAFETARGET 1\r
+#DEFINE PTROP_UNSAFEMASTER 2\r
+#DEFINE PTROP_NOSAFEGUARDS PTROP_UNSAFETARGET |PTROP_UNSAFEMASTER \r
+\r
+// Line activation flags\r
+\r
+#define SPAC_Cross 1 // when player crosses line\r
+#define SPAC_Use 2 // when player uses line\r
+#define SPAC_MCross 4 // when monster crosses line\r
+#define SPAC_Impact 8 // when projectile hits line\r
+#define SPAC_Push 16 // when player pushes line\r
+#define SPAC_PCross 32 // when projectile crosses line\r
+#define SPAC_UseThrough 64 // when player uses line (doesn't block)\r
+#define SPAC_AnyCross 128 // when anything without the TELEPORT flag crosses the line\r
+#define SPAC_MUse 256 // monsters can use\r
+#define SPAC_MPush 512 // monsters can push\r
+#define SPAC_UseBack 1024 // can be used from the back side\r
+\r
+#define SPAC_None 0\r
+\r
// ==========================================================================\r
// Skulltag Definitions\r
// ==========================================================================\r
#define TEAM_RED 1\r
#define NO_TEAM 2\r
\r
+// Team properties ----------------------------------------------------------\r
+#define TPROP_Name 0\r
+#define TPROP_Score 1\r
+#define TPROP_IsValid 2\r
+#define TPROP_NumPlayers 3\r
+#define TPROP_NumLivePlayers 4\r
+#define TPROP_TextColor 5\r
+#define TPROP_PlayerStartNum 6\r
+#define TPROP_Spread 7\r
+#define TPROP_Carrier 8\r
+#define TPROP_Assister 9\r
+#define TPROP_FragCount 10\r
+#define TPROP_DeathCount 11\r
+#define TPROP_WinCount 12\r
+#define TPROP_PointCount 13\r
+#define TPROP_ReturnTics 14\r
+#define TPROP_TeamItem 15\r
+#define TPROP_WinnerTheme 16\r
+#define TPROP_LoserTheme 17\r
+\r
// Skulltag Invasion --------------------------------------------------------\r
#define IS_WAITINGFORPLAYERS 0\r
#define IS_FIRSTCOUNTDOWN 1\r
\r
// Skulltag Armor/Health Items ----------------------------------------------\r
#define T_MAXHEALTHBONUS 166\r
-#define T_MASARMORBONUS 167\r
+#define T_MAXARMORBONUS 167\r
#define T_REDARMOR 168\r
\r
// Skulltag Powerups --------------------------------------------------------\r
#define CHANGELEVEL_NOMONSTERS 4\r
#define CHANGELEVEL_CHANGESKILL 8\r
#define CHANGELEVEL_NOINTERMISSION 16\r
+#define CHANGELEVEL_RESETHEALTH 32\r
+#define CHANGELEVEL_PRERAISEWEAPON 64\r
\r
-#define NO_CHANGE -32767.0\r
+#define NO_CHANGE 32767.0\r
\r
#define SECF_SILENT 1\r
#define SECF_NOFALLINGDAMAGE 2\r
+#define SECF_FLOORDROP 4\r
+#define SECF_NORESPAWN 8\r
\r
#define BLOCKF_CREATURES 1\r
#define BLOCKF_MONSTERS 2\r
-#define BLOCKF_FLOATERS 4\r
-#define BLOCKF_PROJECTILES 8\r
-#define BLOCKF_EVERYTHING 16\r
-#define BLOCKF_RAILING 32\r
+#define BLOCKF_PLAYERS 4\r
+#define BLOCKF_FLOATERS 8\r
+#define BLOCKF_PROJECTILES 16\r
+#define BLOCKF_EVERYTHING 32\r
+#define BLOCKF_RAILING 64\r
+#define BLOCKF_USE 128\r
+#define BLOCKF_SIGHT 256\r
+#define BLOCKF_HITSCAN 512\r
+\r
+#define FOGP_DENSITY 0\r
+#define FOGP_OUTSIDEDENSITY 1\r
+#define FOGP_SKYFOG 2\r
+\r
+#define PRINTNAME_LEVELNAME -1\r
+#define PRINTNAME_LEVEL -2\r
+#define PRINTNAME_SKILL -3\r
+\r
+#define CSF_NOFAKEFLOORS 1\r
+#define CSF_NOBLOCKALL 2\r
+\r
+#define FHF_NORANDOMPUFFZ 1\r