Team Fortress 2 Source Code as on 22/4/2020
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//========= 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