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//======= Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Shared code for XBox Rumble Effects
//
// $NoKeywords: $
//
//=============================================================================//
#pragma once
#ifndef RUMBLE_SHARED_H
#define RUMBLE_SHARED_H
#define RUMBLE_FLAGS_NONE 0x0000
#define RUMBLE_FLAG_STOP 0x0001 // Stop any instance of this type of effect that's already playing.
#define RUMBLE_FLAG_LOOP 0x0002 // Make this effect loop.
#define RUMBLE_FLAG_RESTART 0x0004 // If this effect is already playing, restart it.
#define RUMBLE_FLAG_UPDATE_SCALE 0x0008 // Apply DATA to this effect if already playing, but don't restart.
#define RUMBLE_FLAG_ONLYONE 0x0010 // Don't play this effect if it is already playing.
#define RUMBLE_FLAG_RANDOM_AMPLITUDE 0x0020 // Amplitude scale will be randomly chosen. Between 10% and 100%
#define RUMBLE_FLAG_INITIAL_SCALE 0x0040 // Data is the initial scale to start this effect ( * 100 )
enum { // DO NOT CHANGE THE ORDER OF ANY OF THESE ENUMS
// DO NOT INSERT ANY ITEMS
RUMBLE_INVALID = -1,
RUMBLE_STOP_ALL = 0, // Cease all current rumbling effects.
// Weapons
RUMBLE_PISTOL, RUMBLE_357, RUMBLE_SMG1, RUMBLE_AR2, RUMBLE_SHOTGUN_SINGLE, RUMBLE_SHOTGUN_DOUBLE, RUMBLE_AR2_ALT_FIRE,
// YOU MAY INSERT/REARRANGE ITEMS FROM HERE DOWN, AS YOU SEE FIT
RUMBLE_RPG_MISSILE,
RUMBLE_CROWBAR_SWING,
// Vehicles
RUMBLE_AIRBOAT_GUN, RUMBLE_JEEP_ENGINE_LOOP, RUMBLE_FLAT_LEFT, RUMBLE_FLAT_RIGHT, RUMBLE_FLAT_BOTH,
// Damage
RUMBLE_DMG_LOW, RUMBLE_DMG_MED, RUMBLE_DMG_HIGH,
// Fall damage
RUMBLE_FALL_LONG, RUMBLE_FALL_SHORT,
RUMBLE_PHYSCANNON_OPEN, RUMBLE_PHYSCANNON_PUNT, RUMBLE_PHYSCANNON_LOW, RUMBLE_PHYSCANNON_MEDIUM, RUMBLE_PHYSCANNON_HIGH,
RUMBLE_PORTALGUN_LEFT, RUMBLE_PORTALGUN_RIGHT, RUMBLE_PORTAL_PLACEMENT_FAILURE,
NUM_RUMBLE_EFFECTS, // THIS MUST BE LAST!!!
};
#endif//RUMBLE_SHARED_H
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