This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
2020-08-04 13:13:01 -04:00

65 lines
2.1 KiB
C

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ROPE_SHARED_H
#define ROPE_SHARED_H
#ifdef _WIN32
#pragma once
#endif
// Shared definitions for rope.
#define ROPE_MAX_SEGMENTS 10
#define ROPE_TYPE1_NUMSEGMENTS 4
#define ROPE_TYPE2_NUMSEGMENTS 2
// Default rope gravity vector.
#define ROPE_GRAVITY 0, 0, -1500
// Rope flags.
#define ROPE_RESIZE \
(1 << 0) // Try to keep the rope dangling the same amount
// even as the rope length changes.
#define ROPE_BARBED (1 << 1) // Hack option to draw like a barbed wire.
#define ROPE_COLLIDE (1 << 2) // Collide with the world?
#define ROPE_SIMULATE (1 << 3) // Is the rope valid?
#define ROPE_BREAKABLE (1 << 4) // Can the endpoints detach?
#define ROPE_NO_WIND (1 << 5) // No wind simulation on this rope.
#define ROPE_INITIAL_HANG \
(1 << 6) // By default, ropes will simulate for a bit internally when they
// are created so they sag, but dynamically created ropes for
// things like harpoons don't want this.
#define ROPE_PLAYER_WPN_ATTACH \
(1 << 7) // If this flag is set, then the second attachment must be a
// player. The rope will attach to "buff_attach" on the player's
// active weapon. (This is a flag because it requires special code
// on the client to find the weapon).
#define ROPE_NO_GRAVITY (1 << 8) // Disable gravity on this rope.
#define ROPE_NUMFLAGS 9
// This is added to all rope slacks so when a level designer enters a
// slack of zero in the entity, it doesn't dangle so low.
#define ROPESLACK_FUDGEFACTOR -100
// Rope shader IDs.
#define ROPESHADER_BLACKCABLE 0
#define ROPESHADER_ROPE 1
#define ROPESHADER_CHAIN 2
// Rope locked points
enum {
ROPE_LOCK_START_POINT = 0x1,
ROPE_LOCK_END_POINT = 0x2,
ROPE_LOCK_START_DIRECTION = 0x4,
ROPE_LOCK_END_DIRECTION = 0x8,
};
// Rope attachment points.
#define ROPE_ATTACHMENT_START_POINT 1
#define ROPE_ATTACHMENT_END_POINT 2
#endif // ROPE_SHARED_H