131 lines
4.4 KiB
C
131 lines
4.4 KiB
C
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef EVENTLIST_H
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#define EVENTLIST_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define AE_TYPE_SERVER (1 << 0)
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#define AE_TYPE_SCRIPTED (1 << 1) // see scriptevent.h
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#define AE_TYPE_SHARED (1 << 2)
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#define AE_TYPE_WEAPON (1 << 3)
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#define AE_TYPE_CLIENT (1 << 4)
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#define AE_TYPE_FACEPOSER (1 << 5)
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#define AE_TYPE_NEWEVENTSYSTEM (1 << 10) // Temporary flag.
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#define AE_NOT_AVAILABLE -1
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typedef enum {
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AE_INVALID =
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-1, // So we have something more succint to check for than '-1'
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AE_EMPTY,
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AE_NPC_LEFTFOOT, // #define NPC_EVENT_LEFTFOOT
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// 2050
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AE_NPC_RIGHTFOOT, // #define NPC_EVENT_RIGHTFOOT 2051
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AE_NPC_BODYDROP_LIGHT, //#define NPC_EVENT_BODYDROP_LIGHT 2001
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AE_NPC_BODYDROP_HEAVY, //#define NPC_EVENT_BODYDROP_HEAVY 2002
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AE_NPC_SWISHSOUND, //#define NPC_EVENT_SWISHSOUND 2010
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AE_NPC_180TURN, //#define NPC_EVENT_180TURN 2020
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AE_NPC_ITEM_PICKUP, //#define NPC_EVENT_ITEM_PICKUP
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//2040
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AE_NPC_WEAPON_DROP, //#define NPC_EVENT_WEAPON_DROP
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//2041
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AE_NPC_WEAPON_SET_SEQUENCE_NAME, //#define
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//NPC_EVENT_WEAPON_SET_SEQUENCE_NAME
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//2042
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AE_NPC_WEAPON_SET_SEQUENCE_NUMBER, //#define
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//NPC_EVENT_WEAPON_SET_SEQUENCE_NUMBER
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//2043
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AE_NPC_WEAPON_SET_ACTIVITY, //#define NPC_EVENT_WEAPON_SET_ACTIVITY
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//2044
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AE_NPC_HOLSTER,
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AE_NPC_DRAW,
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AE_NPC_WEAPON_FIRE,
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AE_CL_PLAYSOUND, // #define CL_EVENT_SOUND 5004
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// // Emit a sound
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AE_SV_PLAYSOUND,
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AE_CL_STOPSOUND,
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AE_START_SCRIPTED_EFFECT,
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AE_STOP_SCRIPTED_EFFECT,
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AE_CLIENT_EFFECT_ATTACH,
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AE_MUZZLEFLASH, // Muzzle flash from weapons held by the player
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AE_NPC_MUZZLEFLASH, // Muzzle flash from weapons held by NPCs
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AE_THUMPER_THUMP, // Thumper Thump!
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AE_AMMOCRATE_PICKUP_AMMO, // Ammo crate pick up ammo!
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AE_NPC_RAGDOLL,
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AE_NPC_ADDGESTURE,
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AE_NPC_RESTARTGESTURE,
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AE_NPC_ATTACK_BROADCAST,
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AE_NPC_HURT_INTERACTION_PARTNER,
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AE_NPC_SET_INTERACTION_CANTDIE,
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AE_SV_DUSTTRAIL,
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AE_CL_CREATE_PARTICLE_EFFECT,
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AE_RAGDOLL,
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AE_CL_ENABLE_BODYGROUP,
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AE_CL_DISABLE_BODYGROUP,
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AE_CL_BODYGROUP_SET_VALUE,
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AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN,
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AE_WPN_PRIMARYATTACK, // Used by weapons that want their primary attack to
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// occur during an attack anim (i.e. grenade
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// throwing)
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AE_WPN_INCREMENTAMMO,
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AE_WPN_HIDE, // Used to hide player weapons
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AE_WPN_UNHIDE, // Used to unhide player weapons
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AE_WPN_PLAYWPNSOUND, // Play a weapon sound from the weapon script file
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AE_RD_ROBOT_POP_PANELS_OFF,
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AE_TAUNT_ENABLE_MOVE,
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AE_TAUNT_DISABLE_MOVE,
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LAST_SHARED_ANIMEVENT,
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} Animevent;
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typedef struct evententry_s evententry_t;
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//=========================================================
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//=========================================================
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extern void EventList_Init(void);
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extern void EventList_Free(void);
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extern bool EventList_RegisterSharedEvent(const char *pszEventName,
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int iEventIndex, int iType = 0);
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extern Animevent EventList_RegisterPrivateEvent(const char *pszEventName);
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extern int EventList_IndexForName(const char *pszEventName);
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extern const char *EventList_NameForIndex(int iEventIndex);
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Animevent EventList_RegisterPrivateEvent(const char *pszEventName);
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// This macro guarantees that the names of each event and the constant used to
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// reference it in the code are identical.
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#define REGISTER_SHARED_ANIMEVENT(_n, b) \
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EventList_RegisterSharedEvent(#_n, _n, b);
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#define REGISTER_PRIVATE_ANIMEVENT(_n) _n = EventList_RegisterPrivateEvent(#_n);
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// Implemented in shared code
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extern void EventList_RegisterSharedEvents(void);
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extern int EventList_GetEventType(int eventIndex);
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#endif // EVENTLIST_H
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