Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef CONST_H
#define CONST_H
#ifdef _WIN32
#pragma once
#endif
// the command line param that tells the engine to use steam
#define STEAM_PARM "-steam"
// the command line param to tell dedicated server to restart
// if they are out of date
#define AUTO_RESTART "-autoupdate"
// the message a server sends when a clients steam login is expired
#define INVALID_STEAM_TICKET "Invalid STEAM UserID Ticket\n"
#define INVALID_STEAM_LOGON "No Steam logon\n"
#define INVALID_STEAM_VACBANSTATE "VAC banned from secure server\n"
#define INVALID_STEAM_LOGGED_IN_ELSEWHERE "This Steam account is being used in another location\n"
#define DEFAULT_TICK_INTERVAL_X360 (1.0 / 29.970030) // This matches x360 refresh, but is not critical
#define DEFAULT_TICK_INTERVAL_PS3 (1.0 / 30.0)
#define DEFAULT_TICK_INTERVAL_PC (1.0 / 64.0)
// This is the default, see shareddefs.h for mod-specific value, which can override this
#if defined( _X360 )
#define DEFAULT_TICK_INTERVAL DEFAULT_TICK_INTERVAL_X360
#elif defined( _PS3 )
#define DEFAULT_TICK_INTERVAL DEFAULT_TICK_INTERVAL_PS3
#else
#define DEFAULT_TICK_INTERVAL DEFAULT_TICK_INTERVAL_PC
#endif
#define MINIMUM_TICK_INTERVAL (4.0f / 512.0f) // 128 fps
#define MAXIMUM_TICK_INTERVAL (25.0f / 512.0f) // 20.48 fps
// This is the max # of players the engine can handle
// Note, must be power of 2
#define ABSOLUTE_PLAYER_LIMIT 255
#define ABSOLUTE_PLAYER_LIMIT_DW ( (ABSOLUTE_PLAYER_LIMIT/32) + 1 )
#if ABSOLUTE_PLAYER_LIMIT > 32
#define CPlayerBitVec CBitVec<ABSOLUTE_PLAYER_LIMIT>
#else
#define CPlayerBitVec CDWordBitVec
#endif
// a player name may have 31 chars + 0 on the PC.
// the 360 only allows 15 char + 0, but stick with the larger PC size for cross-platform communication
#define MAX_PLAYER_NAME_LENGTH 128
#ifdef _X360
#define MAX_PLAYERS_PER_CLIENT XUSER_MAX_COUNT // Xbox 360 supports 4 players per console
#else
#define MAX_PLAYERS_PER_CLIENT 1 // One player per PC
#endif
#define MAX_MAP_NAME 64
#define MAX_NETWORKID_LENGTH 64 // num chars for a network (i.e steam) ID
// BUGBUG: Reconcile with or derive this from the engine's internal definition!
// FIXME: Somebody added an extra bit because they needed to make it signed, not sure why?
// Anyways must have this value in sync(+1) with qlimits.h and effect_dispatch_data.cpp
#define SP_MODEL_INDEX_BITS 13
// How many bits to use to encode an edict.
#define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts
// Max # of edicts in a level
#define MAX_EDICTS (1<<MAX_EDICT_BITS)
// How many bits to use to encode an server class index
#define MAX_SERVER_CLASS_BITS 9
// Max # of networkable server classes
#define MAX_SERVER_CLASSES (1<<MAX_SERVER_CLASS_BITS)
#define SIGNED_GUID_LEN 32 // Hashed CD Key (32 hex alphabetic chars + 0 terminator )
// Used for networking ehandles.
#define NUM_ENT_ENTRY_BITS (MAX_EDICT_BITS + 2)
#define NUM_ENT_ENTRIES (1 << NUM_ENT_ENTRY_BITS)
#define INVALID_EHANDLE_INDEX 0xFFFFFFFF
#define NUM_SERIAL_NUM_BITS 16 // (32 - NUM_ENT_ENTRY_BITS)
#define NUM_SERIAL_NUM_SHIFT_BITS (32 - NUM_SERIAL_NUM_BITS)
#define ENT_ENTRY_MASK (( 1 << NUM_SERIAL_NUM_BITS) - 1)
// Networked ehandles use less bits to encode the serial number.
#define NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS 10
#define NUM_NETWORKED_EHANDLE_BITS (MAX_EDICT_BITS + NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS)
#define INVALID_NETWORKED_EHANDLE_VALUE ((1 << NUM_NETWORKED_EHANDLE_BITS) - 1)
// This is the maximum amount of data a PackedEntity can have. Having a limit allows us
// to use static arrays sometimes instead of allocating memory all over the place.
#define MAX_PACKEDENTITY_DATA (16384)
// This is the maximum number of properties that can be delta'd. Must be evenly divisible by 8.
#define MAX_PACKEDENTITY_PROPS (4096)
// a client can have up to 4 customization files (logo, sounds, models, txt).
#define MAX_CUSTOM_FILES 4 // max 4 files
#define MAX_CUSTOM_FILE_SIZE 524288 // Half a megabyte
//
// Constants shared by the engine and dlls
// This header file included by engine files and DLL files.
// Most came from server.h
// CBaseEntity::m_fFlags
// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
#define FL_ONGROUND (1<<0) // At rest / on the ground
#define FL_DUCKING (1<<1) // Player flag -- Player is fully crouched
#define FL_ANIMDUCKING (1<<2) // Player flag -- Player is in the process of crouching or uncrouching but could be in transition
// examples: Fully ducked: FL_DUCKING & FL_ANIMDUCKING
// Previously fully ducked, unducking in progress: FL_DUCKING & !FL_ANIMDUCKING
// Fully unducked: !FL_DUCKING & !FL_ANIMDUCKING
// Previously fully unducked, ducking in progress: !FL_DUCKING & FL_ANIMDUCKING
#define FL_WATERJUMP (1<<3) // player jumping out of water
#define FL_ONTRAIN (1<<4) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_INRAIN (1<<5) // Indicates the entity is standing in rain
#define FL_FROZEN (1<<6) // Player is frozen for 3rd person camera
#define FL_ATCONTROLS (1<<7) // Player can't move, but keeps key inputs for controlling another entity
#define FL_CLIENT (1<<8) // Is a player
#define FL_FAKECLIENT (1<<9) // Fake client, simulated server side; don't send network messages to them
// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
#define FL_INWATER (1<<10) // In water
// NOTE if you move things up, make sure to change this value
#define PLAYER_FLAG_BITS 11
#define FL_FLY (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM (1<<12) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR (1<<13)
#define FL_NPC (1<<14)
#define FL_GODMODE (1<<15)
#define FL_NOTARGET (1<<16)
#define FL_AIMTARGET (1<<17) // set if the crosshair needs to aim onto the entity
#define FL_PARTIALGROUND (1<<18) // not all corners are valid
#define FL_STATICPROP (1<<19) // Eetsa static prop!
#ifdef PORTAL2
#define FL_AFFECTED_BY_PAINT (1<<20)
#else
#define FL_GRAPHED (1<<20) // worldgraph has this ent listed as something that blocks a connection
#endif
#define FL_GRENADE (1<<21)
#define FL_STEPMOVEMENT (1<<22) // Changes the SV_Movestep() behavior to not do any processing
#define FL_DONTTOUCH (1<<23) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
#define FL_BASEVELOCITY (1<<24) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_OBJECT (1<<26) // Terrible name. This is an object that NPCs should see. Missiles, for example.
#define FL_KILLME (1<<27) // This entity is marked for death -- will be freed by game DLL
#define FL_ONFIRE (1<<28) // You know...
#define FL_DISSOLVING (1<<29) // We're dissolving!
#define FL_TRANSRAGDOLL (1<<30) // In the process of turning into a client side ragdoll.
#define FL_UNBLOCKABLE_BY_PLAYER (1<<31) // pusher that can't be blocked by the player
// FIXME[HPE]: this won't actually work - we're out of bits. :(
#ifdef PORTAL2
#define FL_UNPAINTABLE (1<<32) // Unpaintable entities!
#else
#define FL_FREEZING (1<<32) // We're becoming frozen!
#endif
// edict->movetype values
enum MoveType_t
{
MOVETYPE_NONE = 0, // never moves
MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc.
MOVETYPE_WALK, // Player only - moving on the ground
MOVETYPE_STEP, // gravity, special edge handling -- monsters use this
MOVETYPE_FLY, // No gravity, but still collides with stuff
MOVETYPE_FLYGRAVITY, // flies through the air + is affected by gravity
MOVETYPE_VPHYSICS, // uses VPHYSICS for simulation
MOVETYPE_PUSH, // no clip to world, push and crush
MOVETYPE_NOCLIP, // No gravity, no collisions, still do velocity/avelocity
MOVETYPE_LADDER, // Used by players only when going onto a ladder
MOVETYPE_OBSERVER, // Observer movement, depends on player's observer mode
MOVETYPE_CUSTOM, // Allows the entity to describe its own physics
// should always be defined as the last item in the list
MOVETYPE_LAST = MOVETYPE_CUSTOM,
MOVETYPE_MAX_BITS = 4
};
// edict->movecollide values
enum MoveCollide_t
{
MOVECOLLIDE_DEFAULT = 0,
// These ones only work for MOVETYPE_FLY + MOVETYPE_FLYGRAVITY
MOVECOLLIDE_FLY_BOUNCE, // bounces, reflects, based on elasticity of surface and object - applies friction (adjust velocity)
MOVECOLLIDE_FLY_CUSTOM, // Touch() will modify the velocity however it likes
MOVECOLLIDE_FLY_SLIDE, // slides along surfaces (no bounce) - applies friciton (adjusts velocity)
MOVECOLLIDE_COUNT, // Number of different movecollides
// When adding new movecollide types, make sure this is correct
MOVECOLLIDE_MAX_BITS = 3
};
// edict->solid values
// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves
// SOLID only effects OTHER entities colliding with this one when they move - UGH!
// Solid type basically describes how the bounding volume of the object is represented
// NOTE: SOLID_BBOX MUST BE 2, and SOLID_VPHYSICS MUST BE 6
// NOTE: These numerical values are used in the FGD by the prop code (see prop_dynamic)
enum SolidType_t
{
SOLID_NONE = 0, // no solid model
SOLID_BSP = 1, // a BSP tree
SOLID_BBOX = 2, // an AABB
SOLID_OBB = 3, // an OBB (not implemented yet)
SOLID_OBB_YAW = 4, // an OBB, constrained so that it can only yaw
SOLID_CUSTOM = 5, // Always call into the entity for tests
SOLID_VPHYSICS = 6, // solid vphysics object, get vcollide from the model and collide with that
SOLID_LAST,
};
enum SolidFlags_t
{
FSOLID_CUSTOMRAYTEST = 0x0001, // Ignore solid type + always call into the entity for ray tests
FSOLID_CUSTOMBOXTEST = 0x0002, // Ignore solid type + always call into the entity for swept box tests
FSOLID_NOT_SOLID = 0x0004, // Are we currently not solid?
FSOLID_TRIGGER = 0x0008, // This is something may be collideable but fires touch functions
// even when it's not collideable (when the FSOLID_NOT_SOLID flag is set)
FSOLID_NOT_STANDABLE = 0x0010, // You can't stand on this
FSOLID_VOLUME_CONTENTS = 0x0020, // Contains volumetric contents (like water)
FSOLID_FORCE_WORLD_ALIGNED = 0x0040, // Forces the collision rep to be world-aligned even if it's SOLID_BSP or SOLID_VPHYSICS
FSOLID_USE_TRIGGER_BOUNDS = 0x0080, // Uses a special trigger bounds separate from the normal OBB
FSOLID_ROOT_PARENT_ALIGNED = 0x0100, // Collisions are defined in root parent's local coordinate space
FSOLID_TRIGGER_TOUCH_DEBRIS = 0x0200, // This trigger will touch debris objects
FSOLID_TRIGGER_TOUCH_PLAYER = 0x0400, // This trigger will touch only players
FSOLID_NOT_MOVEABLE = 0x0800, // Assume this object will not move
FSOLID_MAX_BITS = 12
};
//-----------------------------------------------------------------------------
// A couple of inline helper methods
//-----------------------------------------------------------------------------
inline bool IsSolid( SolidType_t solidType, int nSolidFlags )
{
return (solidType != SOLID_NONE) && ((nSolidFlags & FSOLID_NOT_SOLID) == 0);
}
// m_lifeState values
#define LIFE_ALIVE 0 // alive
#define LIFE_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground
#define LIFE_DEAD 2 // dead. lying still.
#define LIFE_RESPAWNABLE 3
#define LIFE_DISCARDBODY 4
// entity effects
enum
{
EF_BONEMERGE = 0x001, // Performs bone merge on client side
EF_BRIGHTLIGHT = 0x002, // DLIGHT centered at entity origin
EF_DIMLIGHT = 0x004, // player flashlight
EF_NOINTERP = 0x008, // don't interpolate the next frame
EF_NOSHADOW = 0x010, // Don't cast no shadow
EF_NODRAW = 0x020, // don't draw entity
EF_NORECEIVESHADOW = 0x040, // Don't receive no shadow
EF_BONEMERGE_FASTCULL = 0x080, // For use with EF_BONEMERGE. If this is set, then it places this ent's origin at its
// parent and uses the parent's bbox + the max extents of the aiment.
// Otherwise, it sets up the parent's bones every frame to figure out where to place
// the aiment, which is inefficient because it'll setup the parent's bones even if
// the parent is not in the PVS.
EF_ITEM_BLINK = 0x100, // blink an item so that the user notices it.
EF_PARENT_ANIMATES = 0x200, // always assume that the parent entity is animating
EF_MARKED_FOR_FAST_REFLECTION = 0x400, // marks an entity for reflection rendering when using $reflectonlymarkedentities material variable
EF_NOSHADOWDEPTH = 0x800, // Indicates this entity does not render into any shadow depthmap
EF_SHADOWDEPTH_NOCACHE = 0x1000, // Indicates this entity cannot be cached in shadow depthmap and should render every frame
EF_NOFLASHLIGHT = 0x2000,
EF_NOCSM = 0x4000, // Indicates this entity does not render into the cascade shadow depthmap
EF_MAX_BITS = 15
};
#define EF_PARITY_BITS 3
#define EF_PARITY_MASK ((1<<EF_PARITY_BITS)-1)
// How many bits does the muzzle flash parity thing get?
#define EF_MUZZLEFLASH_BITS 2
// plats
#define PLAT_LOW_TRIGGER 1
// Trains
#define SF_TRAIN_WAIT_RETRIGGER 1
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
// view angle update types for CPlayerState::fixangle
#define FIXANGLE_NONE 0
#define FIXANGLE_ABSOLUTE 1
#define FIXANGLE_RELATIVE 2
// Break Model Defines
#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_CONCRETE 0x40
// If this is set, then we share a lighting origin with the last non-slave breakable sent down to the client
#define BREAK_SLAVE 0x80
// 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 TE_BOUNCE_NULL 0
#define TE_BOUNCE_SHELL 1
#define TE_BOUNCE_SHOTSHELL 2
// Rendering constants
// if this is changed, update common/MaterialSystem/Sprite.cpp
enum RenderMode_t
{
kRenderNormal = 0, // src
kRenderTransColor, // c*a+dest*(1-a)
kRenderTransTexture, // src*a+dest*(1-a)
kRenderGlow, // src*a+dest -- No Z buffer checks -- Fixed size in screen space
kRenderTransAlpha, // src*srca+dest*(1-srca)
kRenderTransAdd, // src*a+dest
kRenderEnvironmental, // not drawn, used for environmental effects
kRenderTransAddFrameBlend, // use a fractional frame value to blend between animation frames
kRenderTransAlphaAdd, // src + dest*(1-a)
kRenderWorldGlow, // Same as kRenderGlow but not fixed size in screen space
kRenderNone, // Don't render.
kRenderModeCount, // must be last
};
enum RenderFx_t
{
kRenderFxNone = 0,
kRenderFxPulseSlow,
kRenderFxPulseFast,
kRenderFxPulseSlowWide,
kRenderFxPulseFastWide,
kRenderFxFadeSlow,
kRenderFxFadeFast,
kRenderFxSolidSlow,
kRenderFxSolidFast,
kRenderFxStrobeSlow,
kRenderFxStrobeFast,
kRenderFxStrobeFaster,
kRenderFxFlickerSlow,
kRenderFxFlickerFast,
kRenderFxNoDissipation,
kRenderFxFadeOut,
kRenderFxFadeIn,
kRenderFxPulseFastWider,
kRenderFxGlowShell, // Glowing Shell
kRenderFxMax
};
enum Collision_Group_t
{
COLLISION_GROUP_NONE = 0,
COLLISION_GROUP_DEBRIS, // Collides with nothing but world and static stuff
COLLISION_GROUP_DEBRIS_TRIGGER, // Same as debris, but hits triggers
COLLISION_GROUP_INTERACTIVE_DEBRIS, // Collides with everything except other interactive debris or debris
COLLISION_GROUP_INTERACTIVE, // Collides with everything except interactive debris or debris
COLLISION_GROUP_PLAYER,
COLLISION_GROUP_BREAKABLE_GLASS,
COLLISION_GROUP_VEHICLE,
COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player, for
// TF2, this filters out other players and CBaseObjects
COLLISION_GROUP_NPC, // Generic NPC group
COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle
COLLISION_GROUP_WEAPON, // for any weapons that need collision detection
COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement
COLLISION_GROUP_PROJECTILE, // Projectiles!
COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors
COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with
COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group
COLLISION_GROUP_PUSHAWAY, // Nonsolid on client and server, pushaway in player code
COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player.
COLLISION_GROUP_NPC_SCRIPTED, // USed for NPCs in scripts that should not collide with each other
COLLISION_GROUP_PZ_CLIP,
#ifdef PORTAL2
COLLISION_GROUP_CAMERA_SOLID, // Solid only to the camera's test trace
COLLISION_GROUP_PLACEMENT_SOLID, // Solid only to the placement tool's test trace
COLLISION_GROUP_PLAYER_HELD, // Held objects that shouldn't collide with players
COLLISION_GROUP_WEIGHTED_CUBE, // Cubes need a collision group that acts roughly like COLLISION_GROUP_NONE but doesn't collide with debris or interactive
#endif // PORTAL2
COLLISION_GROUP_DEBRIS_BLOCK_PROJECTILE, // Only collides with bullets
LAST_SHARED_COLLISION_GROUP
};
#include "basetypes.h"
#define SOUND_NORMAL_CLIP_DIST 1000.0f
// max number of cached build/draw views to support parallel building of World/Renderlists on SPU
#define MAX_CONCURRENT_BUILDVIEWS 10
//-----------------------------------------------------------------------------
// Base light indices to avoid index collision
//-----------------------------------------------------------------------------
enum
{
LIGHT_INDEX_TE_DYNAMIC = 0x10000000,
LIGHT_INDEX_PLAYER_BRIGHT = 0x20000000,
LIGHT_INDEX_MUZZLEFLASH = 0x40000000,
LIGHT_INDEX_LOW_PRIORITY = 0x64000000,
};
// How many networked area portals do we allow?
#define MAX_AREA_STATE_BYTES 32
#define MAX_AREA_PORTAL_STATE_BYTES 24
// user message max payload size (note, this value is used by the engine, so MODs cannot change it)
#define MAX_USER_MSG_BITS 12
#define MAX_USER_MSG_DATA ( ( 1 << ( MAX_USER_MSG_BITS - 3 ) ) - 1 )
#define MAX_ENTITY_MSG_DATA 255
#define SOURCE_MT
#ifdef SOURCE_MT
class CThreadMutex;
typedef CThreadMutex CSourceMutex;
#else
class CThreadNullMutex;
typedef CThreadNullMutex CSourceMutex;
#endif
#if defined( CLIENT_DLL )
#define IsServerDll() false
#define IsClientDll() true
#elif defined( GAME_DLL )
#define IsServerDll() true
#define IsClientDll() false
#else
#define IsServerDll() false
#define IsClientDll() false
#endif
#endif
#define IsValveDedicated() false