mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 16:04:52 +01:00
90 lines
3.8 KiB
Erlang
90 lines
3.8 KiB
Erlang
|
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
|
||
|
|
||
|
5
|
||
|
%{
|
||
|
#include "StdH.h"
|
||
|
#define DECL_DLL ENGINE_API
|
||
|
#include <Engine/Entities/EntityEvent.h>
|
||
|
#include <Engine/Entities/EntityPointer.h>
|
||
|
#include <Engine/Math/Vector.h>
|
||
|
#include <Engine/Math/Plane.h>
|
||
|
#include <Engine/Entities/EntityProperties.h>
|
||
|
%}
|
||
|
|
||
|
/*
|
||
|
* These events are used globally
|
||
|
*/
|
||
|
event EInternal { // internal jumping event - do not use
|
||
|
};
|
||
|
event EVoid { // general void type
|
||
|
};
|
||
|
event EReturn { // sub procedure return notify
|
||
|
};
|
||
|
event EBegin { // sent to wait handler when started
|
||
|
};
|
||
|
event ETimer { // timer elapsed
|
||
|
};
|
||
|
event ETouch { // one entity touched another while moving
|
||
|
CEntityPointer penOther, // other entity
|
||
|
BOOL bThisMoved, // if this entity has touched other entity
|
||
|
FLOATplane3D plCollision, // plane of collision
|
||
|
};
|
||
|
event EPass { // one entity passed through another while moving
|
||
|
CEntityPointer penOther, // other entity
|
||
|
BOOL bThisMoved, // if this entity has touched other entity
|
||
|
};
|
||
|
event EBlock { // ONBLOCK_PUSH or ONBLOCK_STOP entity is blocked
|
||
|
CEntityPointer penOther, // other entity
|
||
|
FLOATplane3D plCollision, // plane of collision
|
||
|
};
|
||
|
event EWouldFall { // entity cannot move or it would fall over an edge
|
||
|
};
|
||
|
event ETeleport { // teleport has been activated in your vicinity
|
||
|
};
|
||
|
event EPreLevelChange { // notifying an entity that a level is about to change
|
||
|
INDEX iUserData,
|
||
|
};
|
||
|
event EPostLevelChange { // notifying an entity that a level has just changed
|
||
|
INDEX iUserData,
|
||
|
};
|
||
|
event EFirstWorldBase { // notifying an entity that it is the first worldbase in the world
|
||
|
};
|
||
|
|
||
|
enum DamageType {
|
||
|
1 DMT_EXPLOSION "Explosion", // caused by dynamites, rockets and other ordinary explosives
|
||
|
2 DMT_PROJECTILE "Projectile", // caused by projectile (non exploding)
|
||
|
3 DMT_CLOSERANGE "Close range", // caused by close range weapon (chainsaw, head-saw, ...)
|
||
|
4 DMT_BULLET "Bullets", // caused by ordinary bullets from pistols, rifles etc.
|
||
|
5 DMT_DROWNING "Drowning", // caused by being without air for too long
|
||
|
6 DMT_IMPACT "Impact", // caused by impact with some object at high relative velocity
|
||
|
7 DMT_BRUSH "Brush", // caused by moving brush
|
||
|
8 DMT_BURNING "Burning", // caused by being burned by fire or lava
|
||
|
9 DMT_ACID "Acid", // caused by being burned by acid
|
||
|
10 DMT_TELEPORT "Teleport", // applied to entities in teleport destination
|
||
|
11 DMT_FREEZING "Freezing", // caused by freezing in cold water
|
||
|
12 DMT_CANNONBALL "Cannon ball", // caused by cannon ball
|
||
|
13 DMT_CANNONBALL_EXPLOSION "Cannon ball explosion", // when cannonball explodes
|
||
|
14 DMT_SPIKESTAB "Spike stab", // stabbed by spikes (usually content type)
|
||
|
15 DMT_ABYSS "Abyss", // when someone falls off a high ledge into the void
|
||
|
16 DMT_HEAT "Heat", // walking under open sun too long
|
||
|
17 DMT_DAMAGER "Damager", // caused by damager
|
||
|
18 DMT_CHAINSAW "Chain saw", // caused by chainsaw
|
||
|
9999 DMT_NONE "no damage", // internal
|
||
|
};
|
||
|
|
||
|
event EDamage { // entity has been damaged
|
||
|
CEntityPointer penInflictor, // entity that inflicted the damage
|
||
|
FLOAT3D vDirection, // where the damage came from (in absolute space)
|
||
|
FLOAT3D vHitPoint, // where the damage hit the entity (in absolute space)
|
||
|
FLOAT fAmount, // amount of damage done
|
||
|
enum DamageType dmtType, // type of damage
|
||
|
};
|
||
|
|
||
|
event EDeath { // when this entity dies (health reaches zero)
|
||
|
EDamage eLastDamage, // the damage event that caused the death
|
||
|
};
|
||
|
|
||
|
event ETakingBreath { // when this entity takes air after being without it for some time
|
||
|
FLOAT fBreathDelay, // how long it was without air (0=little, 1=drowning)
|
||
|
};
|