From 7b4ae24de8a5eeb09e7c9ed0f2d64f5d76f4baa5 Mon Sep 17 00:00:00 2001 From: Ryan Dwyer Date: Mon, 27 Jan 2020 19:10:16 +1000 Subject: [PATCH] Sort constant groups alphabetically I discovered I had two alphabets going. This fixes that. --- src/include/constants.h | 1710 +++++++++++++++++++-------------------- 1 file changed, 845 insertions(+), 865 deletions(-) diff --git a/src/include/constants.h b/src/include/constants.h index 93cf3bb15..8168b6436 100644 --- a/src/include/constants.h +++ b/src/include/constants.h @@ -79,6 +79,60 @@ // 0x19 #define AMMOTYPE_ECM_MINE 0x20 +#define ANIM_IDLE 0x0000 +#define ANIM_TWO_GUN_HOLD 0x0001 +#define ANIM_SURRENDER_002E 0x002e +#define ANIM_TALKING_003D 0x003d +#define ANIM_TALKING_0098 0x0098 +#define ANIM_YAWN 0x009a +#define ANIM_SCRATCH_HEAD 0x009b +#define ANIM_ROLL_HEAD 0x009c +#define ANIM_GRAB_CROTCH 0x009d +#define ANIM_GRAB_BUTT 0x009e +#define ANIM_SNEEZE 0x009f +#define ANIM_TALKING_00A0 0x00a0 +#define ANIM_TALKING_00A3 0x00a3 +#define ANIM_PUSH_BUTTON 0x00ac +#define ANIM_STANDING_TYPE_ONE_HAND 0x00af +#define ANIM_COWER_01F5 0x01f5 +#define ANIM_STAND_UP_FROM_SITTING 0x01fa +#define ANIM_SITTING_TYPING 0x01fb +#define ANIM_RELOAD 0x01ff +#define ANIM_DONT_SHOOT 0x0201 +#define ANIM_SURPRISED_0202 0x0202 +#define ANIM_OPERATE_0204 0x0204 +#define ANIM_OPERATE_0205 0x0205 +#define ANIM_OPERATE_0206 0x0206 +#define ANIM_SMOKE_CIGARETTE 0x0207 +#define ANIM_RELOAD_0209 0x0209 +#define ANIM_OPERATE_0221 0x0221 +#define ANIM_OPERATE_0222 0x0222 +#define ANIM_OPERATE_0223 0x0223 +#define ANIM_WALK_BACKWARDS 0x0226 +#define ANIM_SITTING_DORMANT 0x0227 +#define ANIM_BLINDED 0x0228 +#define ANIM_COWER_0229 0x0229 +#define ANIM_TALKING_0231 0x0231 +#define ANIM_TALKING_0232 0x0232 +#define ANIM_TALKING_0233 0x0233 +#define ANIM_TALKING_0234 0x0234 +#define ANIM_HEAD_ROLL 0x023b +#define ANIM_PICK_UP_GUN 0x023d +#define ANIM_BIG_SNEEZE 0x023f +#define ANIM_DRAW_PISTOL_0245 0x0245 +#define ANIM_LOOK_AROUND_025B 0x025b +#define ANIM_LOOK_AROUND_025C 0x025c +#define ANIM_LOOK_AROUND_025D 0x025d +#define ANIM_LOOK_AROUND_025E 0x025e +#define ANIM_LOOK_AROUND_FRANTIC 0x025f +#define ANIM_SITTING_0265 0x0265 +#define ANIM_SNIPING_0269 0x0269 +#define ANIM_SNIPING_026A 0x026a +#define ANIM_SNIPING_026B 0x026b +#define ANIM_DRAW_PISTOL_0288 0x0288 +#define ANIM_DRAW_PISTOL_0289 0x0289 +#define ANIM_SKEDAR_COLLAPSE 0x0352 + #define BANK_0 0 #define BANK_1 1 #define BANK_2 2 @@ -547,797 +601,6 @@ #define MENUOP_101 101 #define MENUOP_102 102 -#define MPLOCKTYPE_NONE 0 -#define MPLOCKTYPE_LASTWINNER 1 -#define MPLOCKTYPE_LASTLOSER 2 -#define MPLOCKTYPE_RANDOM 3 -#define MPLOCKTYPE_PLAYER 4 -#define MPLOCKTYPE_CHALLENGE 5 - -#define MPOPTION_TEAMSENABLED 0x00000002 -#define MPOPTION_NORADAR 0x00000004 -#define MPOPTION_NOAUTOAIM 0x00000008 -#define MPOPTION_NOPLAYERHIGHLIGHT 0x00000010 -#define MPOPTION_NOPICKUPHIGHLIGHT 0x00000020 -#define MPOPTION_FASTMOVEMENT 0x00000100 -#define MPOPTION_KILLSSCORE 0x00000400 -#define MPOPTION_HIGHLIGHTBRIEFCASE 0x00000800 -#define MPOPTION_SHOWONRADAR1 0x00001000 -#define MPOPTION_SHOWONRADAR2 0x00002000 -#define MPOPTION_HILLONRADAR 0x00004000 -#define MPOPTION_MOBILEHILL 0x00008000 -#define MPOPTION_HIGHLIGHTTERMINAL 0x00020000 -#define MPOPTION_SHOWONRADAR3 0x00040000 -#define MPOPTION_HIGHLIGHTTARGET 0x00080000 -#define MPOPTION_SHOWONRADAR4 0x00100000 - -#define MPPLAYERTITLE_BEGINNER 0 -#define MPPLAYERTITLE_TRAINEE 1 -#define MPPLAYERTITLE_AMATEUR 2 -#define MPPLAYERTITLE_ROOKIE 3 -#define MPPLAYERTITLE_NOVICE 4 -#define MPPLAYERTITLE_TROOPER 5 -#define MPPLAYERTITLE_AGENT 6 -#define MPPLAYERTITLE_STARAGENT 7 -#define MPPLAYERTITLE_SPECIALAGENT 8 -#define MPPLAYERTITLE_EXPERT 9 -#define MPPLAYERTITLE_VETERAN 10 -#define MPPLAYERTITLE_PROFESSIONAL 11 -#define MPPLAYERTITLE_DANGEROUS 12 -#define MPPLAYERTITLE_DEADLY 13 -#define MPPLAYERTITLE_KILLER 14 -#define MPPLAYERTITLE_ASSASSIN 15 -#define MPPLAYERTITLE_LETHAL 16 -#define MPPLAYERTITLE_ELITE 17 -#define MPPLAYERTITLE_INVINCIBLE 18 -#define MPPLAYERTITLE_NEARPERFECT 19 -#define MPPLAYERTITLE_PERFECT 20 - -#define MPQUICKTEAM_PLAYERSONLY 0 -#define MPQUICKTEAM_PLAYERSANDSIMS 1 -#define MPQUICKTEAM_PLAYERSTEAMS 2 -#define MPQUICKTEAM_PLAYERSVSSIMS 3 -#define MPQUICKTEAM_PLAYERSIMTEAMS 4 -#define MPQUICKTEAM_5 5 - -#define MPSCENARIO_COMBAT 0 -#define MPSCENARIO_HOLDTHEBRIEFCASE 1 -#define MPSCENARIO_HACKERCENTRAL 2 -#define MPSCENARIO_POPACAP 3 -#define MPSCENARIO_KINGOFTHEHILL 4 -#define MPSCENARIO_CAPTURETHECASE 5 - -#define NUM_AICOMMANDS 481 -#define NUM_CHALLENGES 30 -#define NUM_CHEATS 42 -#define NUM_EXPLOSIONTYPES 26 -#define NUM_FIRESLOTS 20 -#define NUM_MPBEAUHEADS 5 -#define NUM_MPBOTCOMMANDS 14 -#define NUM_MPBODIES 61 -#define NUM_MPHEADS 75 -#define NUM_MPPRESETS 14 -#define NUM_MPTRACKS 42 -#define NUM_SMOKETYPES 23 -#define NUM_SOLONORMALSTAGES 17 -#define NUM_SOLOSTAGES 21 -#define NUM_STAGES 90 -#define NUM_WEAPONS 94 - -// obj->flags -#define OBJFLAG_00000001 0x00000001 // Editor: "Fall to Ground" -#define OBJFLAG_00000002 0x00000002 // Editor: "In Air Rotated 90 Deg Upside-Down" -#define OBJFLAG_00000004 0x00000004 // Editor: "In Air Upside-Down" -#define OBJFLAG_00000008 0x00000008 // Editor: "In Air" -#define OBJFLAG_00000010 0x00000010 // Editor: "Scale to Pad Bounds" -#define OBJFLAG_00000020 0x00000020 // Editor: "X to Pad Bounds" -#define OBJFLAG_00000040 0x00000040 // Editor: "Y to Pad Bounds" -#define OBJFLAG_00000080 0x00000080 // Editor: "Z to Pad Bounds" -#define OBJFLAG_00000100 0x00000100 // G5 mines, Air Base brown door, AF1 grate and escape door, Defense shuttle, Ruins mines, MBR lift door. Editor suggests "Force Collisions" but this seems wrong -#define OBJFLAG_00000200 0x00000200 // Editor: "Special Environment Mapping" -#define OBJFLAG_ILLUMINATED 0x00000400 -#define OBJFLAG_00000800 0x00000800 // Editor: "Free Standing Glass" -#define OBJFLAG_00001000 0x00001000 // Editor: "Absolute Position" -#define OBJFLAG_00002000 0x00002000 // AF1 commhubs. Editor suggests "Weapon Not Dropped" -#define OBJFLAG_00004000 0x00004000 // Editor: "Assigned to Actor" -#define OBJFLAG_00008000 0x00008000 // Editor: "Embedded Object" -#define OBJFLAG_00010000 0x00010000 // Not used in scripts -#define OBJFLAG_INVINCIBLE 0x00020000 -#define OBJFLAG_COLLECTABLE 0x00040000 -#define OBJFLAG_00080000 0x00080000 // Not used in scripts -#define OBJFLAG_UNCOLLECTABLE 0x00100000 -#define OBJFLAG_00200000 0x00200000 // Editor: "Bounce and Destroy If Shot" -#define OBJFLAG_00400000 0x00400000 // Not used in scripts -#define OBJFLAG_00800000 0x00800000 // Not used in scripts -#define OBJFLAG_01000000 0x01000000 // Editor: "Embedded Object" -#define OBJFLAG_CANNOT_ACTIVATE 0x02000000 // Makes it do nothing if player presses B on object. Used mostly for doors. -#define OBJFLAG_04000000 0x04000000 // Editor: "AI Sees Through Door/Object" -#define OBJFLAG_08000000 0x08000000 // Not used in scripts -#define OBJFLAG_DEACTIVATED 0x10000000 -#define OBJFLAG_20000000 0x20000000 // Editor: "Door Opens Backwards/Special Function/Conceal Weapon" -#define OBJFLAG_40000000 0x40000000 // Editor: "Door open by default/Empty weapon" -#define OBJFLAG_INTERCEPTOR_DISABLED 0x80000000 - -// obj->flags2 -#define OBJFLAG2_00000001 0x00000001 // Used only in CI Training -#define OBJFLAG2_00000002 0x00000002 // Ruins spikes -#define OBJFLAG2_00000004 0x00000004 // Defense hostage doors - openable by AI? -#define OBJFLAG2_00000008 0x00000008 // Editor: "Don't load in Multiplayer" -#define OBJFLAG2_00000010 0x00000010 // Editor: "Don't Load on Agent Mode" -#define OBJFLAG2_00000020 0x00000020 // Editor: "Don't Load on Secret Agent Mode" -#define OBJFLAG2_00000040 0x00000040 // Editor: "Don't Load on Perfect Agent Mode" -#define OBJFLAG2_00000080 0x00000080 // Not used in scripts -#define OBJFLAG2_00000100 0x00000100 // Editor: "Immobile" -#define OBJFLAG2_00000200 0x00000200 // Editor: "Mines" -#define OBJFLAG2_00000400 0x00000400 // Not used in scripts -#define OBJFLAG2_00000800 0x00000800 // Editor: "Don't activate if clipping gap Jo/Object" -#define OBJFLAG2_00001000 0x00001000 // Investigation CMP150s, Air Base safe item and shield -#define OBJFLAG2_00002000 0x00002000 // Ruins commhub - used as a "shown message" flag -#define OBJFLAG2_00004000 0x00004000 // Editor: "Immune to Gunfire" -#define OBJFLAG2_SHOOTTHROUGH 0x00008000 -#define OBJFLAG2_DRAWONTOP 0x00010000 -#define OBJFLAG2_00020000 0x00020000 // G5 mine, Air Base mine -#define OBJFLAG2_00040000 0x00040000 // Only used in CI training -#define OBJFLAG2_INVISIBLE 0x00080000 -#define OBJFLAG2_00100000 0x00100000 // Editor: "Bulletproof Glass" -#define OBJFLAG2_00200000 0x00200000 // Editor: "Immune to Explosions" (Ruins spikes) -#define OBJFLAG2_00400000 0x00400000 // Editor: "Don't load on 2P (coop/anti)" -#define OBJFLAG2_00800000 0x00800000 // Editor: "Don't load on 3P" -#define OBJFLAG2_01000000 0x01000000 // Editor: "Don't load on 4P" -#define OBJFLAG2_THROWTHROUGH 0x02000000 // Rockets/mines/grenades etc pass through object -#define OBJFLAG2_04000000 0x04000000 // Used quite a lot - gravity? -#define OBJFLAG2_LOCKEDFRONT 0x08000000 // One-way door lock -#define OBJFLAG2_LOCKEDBACK 0x10000000 // One-way door lock -#define OBJFLAG2_AICANNOTUSE 0x20000000 -#define OBJFLAG2_40000000 0x40000000 // Used by doors -#define OBJFLAG2_80000000 0x80000000 // Attack Ship glass - -// obj->flags3 -#define OBJFLAG3_PUSHABLE 0x00000001 -#define OBJFLAG3_GRABBABLE 0x00000002 -#define OBJFLAG3_DOOR_STICKY 0x00000004 // eg. Skedar Ruins -#define OBJFLAG3_00000008 0x00000008 // Not used in scripts -#define OBJFLAG3_00000010 0x00000010 // Used heaps -#define OBJFLAG3_00000020 0x00000020 // Not used in scripts -#define OBJFLAG3_RTRACKED_YELLOW 0x00000040 -#define OBJFLAG3_00000080 0x00000080 // Not used in scripts -#define OBJFLAG3_00000100 0x00000100 // Not used in scripts -#define OBJFLAG3_00000200 0x00000200 // Not used in scripts -#define OBJFLAG3_WALKTRHOUGH 0x00000400 -#define OBJFLAG3_RTRACKED_BLUE 0x00000800 -#define OBJFLAG3_SHOWSHIELD 0x00001000 // Show shield effect around object (always) -#define OBJFLAG3_00002000 0x00002000 // Not used in scripts -#define OBJFLAG3_00004000 0x00004000 // Not used in scripts -#define OBJFLAG3_00008000 0x00008000 // Not used in scripts -#define OBJFLAG3_00010000 0x00010000 // Editor: "Can be activated" -#define OBJFLAG3_00020000 0x00020000 // Not used in scripts -#define OBJFLAG3_00040000 0x00040000 // Not used in scripts -#define OBJFLAG3_00080000 0x00080000 // Not used in scripts -#define OBJFLAG3_00100000 0x00100000 // Ruins spikes -#define OBJFLAG3_00200000 0x00200000 // Not used in scripts -#define OBJFLAG3_00400000 0x00400000 // Investigation tech items -#define OBJFLAG3_00800000 0x00800000 // Not used in scripts -#define OBJFLAG3_01000000 0x01000000 // Not used in scripts -#define OBJFLAG3_02000000 0x02000000 // Not used in scripts -#define OBJFLAG3_04000000 0x04000000 // Not used in scripts -#define OBJFLAG3_08000000 0x08000000 // Not used in scripts -#define OBJFLAG3_10000000 0x10000000 // Editor: "Keep Collisions After Fully Destroyed" -#define OBJFLAG3_20000000 0x20000000 // Not used in scripts -#define OBJFLAG3_40000000 0x40000000 // Editor: "Door Highlighted IR Scanner" -#define OBJFLAG3_80000000 0x80000000 // Not used in scripts - -// obj->hidden -#define OBJHFLAG_00000080 0x00000080 -#define OBJHFLAG_00000200 0x00000200 -#define OBJHFLAG_00000800 0x00000800 -#define OBJHFLAG_ACTIVATED_BY_BOND 0x00004000 -#define OBJHFLAG_ACTIVATED_BY_COOP 0x00040000 -#define OBJHFLAG_00200000 0x00200000 - -#define OBJTYPE_DOOR 0x01 -#define OBJTYPE_DOORSCALE 0x02 -#define OBJTYPE_BASIC 0x03 -#define OBJTYPE_KEY 0x04 -#define OBJTYPE_05 0x05 -#define OBJTYPE_CAMERA 0x06 -#define OBJTYPE_07 0x07 -#define OBJTYPE_WEAPON 0x08 -#define OBJTYPE_CHR 0x09 -#define OBJTYPE_SINGLEMONITOR 0x0a -#define OBJTYPE_MULTIMONITOR 0x0b -#define OBJTYPE_0C 0x0c -#define OBJTYPE_AUTOGUN 0x0d -#define OBJTYPE_LINKGUNS 0x0e -#define OBJTYPE_DEBRIS 0x0f -#define OBJTYPE_10 0x10 -#define OBJTYPE_11 0x11 -#define OBJTYPE_12 0x12 -#define OBJTYPE_LINKOBJS 0x13 -#define OBJTYPE_MULTIAMMOCRATE 0x14 -#define OBJTYPE_SHIELD 0x15 -#define OBJTYPE_TAG 0x16 -#define OBJTYPE_BEGINOBJECTIVE 0x17 -#define OBJTYPE_ENDOBJECTIVE 0x18 -#define OBJECTIVETYPE_DESTROYOBJ 0x19 -#define OBJECTIVETYPE_COMPFLAGS 0x1a -#define OBJECTIVETYPE_FAILFLAGS 0x1b -#define OBJECTIVETYPE_COLLECTOBJ 0x1c -#define OBJECTIVETYPE_THROWOBJ 0x1d -#define OBJECTIVETYPE_HOLOGRAPH 0x1e -#define OBJECTIVETYPE_1F 0x1f -#define OBJECTIVETYPE_ENTERROOM 0x20 -#define OBJECTIVETYPE_ATTACHOBJ 0x21 -#define OBJTYPE_22 0x22 -#define OBJTYPE_BRIEFING 0x23 -#define OBJTYPE_24 0x24 -#define OBJTYPE_RENAMEOBJ 0x25 -#define OBJTYPE_26 0x26 -#define OBJTYPE_TRUCK 0x27 -#define OBJTYPE_HELI 0x28 -#define OBJTYPE_29 0x29 -#define OBJTYPE_GLASS 0x2a -#define OBJTYPE_2B 0x2b -#define OBJTYPE_2C 0x2c -#define OBJTYPE_2D 0x2d -#define OBJTYPE_CAMERA2 0x2e -#define OBJTYPE_TINTEDGLASS 0x2f -#define OBJTYPE_LIFT 0x30 -#define OBJTYPE_LINKSCENERY 0x31 -#define OBJTYPE_LINKPATHS 0x32 -#define OBJTYPE_HOVERBIKE 0x33 -#define OBJTYPE_END 0x34 -#define OBJTYPE_HOVERPROP 0x35 -#define OBJTYPE_VENTFAN 0x36 -#define OBJTYPE_HOVERCAR 0x37 -#define OBJTYPE_PADEFFECT 0x38 -#define OBJTYPE_CHOPPER 0x39 -#define OBJTYPE_MINE 0x3a -#define OBJTYPE_ESCALATOR 0x3b - -#define OBJECTIVE_INCOMPLETE 0 -#define OBJECTIVE_COMPLETE 1 -#define OBJECTIVE_FAILED 2 - -#define OPERATOR_LESS_THAN 0 -#define OPERATOR_GREATER_THAN 1 - -#define OPTION_FORWARDPITCH 0x0001 -#define OPTION_LOOKAHEAD 0x0002 -#define OPTION_SIGHTONSCREEN 0x0004 -#define OPTION_AUTOAIM 0x0008 -#define OPTION_AIMCONTROL 0x0010 -#define OPTION_AMMOONSCREEN 0x0020 -#define OPTION_SHOWGUNFUNCTION 0x0040 -#define OPTION_HEADROLL 0x0080 -#define OPTION_ALWAYSSHOWTARGET 0x0200 -#define OPTION_SHOWZOOMRANGE 0x0400 -#define OPTION_PAINTBALL 0x0800 -#define OPTION_SHOWMISSIONTIME 0x8000 - -#define OUTFIT_DEFAULT 0x00 -#define OUTFIT_ELVIS 0x01 -#define OUTFIT_TRENT 0x02 // unused -#define OUTFIT_TRENCH 0x03 -#define OUTFIT_FROCK_RIPPED 0x04 -#define OUTFIT_FROCK 0x05 -#define OUTFIT_LEATHER 0x06 -#define OUTFIT_DEEPSEA 0x07 -#define OUTFIT_WETSUIT 0x08 -#define OUTFIT_SNOW 0x09 -#define OUTFIT_LAB 0x0a -#define OUTFIT_STEWARDESS 0x0b -#define OUTFIT_MRBLONDE 0x0c -#define OUTFIT_MAIAN 0x0d -#define OUTFIT_NEGOTIATOR 0x0e // unused by scripts - -#define PAD_PRESET 0x2328 - -#define PADEFFECT_SPARKS 0x00 -#define PADEFFECT_01 0x01 // used only in Escape on a pad containing nothing -#define PADEFFECT_SPLASH 0x02 -#define PADEFFECT_SPARKS2 0x03 -#define PADEFFECT_SMOKE 0x04 -#define PADEFFECT_SMOKE_TEMPORARY 0x05 - -#define PADFIELD_POS 0x0002 -#define PADFIELD_LOOK 0x0004 -#define PADFIELD_UP 0x0008 -#define PADFIELD_NORMAL 0x0010 -#define PADFIELD_BBOX 0x0020 -#define PADFIELD_ROOM 0x0040 -#define PADFIELD_FLAGS 0x0080 -#define PADFIELD_LIFT 0x0100 - -#define PADFLAG_INTPOS 0x0001 -#define PADFLAG_UPALIGNTOX 0x0002 -#define PADFLAG_UPALIGNTOY 0x0004 -#define PADFLAG_UPALIGNTOZ 0x0008 -#define PADFLAG_UPALIGNINVERT 0x0010 -#define PADFLAG_LOOKALIGNTOX 0x0020 -#define PADFLAG_LOOKALIGNTOY 0x0040 -#define PADFLAG_LOOKALIGNTOZ 0x0080 -#define PADFLAG_LOOKALIGNINVERT 0x0100 -#define PADFLAG_HASBBOXDATA 0x0200 -#define PADFLAG_AIWAITLIFT 0x0400 -#define PADFLAG_AIONLIFT 0x0800 -#define PADFLAG_AIWALKDIRECT 0x1000 -#define PADFLAG_AIDROP 0x2000 -#define PADFLAG_AIDUCK 0x4000 - -#define PATHTYPE_BACKANDFORTH 0 -#define PATHTYPE_CIRCULAR 1 -#define PATHTYPE_FLYING 2 - -#define PLAYERFLAG_NOCONTROL 0x00000002 - -#define PROPFLAG_HIDDEN 0x04 - -#define PROPTYPE_OBJ 1 -#define PROPTYPE_DOOR 2 -#define PROPTYPE_CHR 3 -#define PROPTYPE_WEAPON 4 -#define PROPTYPE_EYESPY 5 -#define PROPTYPE_PLAYER 6 -#define PROPTYPE_7 7 - -#define RACE_HUMAN 0 -#define RACE_SKEDAR 1 -#define RACE_DRCAROLL 2 -#define RACE_EYESPY 3 -#define RACE_ROBOT 4 - -#define ROOMFLAG_00004000 0x00004000 -#define ROOMFLAG_00008000 0x00008000 - -#define SAVEFILEFLAG_USED_TRANSFERPAK 0x23 -#define SAVEFILEFLAG_CI_TOUR_DONE 0x24 -#define SAVEFILEFLAG_CI_HOLO7_DONE 0x29 -#define SAVEFILEFLAG_CI_HOLO6_DONE 0x2a -#define SAVEFILEFLAG_CI_HOLO5_DONE 0x2b -#define SAVEFILEFLAG_CI_HOLO4_DONE 0x2c -#define SAVEFILEFLAG_CI_HOLO3_DONE 0x2d -#define SAVEFILEFLAG_CI_HOLO2_DONE 0x2e -#define SAVEFILEFLAG_CI_HOLO1_DONE 0x2f -#define SAVEFILEFLAG_CI_CLOAK_DONE 0x30 -#define SAVEFILEFLAG_CI_DISGUISE_DONE 0x31 -#define SAVEFILEFLAG_CI_XRAY_DONE 0x32 -#define SAVEFILEFLAG_CI_IR_DONE 0x33 -#define SAVEFILEFLAG_CI_RTRACKER_DONE 0x34 -#define SAVEFILEFLAG_CI_DOORDECODER_DONE 0x35 -#define SAVEFILEFLAG_CI_NIGHTVISION_DONE 0x36 -#define SAVEFILEFLAG_CI_CAMSPY_DONE 0x37 -#define SAVEFILEFLAG_CI_ECMMINE_DONE 0x38 -#define SAVEFILEFLAG_CI_UPLINK_DONE 0x39 -#define SAVEFILEFLAG_CI_TOUR_STARTED 0x3a -#define SAVEFILEFLAG_CRASHSITE_BIKE 0x3b -#define SAVEFILEFLAG_DEFENSE_JON 0x3c -#define SAVEFILEFLAG_AF1_ENTRY 0x3d -#define SAVEFILEFLAG_RESCUE_MECHANIC_DEAD 0x3e -#define SAVEFILEFLAG_G5_MINE 0x3f // true if thrown on top door - -#define SCREENRATIO_NORMAL 0 -#define SCREENRATIO_16_9 1 - -#define SCREENSIZE_FULL 0 -#define SCREENSIZE_WIDE 1 -#define SCREENSIZE_CINEMA 2 - -#define SCREENSPLIT_HORIZONTAL 0 -#define SCREENSPLIT_VERTICAL 1 - -#define SMOKETYPE_0 0 -#define SMOKETYPE_1 1 -#define SMOKETYPE_2 2 -#define SMOKETYPE_3 3 -#define SMOKETYPE_4 4 -#define SMOKETYPE_5 5 -#define SMOKETYPE_6 6 -#define SMOKETYPE_7 7 - -#define SOLOSTAGEINDEX_DEFECTION 0 -#define SOLOSTAGEINDEX_INVESTIGATION 1 -#define SOLOSTAGEINDEX_EXTRACTION 2 -#define SOLOSTAGEINDEX_VILLA 3 -#define SOLOSTAGEINDEX_CHICAGO 4 -#define SOLOSTAGEINDEX_G5BUILDING 5 -#define SOLOSTAGEINDEX_INFILTRATION 6 -#define SOLOSTAGEINDEX_RESCUE 7 -#define SOLOSTAGEINDEX_ESCAPE 8 -#define SOLOSTAGEINDEX_AIRBASE 9 -#define SOLOSTAGEINDEX_AIRFORCEONE 10 -#define SOLOSTAGEINDEX_CRASHSITE 11 -#define SOLOSTAGEINDEX_PELAGIC 12 -#define SOLOSTAGEINDEX_DEEPSEA 13 -#define SOLOSTAGEINDEX_DEFENSE 14 -#define SOLOSTAGEINDEX_ATTACKSHIP 15 -#define SOLOSTAGEINDEX_SKEDARRUINS 16 -#define SOLOSTAGEINDEX_MBR 17 -#define SOLOSTAGEINDEX_MAIANSOS 18 -#define SOLOSTAGEINDEX_WAR 19 -#define SOLOSTAGEINDEX_DUEL 20 - -#define SOUNDMODE_MONO 0 -#define SOUNDMODE_STEREO 1 -#define SOUNDMODE_HEADPHONE 2 -#define SOUNDMODE_SURROUND 3 - -#define SPEED_WALK 0 -#define SPEED_JOG 1 -#define SPEED_RUN 2 - -#define STAGE_MAIANSOS 0x09 -#define STAGE_TEST_SILO 0x14 -#define STAGE_WAR 0x16 -#define STAGE_MP_RAVINE 0x17 -#define STAGE_TEST_ARCH 0x18 -#define STAGE_ESCAPE 0x19 -#define STAGE_TEST_DEST 0x1a -#define STAGE_RETAKING 0x1b -#define STAGE_CRASHSITE 0x1c -#define STAGE_CHICAGO 0x1d -#define STAGE_G5BUILDING 0x1e -#define STAGE_MP_COMPLEX 0x1f -#define STAGE_MP_G5BUILDING 0x20 -#define STAGE_PELAGIC 0x21 -#define STAGE_EXTRACTION 0x22 -#define STAGE_TEST_RUN 0x23 -#define STAGE_MP_TEMPLE 0x25 -#define STAGE_CITRAINING 0x26 -#define STAGE_AIRBASE 0x27 -#define STAGE_MP_PIPES 0x29 -#define STAGE_SKEDARRUINS 0x2a -#define STAGE_VILLA 0x2c -#define STAGE_DEFENSE 0x2d -#define STAGE_TEST_ASH 0x2e -#define STAGE_INFILTRATION 0x2f -#define STAGE_DEFECTION 0x30 -#define STAGE_AIRFORCEONE 0x31 -#define STAGE_MP_SKEDAR 0x32 -#define STAGE_INVESTIGATION 0x33 -#define STAGE_ATTACKSHIP 0x34 -#define STAGE_RESCUE 0x35 -#define STAGE_TEST_LEN 0x36 -#define STAGE_MBR 0x37 -#define STAGE_DEEPSEA 0x38 -#define STAGE_MP_BASE 0x39 -#define STAGE_TEST_MP2 0x3a -#define STAGE_MP_AREA52 0x3b -#define STAGE_MP_WAREHOUSE 0x3c -#define STAGE_MP_CARPARK 0x3d -#define STAGE_TEST_MP6 0x3e -#define STAGE_TEST_MP7 0x3f -#define STAGE_TEST_MP8 0x40 -#define STAGE_MP_RUINS 0x41 -#define STAGE_MP_SEWERS 0x42 -#define STAGE_MP_FELICITY 0x43 -#define STAGE_MP_FORTRESS 0x44 -#define STAGE_MP_VILLA 0x45 -#define STAGE_TEST_MP14 0x46 -#define STAGE_MP_GRID 0x47 -#define STAGE_TEST_MP16 0x48 -#define STAGE_TEST_MP17 0x49 -#define STAGE_TEST_MP18 0x4a -#define STAGE_TEST_MP19 0x4b -#define STAGE_TEST_MP20 0x4c -#define STAGE_TEST_UFF 0x4d -#define STAGE_TEST_OLD 0x4e -#define STAGE_DUEL 0x4f -#define STAGE_TEST_LAM 0x50 - -#define STAGEINDEX_MAIANSOS 0x00 -#define STAGEINDEX_TEST_SILO 0x01 -#define STAGEINDEX_WAR 0x02 -#define STAGEINDEX_MP_RAVINE 0x03 -#define STAGEINDEX_TEST_ARCH 0x04 -#define STAGEINDEX_ESCAPE 0x05 -#define STAGEINDEX_TEST_DEST 0x06 -#define STAGEINDEX_RETAKING 0x07 -#define STAGEINDEX_CRASHSITE 0x08 -#define STAGEINDEX_CHICAGO 0x09 -#define STAGEINDEX_G5BUILDING 0x0a -#define STAGEINDEX_MP_COMPLEX 0x0b -#define STAGEINDEX_MP_G5BUILDING 0x0c -#define STAGEINDEX_PELAGIC 0x0d -#define STAGEINDEX_EXTRACTION 0x0e -#define STAGEINDEX_TEST_RUN 0x0f -#define STAGEINDEX_MP_TEMPLE 0x11 -#define STAGEINDEX_CITRAINING 0x12 -#define STAGEINDEX_AIRBASE 0x13 -#define STAGEINDEX_MP_PIPES 0x15 -#define STAGEINDEX_SKEDARRUINS 0x16 -#define STAGEINDEX_VILLA 0x18 -#define STAGEINDEX_DEFENSE 0x19 -#define STAGEINDEX_TEST_ASH 0x1a -#define STAGEINDEX_INFILTRATION 0x1b -#define STAGEINDEX_DEFECTION 0x1c -#define STAGEINDEX_AIRFORCEONE 0x1d -#define STAGEINDEX_MP_SKEDAR 0x1e -#define STAGEINDEX_INVESTIGATION 0x1f -#define STAGEINDEX_ATTACKSHIP 0x20 -#define STAGEINDEX_RESCUE 0x21 -#define STAGEINDEX_TEST_LEN 0x22 -#define STAGEINDEX_MBR 0x23 -#define STAGEINDEX_DEEPSEA 0x24 -#define STAGEINDEX_TEST_UFF 0x25 -#define STAGEINDEX_TEST_OLD 0x26 -#define STAGEINDEX_DUEL 0x27 -#define STAGEINDEX_TEST_LAM 0x28 -#define STAGEINDEX_MP_BASE 0x29 -#define STAGEINDEX_TEST_MP2 0x2a -#define STAGEINDEX_MP_AREA52 0x2b -#define STAGEINDEX_MP_WAREHOUSE 0x2c -#define STAGEINDEX_MP_CARPARK 0x2d -#define STAGEINDEX_TEST_MP6 0x2e -#define STAGEINDEX_TEST_MP7 0x2f -#define STAGEINDEX_TEST_MP8 0x30 -#define STAGEINDEX_MP_RUINS 0x31 -#define STAGEINDEX_MP_SEWERS 0x32 -#define STAGEINDEX_MP_FELICITY 0x33 -#define STAGEINDEX_MP_FORTRESS 0x34 -#define STAGEINDEX_MP_VILLA 0x35 -#define STAGEINDEX_TEST_MP14 0x36 -#define STAGEINDEX_MP_GRID 0x37 -#define STAGEINDEX_TEST_MP16 0x38 -#define STAGEINDEX_TEST_MP17 0x39 -#define STAGEINDEX_TEST_MP18 0x3a -#define STAGEINDEX_TEST_MP19 0x3b -#define STAGEINDEX_TEST_MP20 0x3c - -#define TELEPORTSTATE_STARTING 1 -#define TELEPORTSTATE_3 3 -#define TELEPORTSTATE_4 4 - -#define WEAPON_NONE 0x00 -#define WEAPON_UNARMED 0x01 -#define WEAPON_FALCON2 0x02 -#define WEAPON_FALCON2_SILENCER 0x03 -#define WEAPON_FALCON2_SCOPE 0x04 -#define WEAPON_MAGSEC4 0x05 -#define WEAPON_MAULER 0x06 -#define WEAPON_PHOENIX 0x07 -#define WEAPON_DY357MAGNUM 0x08 -#define WEAPON_DY357LX 0x09 -#define WEAPON_CMP150 0x0a -#define WEAPON_CYCLONE 0x0b -#define WEAPON_CALLISTONTG 0x0c -#define WEAPON_RCP120 0x0d -#define WEAPON_LAPTOPGUN 0x0e -#define WEAPON_DRAGON 0x0f -#define WEAPON_K7AVENGER 0x10 -#define WEAPON_AR34 0x11 -#define WEAPON_SUPERDRAGON 0x12 -#define WEAPON_SHOTGUN 0x13 -#define WEAPON_REAPER 0x14 -#define WEAPON_SNIPERRIFLE 0x15 -#define WEAPON_FARSIGHTXR20 0x16 -#define WEAPON_DEVASTATOR 0x17 -#define WEAPON_ROCKETLAUNCHER 0x18 -#define WEAPON_SLAYER 0x19 -#define WEAPON_COMBATKNIFE 0x1a -#define WEAPON_CROSSBOW 0x1b -#define WEAPON_TRANQUILIZER 0x1c -#define WEAPON_LASER 0x1d -#define WEAPON_GRENADE 0x1e -#define WEAPON_NBOMB 0x1f -#define WEAPON_TIMEDMINE 0x20 -#define WEAPON_PROXIMITYMINE 0x21 -#define WEAPON_REMOTEMINE 0x22 -#define WEAPON_COMBATBOOST 0x23 -#define WEAPON_PP9I 0x24 -#define WEAPON_CC13 0x25 -#define WEAPON_KL01313 0x26 -#define WEAPON_KF7SPECIAL 0x27 -#define WEAPON_ZZT9MM 0x28 -#define WEAPON_DMC 0x29 -#define WEAPON_AR53 0x2a -#define WEAPON_RCP45 0x2b -#define WEAPON_PSYCHOSISGUN 0x2c -#define WEAPON_NIGHTVISION 0x2d -#define WEAPON_CAMSPY 0x2e -#define WEAPON_XRAYSCANNER 0x2f -#define WEAPON_IRSCANNER 0x30 -#define WEAPON_CLOAKINGDEVICE 0x31 -#define WEAPON_HORIZONSCANNER 0x32 -#define WEAPON_TESTER 0x33 -#define WEAPON_ROCKETLAUNCHER_34 0x34 -#define WEAPON_ECMMINE 0x35 -#define WEAPON_DATAUPLINK 0x36 -#define WEAPON_RTRACKER 0x37 -#define WEAPON_PRESIDENTSCANNER 0x38 -#define WEAPON_DOORDECODER 0x39 -#define WEAPON_AUTOSURGEON 0x3a -#define WEAPON_EXPLOSIVES 0x3b -#define WEAPON_SKEDARBOMB 0x3c -#define WEAPON_COMMSRIDER 0x3d -#define WEAPON_TRACERBUG 0x3e -#define WEAPON_TARGETAMPLIFIER 0x3f -#define WEAPON_DISGUISE40 0x40 -#define WEAPON_DISGUISE41 0x41 -#define WEAPON_FLIGHTPLANS 0x42 -#define WEAPON_RESEARCHTAPE 0x43 -#define WEAPON_BACKUPDISK 0x44 -#define WEAPON_KEYCARD45 0x45 -#define WEAPON_KEYCARD46 0x46 -#define WEAPON_KEYCARD47 0x47 -#define WEAPON_KEYCARD48 0x48 -#define WEAPON_KEYCARD49 0x49 -#define WEAPON_KEYCARD4A 0x4a -#define WEAPON_KEYCARD4B 0x4b -#define WEAPON_KEYCARD4C 0x4c -#define WEAPON_SUITCASE 0x4d -#define WEAPON_BRIEFCASE 0x4e -#define WEAPON_SHIELD 0x4f -#define WEAPON_NECKLACE 0x50 -#define WEAPON_HAMMER 0x51 -#define WEAPON_52 0x52 -#define WEAPON_ROCKET 0x53 -#define WEAPON_HOMINGROCKET 0x54 -#define WEAPON_GRENADEROUND 0x55 -#define WEAPON_BOLT 0x56 -#define WEAPON_BRIEFCASE2 0x57 -#define WEAPON_ROCKET2 0x58 -#define WEAPON_59 0x59 -#define WEAPON_5A 0x5a -#define WEAPON_5B 0x5b -#define WEAPON_5C 0x5c -#define WEAPON_SUICIDEPILL 0x5d - -#define WEAPONFLAG_00000010 0x00000010 - -// Heads and bodies -#define HEAD_RANDOM -1 -#define BODY_DJBOND 0x00 -#define BODY_CONNERY 0x01 -#define BODY_DALTON 0x02 -#define BODY_MOORE 0x03 -#define HEAD_DARK_COMBAT 0x04 -#define HEAD_ELVIS 0x05 -#define HEAD_ROSS 0x06 -#define HEAD_CARRINGTON 0x07 -#define HEAD_MRBLONDE 0x08 -#define HEAD_TRENT 0x09 -#define HEAD_DDSHOCK 0x0a -#define HEAD_GRAHAM 0x0b -#define HEAD_DARK_FROCK 0x0c -#define HEAD_SECRETARY 0x0d -#define HEAD_CASSANDRA 0x0e -#define HEAD_THEKING 0x0f -#define HEAD_FEM_GUARD 0x10 -#define HEAD_JON 0x11 -#define HEAD_MARK2 0x12 -#define HEAD_CHRIST 0x13 -#define HEAD_RUSS 0x14 -#define HEAD_GREY 0x15 -#define HEAD_DARLING 0x16 -#define HEAD_ROBERT 0x17 -#define HEAD_BEAU1 0x18 -#define HEAD_FEM_GUARD2 0x19 -#define HEAD_BRIAN 0x1a -#define HEAD_JAMIE 0x1b -#define HEAD_DUNCAN2 0x1c -#define HEAD_BIOTECH 0x1d -#define HEAD_NEIL2 0x1e -#define HEAD_EDMCG 0x1f -#define HEAD_ANKA 0x20 -#define HEAD_LESLIE_S 0x21 -#define HEAD_MATT_C 0x22 -#define HEAD_PEER_S 0x23 -#define HEAD_EILEEN_T 0x24 -#define HEAD_ANDY_R 0x25 -#define HEAD_BEN_R 0x26 -#define HEAD_STEVE_K 0x27 -#define HEAD_JONATHAN 0x28 -#define HEAD_MAIAN_S 0x29 -#define HEAD_SHAUN 0x2a -#define HEAD_BEAU2 0x2b -#define HEAD_EILEEN_H 0x2c -#define HEAD_SCOTT_H 0x2d -#define HEAD_SANCHEZ 0x2e -#define HEAD_DARKAQUA 0x2f -#define HEAD_DDSNIPER 0x30 -#define HEAD_BEAU3 0x31 -#define HEAD_BEAU4 0x32 -#define HEAD_BEAU5 0x33 -#define HEAD_BEAU6 0x34 -#define HEAD_GRIFFEY 0x35 -#define HEAD_MOTO 0x36 -#define HEAD_KEITH 0x37 -#define HEAD_WINNER 0x38 -#define HEAD_A51FACEPLATE 0x39 -#define HEAD_ELVIS_GOGS 0x3a -#define HEAD_STEVEM 0x3b -#define HEAD_DARK_SNOW 0x3c -#define HEAD_PRESIDENT 0x3d -#define HEAD_VD 0x3e -#define HEAD_KEN 0x3f -#define HEAD_JOEL 0x40 -#define HEAD_TIM 0x41 -#define HEAD_GRANT 0x42 -#define HEAD_PENNY 0x43 -#define HEAD_ROBIN 0x44 -#define HEAD_ALEX 0x45 -#define HEAD_JULIANNE 0x46 -#define HEAD_LAURA 0x47 -#define HEAD_DAVEC 0x48 -#define HEAD_COOK 0x49 -#define HEAD_PRYCE 0x4a -#define HEAD_SILKE 0x4b -#define HEAD_SMITH 0x4c -#define HEAD_GARETH 0x4d -#define HEAD_MURCHIE 0x4e -#define HEAD_WONG 0x4f -#define HEAD_CARTER 0x50 -#define HEAD_TINTIN 0x51 -#define HEAD_MUNTON 0x52 -#define HEAD_STAMPER 0x53 -#define HEAD_JONES 0x54 -#define HEAD_PHELPS 0x55 -#define BODY_DARK_COMBAT 0x56 -#define BODY_ELVIS1 0x57 -#define BODY_AREA51GUARD 0x58 -#define BODY_OVERALL 0x59 -#define BODY_CARRINGTON 0x5a -#define BODY_MRBLONDE 0x5b -#define BODY_SKEDAR 0x5c -#define BODY_TRENT 0x5d -#define BODY_DDSHOCK 0x5e -#define BODY_LABTECH 0x5f -#define BODY_STRIPES 0x60 -#define BODY_DARK_FROCK 0x61 -#define BODY_DARK_TRENCH 0x62 -#define BODY_OFFICEWORKER 0x63 -#define BODY_OFFICEWORKER2 0x64 -#define BODY_SECRETARY 0x65 -#define BODY_CASSANDRA 0x66 -#define BODY_THEKING 0x67 -#define BODY_FEM_GUARD 0x68 -#define BODY_DD_LABTECH 0x69 -#define BODY_DD_SECGUARD 0x6a -#define BODY_DRCAROLL 0x6b -#define BODY_EYESPY 0x6c -#define BODY_DARK_RIPPED 0x6d -#define BODY_DD_GUARD 0x6e -#define BODY_DD_SHOCK_INF 0x6f -#define BODY_TESTCHR 0x70 -#define BODY_BIOTECH 0x71 -#define BODY_FBIGUY 0x72 -#define BODY_CIAGUY 0x73 -#define BODY_A51TROOPER 0x74 -#define BODY_A51AIRMAN 0x75 -#define BODY_CHICROB 0x76 -#define BODY_STEWARD 0x77 -#define BODY_STEWARDESS 0x78 -#define BODY_PRESIDENT 0x79 -#define BODY_STEWARDESS_COAT 0x7a -#define BODY_MINISKEDAR 0x7b -#define BODY_NSA_LACKEY 0x7c -#define BODY_PRES_SECURITY 0x7d -#define BODY_NEGOTIATOR 0x7e -#define BODY_G5_GUARD 0x7f -#define BODY_PELAGIC_GUARD 0x80 -#define BODY_G5_SWAT_GUARD 0x81 -#define BODY_ALASKAN_GUARD 0x82 -#define BODY_MAIAN_SOLDIER 0x83 -#define BODY_PRESIDENT_CLONE 0x84 -#define BODY_PRESIDENT_CLONE2 0x85 -#define BODY_DARK_AF1 0x86 -#define BODY_DARKWET 0x87 -#define BODY_DARKAQUALUNG 0x88 -#define BODY_DARKSNOW 0x89 -#define BODY_DARKLAB 0x8a -#define BODY_FEMLABTECH 0x8b -#define BODY_DDSNIPER 0x8c -#define BODY_PILOTAF1 0x8d -#define BODY_CILABTECH 0x8e -#define BODY_CIFEMTECH 0x8f -#define BODY_CARREVENINGSUIT 0x90 -#define BODY_JONATHAN 0x91 -#define BODY_CISOLDIER 0x92 -#define BODY_SKEDARKING 0x93 -#define BODY_ELVISWAISTCOAT 0x94 -#define BODY_DARK_LEATHER 0x95 -#define BODY_DARK_NEGOTIATOR 0x96 - // Models #define MODEL_ROOFGUN 0x0000 #define MODEL_GROUNDGUN 0x0001 @@ -1781,6 +1044,66 @@ #define MODEL_CETANDOORSIDE 0x01b7 #define MODEL_BUDDYBRIDGE 0x01b8 +#define MPLOCKTYPE_NONE 0 +#define MPLOCKTYPE_LASTWINNER 1 +#define MPLOCKTYPE_LASTLOSER 2 +#define MPLOCKTYPE_RANDOM 3 +#define MPLOCKTYPE_PLAYER 4 +#define MPLOCKTYPE_CHALLENGE 5 + +#define MPOPTION_TEAMSENABLED 0x00000002 +#define MPOPTION_NORADAR 0x00000004 +#define MPOPTION_NOAUTOAIM 0x00000008 +#define MPOPTION_NOPLAYERHIGHLIGHT 0x00000010 +#define MPOPTION_NOPICKUPHIGHLIGHT 0x00000020 +#define MPOPTION_FASTMOVEMENT 0x00000100 +#define MPOPTION_KILLSSCORE 0x00000400 +#define MPOPTION_HIGHLIGHTBRIEFCASE 0x00000800 +#define MPOPTION_SHOWONRADAR1 0x00001000 +#define MPOPTION_SHOWONRADAR2 0x00002000 +#define MPOPTION_HILLONRADAR 0x00004000 +#define MPOPTION_MOBILEHILL 0x00008000 +#define MPOPTION_HIGHLIGHTTERMINAL 0x00020000 +#define MPOPTION_SHOWONRADAR3 0x00040000 +#define MPOPTION_HIGHLIGHTTARGET 0x00080000 +#define MPOPTION_SHOWONRADAR4 0x00100000 + +#define MPPLAYERTITLE_BEGINNER 0 +#define MPPLAYERTITLE_TRAINEE 1 +#define MPPLAYERTITLE_AMATEUR 2 +#define MPPLAYERTITLE_ROOKIE 3 +#define MPPLAYERTITLE_NOVICE 4 +#define MPPLAYERTITLE_TROOPER 5 +#define MPPLAYERTITLE_AGENT 6 +#define MPPLAYERTITLE_STARAGENT 7 +#define MPPLAYERTITLE_SPECIALAGENT 8 +#define MPPLAYERTITLE_EXPERT 9 +#define MPPLAYERTITLE_VETERAN 10 +#define MPPLAYERTITLE_PROFESSIONAL 11 +#define MPPLAYERTITLE_DANGEROUS 12 +#define MPPLAYERTITLE_DEADLY 13 +#define MPPLAYERTITLE_KILLER 14 +#define MPPLAYERTITLE_ASSASSIN 15 +#define MPPLAYERTITLE_LETHAL 16 +#define MPPLAYERTITLE_ELITE 17 +#define MPPLAYERTITLE_INVINCIBLE 18 +#define MPPLAYERTITLE_NEARPERFECT 19 +#define MPPLAYERTITLE_PERFECT 20 + +#define MPQUICKTEAM_PLAYERSONLY 0 +#define MPQUICKTEAM_PLAYERSANDSIMS 1 +#define MPQUICKTEAM_PLAYERSTEAMS 2 +#define MPQUICKTEAM_PLAYERSVSSIMS 3 +#define MPQUICKTEAM_PLAYERSIMTEAMS 4 +#define MPQUICKTEAM_5 5 + +#define MPSCENARIO_COMBAT 0 +#define MPSCENARIO_HOLDTHEBRIEFCASE 1 +#define MPSCENARIO_HACKERCENTRAL 2 +#define MPSCENARIO_POPACAP 3 +#define MPSCENARIO_KINGOFTHEHILL 4 +#define MPSCENARIO_CAPTURETHECASE 5 + #define MUSIC_NONE 0x00 #define MUSIC_TITLE2 0x01 #define MUSIC_EXTRACTION 0x02 @@ -1901,6 +1224,324 @@ #define MUSIC_BETA_MELODY 0x75 #define MUSIC_ESCAPE_OUTRO_SHORT 0x76 +#define NUM_AICOMMANDS 481 +#define NUM_CHALLENGES 30 +#define NUM_CHEATS 42 +#define NUM_EXPLOSIONTYPES 26 +#define NUM_FIRESLOTS 20 +#define NUM_MPBEAUHEADS 5 +#define NUM_MPBOTCOMMANDS 14 +#define NUM_MPBODIES 61 +#define NUM_MPHEADS 75 +#define NUM_MPPRESETS 14 +#define NUM_MPTRACKS 42 +#define NUM_SMOKETYPES 23 +#define NUM_SOLONORMALSTAGES 17 +#define NUM_SOLOSTAGES 21 +#define NUM_STAGES 90 +#define NUM_WEAPONS 94 + +// obj->flags +#define OBJFLAG_00000001 0x00000001 // Editor: "Fall to Ground" +#define OBJFLAG_00000002 0x00000002 // Editor: "In Air Rotated 90 Deg Upside-Down" +#define OBJFLAG_00000004 0x00000004 // Editor: "In Air Upside-Down" +#define OBJFLAG_00000008 0x00000008 // Editor: "In Air" +#define OBJFLAG_00000010 0x00000010 // Editor: "Scale to Pad Bounds" +#define OBJFLAG_00000020 0x00000020 // Editor: "X to Pad Bounds" +#define OBJFLAG_00000040 0x00000040 // Editor: "Y to Pad Bounds" +#define OBJFLAG_00000080 0x00000080 // Editor: "Z to Pad Bounds" +#define OBJFLAG_00000100 0x00000100 // G5 mines, Air Base brown door, AF1 grate and escape door, Defense shuttle, Ruins mines, MBR lift door. Editor suggests "Force Collisions" but this seems wrong +#define OBJFLAG_00000200 0x00000200 // Editor: "Special Environment Mapping" +#define OBJFLAG_ILLUMINATED 0x00000400 +#define OBJFLAG_00000800 0x00000800 // Editor: "Free Standing Glass" +#define OBJFLAG_00001000 0x00001000 // Editor: "Absolute Position" +#define OBJFLAG_00002000 0x00002000 // AF1 commhubs. Editor suggests "Weapon Not Dropped" +#define OBJFLAG_00004000 0x00004000 // Editor: "Assigned to Actor" +#define OBJFLAG_00008000 0x00008000 // Editor: "Embedded Object" +#define OBJFLAG_00010000 0x00010000 // Not used in scripts +#define OBJFLAG_INVINCIBLE 0x00020000 +#define OBJFLAG_COLLECTABLE 0x00040000 +#define OBJFLAG_00080000 0x00080000 // Not used in scripts +#define OBJFLAG_UNCOLLECTABLE 0x00100000 +#define OBJFLAG_00200000 0x00200000 // Editor: "Bounce and Destroy If Shot" +#define OBJFLAG_00400000 0x00400000 // Not used in scripts +#define OBJFLAG_00800000 0x00800000 // Not used in scripts +#define OBJFLAG_01000000 0x01000000 // Editor: "Embedded Object" +#define OBJFLAG_CANNOT_ACTIVATE 0x02000000 // Makes it do nothing if player presses B on object. Used mostly for doors. +#define OBJFLAG_04000000 0x04000000 // Editor: "AI Sees Through Door/Object" +#define OBJFLAG_08000000 0x08000000 // Not used in scripts +#define OBJFLAG_DEACTIVATED 0x10000000 +#define OBJFLAG_20000000 0x20000000 // Editor: "Door Opens Backwards/Special Function/Conceal Weapon" +#define OBJFLAG_40000000 0x40000000 // Editor: "Door open by default/Empty weapon" +#define OBJFLAG_INTERCEPTOR_DISABLED 0x80000000 + +// obj->flags2 +#define OBJFLAG2_00000001 0x00000001 // Used only in CI Training +#define OBJFLAG2_00000002 0x00000002 // Ruins spikes +#define OBJFLAG2_00000004 0x00000004 // Defense hostage doors - openable by AI? +#define OBJFLAG2_00000008 0x00000008 // Editor: "Don't load in Multiplayer" +#define OBJFLAG2_00000010 0x00000010 // Editor: "Don't Load on Agent Mode" +#define OBJFLAG2_00000020 0x00000020 // Editor: "Don't Load on Secret Agent Mode" +#define OBJFLAG2_00000040 0x00000040 // Editor: "Don't Load on Perfect Agent Mode" +#define OBJFLAG2_00000080 0x00000080 // Not used in scripts +#define OBJFLAG2_00000100 0x00000100 // Editor: "Immobile" +#define OBJFLAG2_00000200 0x00000200 // Editor: "Mines" +#define OBJFLAG2_00000400 0x00000400 // Not used in scripts +#define OBJFLAG2_00000800 0x00000800 // Editor: "Don't activate if clipping gap Jo/Object" +#define OBJFLAG2_00001000 0x00001000 // Investigation CMP150s, Air Base safe item and shield +#define OBJFLAG2_00002000 0x00002000 // Ruins commhub - used as a "shown message" flag +#define OBJFLAG2_00004000 0x00004000 // Editor: "Immune to Gunfire" +#define OBJFLAG2_SHOOTTHROUGH 0x00008000 +#define OBJFLAG2_DRAWONTOP 0x00010000 +#define OBJFLAG2_00020000 0x00020000 // G5 mine, Air Base mine +#define OBJFLAG2_00040000 0x00040000 // Only used in CI training +#define OBJFLAG2_INVISIBLE 0x00080000 +#define OBJFLAG2_00100000 0x00100000 // Editor: "Bulletproof Glass" +#define OBJFLAG2_00200000 0x00200000 // Editor: "Immune to Explosions" (Ruins spikes) +#define OBJFLAG2_00400000 0x00400000 // Editor: "Don't load on 2P (coop/anti)" +#define OBJFLAG2_00800000 0x00800000 // Editor: "Don't load on 3P" +#define OBJFLAG2_01000000 0x01000000 // Editor: "Don't load on 4P" +#define OBJFLAG2_THROWTHROUGH 0x02000000 // Rockets/mines/grenades etc pass through object +#define OBJFLAG2_04000000 0x04000000 // Used quite a lot - gravity? +#define OBJFLAG2_LOCKEDFRONT 0x08000000 // One-way door lock +#define OBJFLAG2_LOCKEDBACK 0x10000000 // One-way door lock +#define OBJFLAG2_AICANNOTUSE 0x20000000 +#define OBJFLAG2_40000000 0x40000000 // Used by doors +#define OBJFLAG2_80000000 0x80000000 // Attack Ship glass + +// obj->flags3 +#define OBJFLAG3_PUSHABLE 0x00000001 +#define OBJFLAG3_GRABBABLE 0x00000002 +#define OBJFLAG3_DOOR_STICKY 0x00000004 // eg. Skedar Ruins +#define OBJFLAG3_00000008 0x00000008 // Not used in scripts +#define OBJFLAG3_00000010 0x00000010 // Used heaps +#define OBJFLAG3_00000020 0x00000020 // Not used in scripts +#define OBJFLAG3_RTRACKED_YELLOW 0x00000040 +#define OBJFLAG3_00000080 0x00000080 // Not used in scripts +#define OBJFLAG3_00000100 0x00000100 // Not used in scripts +#define OBJFLAG3_00000200 0x00000200 // Not used in scripts +#define OBJFLAG3_WALKTRHOUGH 0x00000400 +#define OBJFLAG3_RTRACKED_BLUE 0x00000800 +#define OBJFLAG3_SHOWSHIELD 0x00001000 // Show shield effect around object (always) +#define OBJFLAG3_00002000 0x00002000 // Not used in scripts +#define OBJFLAG3_00004000 0x00004000 // Not used in scripts +#define OBJFLAG3_00008000 0x00008000 // Not used in scripts +#define OBJFLAG3_00010000 0x00010000 // Editor: "Can be activated" +#define OBJFLAG3_00020000 0x00020000 // Not used in scripts +#define OBJFLAG3_00040000 0x00040000 // Not used in scripts +#define OBJFLAG3_00080000 0x00080000 // Not used in scripts +#define OBJFLAG3_00100000 0x00100000 // Ruins spikes +#define OBJFLAG3_00200000 0x00200000 // Not used in scripts +#define OBJFLAG3_00400000 0x00400000 // Investigation tech items +#define OBJFLAG3_00800000 0x00800000 // Not used in scripts +#define OBJFLAG3_01000000 0x01000000 // Not used in scripts +#define OBJFLAG3_02000000 0x02000000 // Not used in scripts +#define OBJFLAG3_04000000 0x04000000 // Not used in scripts +#define OBJFLAG3_08000000 0x08000000 // Not used in scripts +#define OBJFLAG3_10000000 0x10000000 // Editor: "Keep Collisions After Fully Destroyed" +#define OBJFLAG3_20000000 0x20000000 // Not used in scripts +#define OBJFLAG3_40000000 0x40000000 // Editor: "Door Highlighted IR Scanner" +#define OBJFLAG3_80000000 0x80000000 // Not used in scripts + +// obj->hidden +#define OBJHFLAG_00000080 0x00000080 +#define OBJHFLAG_00000200 0x00000200 +#define OBJHFLAG_00000800 0x00000800 +#define OBJHFLAG_ACTIVATED_BY_BOND 0x00004000 +#define OBJHFLAG_ACTIVATED_BY_COOP 0x00040000 +#define OBJHFLAG_00200000 0x00200000 + +#define OBJTYPE_DOOR 0x01 +#define OBJTYPE_DOORSCALE 0x02 +#define OBJTYPE_BASIC 0x03 +#define OBJTYPE_KEY 0x04 +#define OBJTYPE_05 0x05 +#define OBJTYPE_CAMERA 0x06 +#define OBJTYPE_07 0x07 +#define OBJTYPE_WEAPON 0x08 +#define OBJTYPE_CHR 0x09 +#define OBJTYPE_SINGLEMONITOR 0x0a +#define OBJTYPE_MULTIMONITOR 0x0b +#define OBJTYPE_0C 0x0c +#define OBJTYPE_AUTOGUN 0x0d +#define OBJTYPE_LINKGUNS 0x0e +#define OBJTYPE_DEBRIS 0x0f +#define OBJTYPE_10 0x10 +#define OBJTYPE_11 0x11 +#define OBJTYPE_12 0x12 +#define OBJTYPE_LINKOBJS 0x13 +#define OBJTYPE_MULTIAMMOCRATE 0x14 +#define OBJTYPE_SHIELD 0x15 +#define OBJTYPE_TAG 0x16 +#define OBJTYPE_BEGINOBJECTIVE 0x17 +#define OBJTYPE_ENDOBJECTIVE 0x18 +#define OBJECTIVETYPE_DESTROYOBJ 0x19 +#define OBJECTIVETYPE_COMPFLAGS 0x1a +#define OBJECTIVETYPE_FAILFLAGS 0x1b +#define OBJECTIVETYPE_COLLECTOBJ 0x1c +#define OBJECTIVETYPE_THROWOBJ 0x1d +#define OBJECTIVETYPE_HOLOGRAPH 0x1e +#define OBJECTIVETYPE_1F 0x1f +#define OBJECTIVETYPE_ENTERROOM 0x20 +#define OBJECTIVETYPE_ATTACHOBJ 0x21 +#define OBJTYPE_22 0x22 +#define OBJTYPE_BRIEFING 0x23 +#define OBJTYPE_24 0x24 +#define OBJTYPE_RENAMEOBJ 0x25 +#define OBJTYPE_26 0x26 +#define OBJTYPE_TRUCK 0x27 +#define OBJTYPE_HELI 0x28 +#define OBJTYPE_29 0x29 +#define OBJTYPE_GLASS 0x2a +#define OBJTYPE_2B 0x2b +#define OBJTYPE_2C 0x2c +#define OBJTYPE_2D 0x2d +#define OBJTYPE_CAMERA2 0x2e +#define OBJTYPE_TINTEDGLASS 0x2f +#define OBJTYPE_LIFT 0x30 +#define OBJTYPE_LINKSCENERY 0x31 +#define OBJTYPE_LINKPATHS 0x32 +#define OBJTYPE_HOVERBIKE 0x33 +#define OBJTYPE_END 0x34 +#define OBJTYPE_HOVERPROP 0x35 +#define OBJTYPE_VENTFAN 0x36 +#define OBJTYPE_HOVERCAR 0x37 +#define OBJTYPE_PADEFFECT 0x38 +#define OBJTYPE_CHOPPER 0x39 +#define OBJTYPE_MINE 0x3a +#define OBJTYPE_ESCALATOR 0x3b + +#define OBJECTIVE_INCOMPLETE 0 +#define OBJECTIVE_COMPLETE 1 +#define OBJECTIVE_FAILED 2 + +#define OPERATOR_LESS_THAN 0 +#define OPERATOR_GREATER_THAN 1 + +#define OPTION_FORWARDPITCH 0x0001 +#define OPTION_LOOKAHEAD 0x0002 +#define OPTION_SIGHTONSCREEN 0x0004 +#define OPTION_AUTOAIM 0x0008 +#define OPTION_AIMCONTROL 0x0010 +#define OPTION_AMMOONSCREEN 0x0020 +#define OPTION_SHOWGUNFUNCTION 0x0040 +#define OPTION_HEADROLL 0x0080 +#define OPTION_ALWAYSSHOWTARGET 0x0200 +#define OPTION_SHOWZOOMRANGE 0x0400 +#define OPTION_PAINTBALL 0x0800 +#define OPTION_SHOWMISSIONTIME 0x8000 + +#define OUTFIT_DEFAULT 0x00 +#define OUTFIT_ELVIS 0x01 +#define OUTFIT_TRENT 0x02 // unused +#define OUTFIT_TRENCH 0x03 +#define OUTFIT_FROCK_RIPPED 0x04 +#define OUTFIT_FROCK 0x05 +#define OUTFIT_LEATHER 0x06 +#define OUTFIT_DEEPSEA 0x07 +#define OUTFIT_WETSUIT 0x08 +#define OUTFIT_SNOW 0x09 +#define OUTFIT_LAB 0x0a +#define OUTFIT_STEWARDESS 0x0b +#define OUTFIT_MRBLONDE 0x0c +#define OUTFIT_MAIAN 0x0d +#define OUTFIT_NEGOTIATOR 0x0e // unused by scripts + +#define PAD_PRESET 9000 + +#define PADEFFECT_SPARKS 0x00 +#define PADEFFECT_01 0x01 // used only in Escape on a pad containing nothing +#define PADEFFECT_SPLASH 0x02 +#define PADEFFECT_SPARKS2 0x03 +#define PADEFFECT_SMOKE 0x04 +#define PADEFFECT_SMOKE_TEMPORARY 0x05 + +#define PADFIELD_POS 0x0002 +#define PADFIELD_LOOK 0x0004 +#define PADFIELD_UP 0x0008 +#define PADFIELD_NORMAL 0x0010 +#define PADFIELD_BBOX 0x0020 +#define PADFIELD_ROOM 0x0040 +#define PADFIELD_FLAGS 0x0080 +#define PADFIELD_LIFT 0x0100 + +#define PADFLAG_INTPOS 0x0001 +#define PADFLAG_UPALIGNTOX 0x0002 +#define PADFLAG_UPALIGNTOY 0x0004 +#define PADFLAG_UPALIGNTOZ 0x0008 +#define PADFLAG_UPALIGNINVERT 0x0010 +#define PADFLAG_LOOKALIGNTOX 0x0020 +#define PADFLAG_LOOKALIGNTOY 0x0040 +#define PADFLAG_LOOKALIGNTOZ 0x0080 +#define PADFLAG_LOOKALIGNINVERT 0x0100 +#define PADFLAG_HASBBOXDATA 0x0200 +#define PADFLAG_AIWAITLIFT 0x0400 +#define PADFLAG_AIONLIFT 0x0800 +#define PADFLAG_AIWALKDIRECT 0x1000 +#define PADFLAG_AIDROP 0x2000 +#define PADFLAG_AIDUCK 0x4000 + +#define PATHTYPE_BACKANDFORTH 0 +#define PATHTYPE_CIRCULAR 1 +#define PATHTYPE_FLYING 2 + +#define PLAYERFLAG_NOCONTROL 0x00000002 + +#define PROPFLAG_HIDDEN 0x04 + +#define PROPTYPE_OBJ 1 +#define PROPTYPE_DOOR 2 +#define PROPTYPE_CHR 3 +#define PROPTYPE_WEAPON 4 +#define PROPTYPE_EYESPY 5 +#define PROPTYPE_PLAYER 6 +#define PROPTYPE_7 7 + +#define RACE_HUMAN 0 +#define RACE_SKEDAR 1 +#define RACE_DRCAROLL 2 +#define RACE_EYESPY 3 +#define RACE_ROBOT 4 + +#define ROOMFLAG_00004000 0x00004000 +#define ROOMFLAG_00008000 0x00008000 + +#define SAVEFILEFLAG_USED_TRANSFERPAK 0x23 +#define SAVEFILEFLAG_CI_TOUR_DONE 0x24 +#define SAVEFILEFLAG_CI_HOLO7_DONE 0x29 +#define SAVEFILEFLAG_CI_HOLO6_DONE 0x2a +#define SAVEFILEFLAG_CI_HOLO5_DONE 0x2b +#define SAVEFILEFLAG_CI_HOLO4_DONE 0x2c +#define SAVEFILEFLAG_CI_HOLO3_DONE 0x2d +#define SAVEFILEFLAG_CI_HOLO2_DONE 0x2e +#define SAVEFILEFLAG_CI_HOLO1_DONE 0x2f +#define SAVEFILEFLAG_CI_CLOAK_DONE 0x30 +#define SAVEFILEFLAG_CI_DISGUISE_DONE 0x31 +#define SAVEFILEFLAG_CI_XRAY_DONE 0x32 +#define SAVEFILEFLAG_CI_IR_DONE 0x33 +#define SAVEFILEFLAG_CI_RTRACKER_DONE 0x34 +#define SAVEFILEFLAG_CI_DOORDECODER_DONE 0x35 +#define SAVEFILEFLAG_CI_NIGHTVISION_DONE 0x36 +#define SAVEFILEFLAG_CI_CAMSPY_DONE 0x37 +#define SAVEFILEFLAG_CI_ECMMINE_DONE 0x38 +#define SAVEFILEFLAG_CI_UPLINK_DONE 0x39 +#define SAVEFILEFLAG_CI_TOUR_STARTED 0x3a +#define SAVEFILEFLAG_CRASHSITE_BIKE 0x3b +#define SAVEFILEFLAG_DEFENSE_JON 0x3c +#define SAVEFILEFLAG_AF1_ENTRY 0x3d +#define SAVEFILEFLAG_RESCUE_MECHANIC_DEAD 0x3e +#define SAVEFILEFLAG_G5_MINE 0x3f // true if thrown on top door + +#define SCREENRATIO_NORMAL 0 +#define SCREENRATIO_16_9 1 + +#define SCREENSIZE_FULL 0 +#define SCREENSIZE_WIDE 1 +#define SCREENSIZE_CINEMA 2 + +#define SCREENSPLIT_HORIZONTAL 0 +#define SCREENSPLIT_VERTICAL 1 + #define SIMTYPE_GENERAL 0 #define SIMTYPE_PEACE 1 #define SIMTYPE_SHIELD 2 @@ -1915,6 +1556,46 @@ #define SIMTYPE_TURTLE 11 #define SIMTYPE_VENGE 12 +#define SMOKETYPE_0 0 +#define SMOKETYPE_1 1 +#define SMOKETYPE_2 2 +#define SMOKETYPE_3 3 +#define SMOKETYPE_4 4 +#define SMOKETYPE_5 5 +#define SMOKETYPE_6 6 +#define SMOKETYPE_7 7 + +#define SOLOSTAGEINDEX_DEFECTION 0 +#define SOLOSTAGEINDEX_INVESTIGATION 1 +#define SOLOSTAGEINDEX_EXTRACTION 2 +#define SOLOSTAGEINDEX_VILLA 3 +#define SOLOSTAGEINDEX_CHICAGO 4 +#define SOLOSTAGEINDEX_G5BUILDING 5 +#define SOLOSTAGEINDEX_INFILTRATION 6 +#define SOLOSTAGEINDEX_RESCUE 7 +#define SOLOSTAGEINDEX_ESCAPE 8 +#define SOLOSTAGEINDEX_AIRBASE 9 +#define SOLOSTAGEINDEX_AIRFORCEONE 10 +#define SOLOSTAGEINDEX_CRASHSITE 11 +#define SOLOSTAGEINDEX_PELAGIC 12 +#define SOLOSTAGEINDEX_DEEPSEA 13 +#define SOLOSTAGEINDEX_DEFENSE 14 +#define SOLOSTAGEINDEX_ATTACKSHIP 15 +#define SOLOSTAGEINDEX_SKEDARRUINS 16 +#define SOLOSTAGEINDEX_MBR 17 +#define SOLOSTAGEINDEX_MAIANSOS 18 +#define SOLOSTAGEINDEX_WAR 19 +#define SOLOSTAGEINDEX_DUEL 20 + +#define SOUNDMODE_MONO 0 +#define SOUNDMODE_STEREO 1 +#define SOUNDMODE_HEADPHONE 2 +#define SOUNDMODE_SURROUND 3 + +#define SPEED_WALK 0 +#define SPEED_JOG 1 +#define SPEED_RUN 2 + #define SQUADRON_00 0x00 #define SQUADRON_01 0x01 #define SQUADRON_02 0x02 @@ -1932,6 +1613,124 @@ #define SQUADRON_0E 0x0e #define SQUADRON_0F 0x0f +#define STAGE_MAIANSOS 0x09 +#define STAGE_TEST_SILO 0x14 +#define STAGE_WAR 0x16 +#define STAGE_MP_RAVINE 0x17 +#define STAGE_TEST_ARCH 0x18 +#define STAGE_ESCAPE 0x19 +#define STAGE_TEST_DEST 0x1a +#define STAGE_RETAKING 0x1b +#define STAGE_CRASHSITE 0x1c +#define STAGE_CHICAGO 0x1d +#define STAGE_G5BUILDING 0x1e +#define STAGE_MP_COMPLEX 0x1f +#define STAGE_MP_G5BUILDING 0x20 +#define STAGE_PELAGIC 0x21 +#define STAGE_EXTRACTION 0x22 +#define STAGE_TEST_RUN 0x23 +#define STAGE_MP_TEMPLE 0x25 +#define STAGE_CITRAINING 0x26 +#define STAGE_AIRBASE 0x27 +#define STAGE_MP_PIPES 0x29 +#define STAGE_SKEDARRUINS 0x2a +#define STAGE_VILLA 0x2c +#define STAGE_DEFENSE 0x2d +#define STAGE_TEST_ASH 0x2e +#define STAGE_INFILTRATION 0x2f +#define STAGE_DEFECTION 0x30 +#define STAGE_AIRFORCEONE 0x31 +#define STAGE_MP_SKEDAR 0x32 +#define STAGE_INVESTIGATION 0x33 +#define STAGE_ATTACKSHIP 0x34 +#define STAGE_RESCUE 0x35 +#define STAGE_TEST_LEN 0x36 +#define STAGE_MBR 0x37 +#define STAGE_DEEPSEA 0x38 +#define STAGE_MP_BASE 0x39 +#define STAGE_TEST_MP2 0x3a +#define STAGE_MP_AREA52 0x3b +#define STAGE_MP_WAREHOUSE 0x3c +#define STAGE_MP_CARPARK 0x3d +#define STAGE_TEST_MP6 0x3e +#define STAGE_TEST_MP7 0x3f +#define STAGE_TEST_MP8 0x40 +#define STAGE_MP_RUINS 0x41 +#define STAGE_MP_SEWERS 0x42 +#define STAGE_MP_FELICITY 0x43 +#define STAGE_MP_FORTRESS 0x44 +#define STAGE_MP_VILLA 0x45 +#define STAGE_TEST_MP14 0x46 +#define STAGE_MP_GRID 0x47 +#define STAGE_TEST_MP16 0x48 +#define STAGE_TEST_MP17 0x49 +#define STAGE_TEST_MP18 0x4a +#define STAGE_TEST_MP19 0x4b +#define STAGE_TEST_MP20 0x4c +#define STAGE_TEST_UFF 0x4d +#define STAGE_TEST_OLD 0x4e +#define STAGE_DUEL 0x4f +#define STAGE_TEST_LAM 0x50 + +#define STAGEINDEX_MAIANSOS 0x00 +#define STAGEINDEX_TEST_SILO 0x01 +#define STAGEINDEX_WAR 0x02 +#define STAGEINDEX_MP_RAVINE 0x03 +#define STAGEINDEX_TEST_ARCH 0x04 +#define STAGEINDEX_ESCAPE 0x05 +#define STAGEINDEX_TEST_DEST 0x06 +#define STAGEINDEX_RETAKING 0x07 +#define STAGEINDEX_CRASHSITE 0x08 +#define STAGEINDEX_CHICAGO 0x09 +#define STAGEINDEX_G5BUILDING 0x0a +#define STAGEINDEX_MP_COMPLEX 0x0b +#define STAGEINDEX_MP_G5BUILDING 0x0c +#define STAGEINDEX_PELAGIC 0x0d +#define STAGEINDEX_EXTRACTION 0x0e +#define STAGEINDEX_TEST_RUN 0x0f +#define STAGEINDEX_MP_TEMPLE 0x11 +#define STAGEINDEX_CITRAINING 0x12 +#define STAGEINDEX_AIRBASE 0x13 +#define STAGEINDEX_MP_PIPES 0x15 +#define STAGEINDEX_SKEDARRUINS 0x16 +#define STAGEINDEX_VILLA 0x18 +#define STAGEINDEX_DEFENSE 0x19 +#define STAGEINDEX_TEST_ASH 0x1a +#define STAGEINDEX_INFILTRATION 0x1b +#define STAGEINDEX_DEFECTION 0x1c +#define STAGEINDEX_AIRFORCEONE 0x1d +#define STAGEINDEX_MP_SKEDAR 0x1e +#define STAGEINDEX_INVESTIGATION 0x1f +#define STAGEINDEX_ATTACKSHIP 0x20 +#define STAGEINDEX_RESCUE 0x21 +#define STAGEINDEX_TEST_LEN 0x22 +#define STAGEINDEX_MBR 0x23 +#define STAGEINDEX_DEEPSEA 0x24 +#define STAGEINDEX_TEST_UFF 0x25 +#define STAGEINDEX_TEST_OLD 0x26 +#define STAGEINDEX_DUEL 0x27 +#define STAGEINDEX_TEST_LAM 0x28 +#define STAGEINDEX_MP_BASE 0x29 +#define STAGEINDEX_TEST_MP2 0x2a +#define STAGEINDEX_MP_AREA52 0x2b +#define STAGEINDEX_MP_WAREHOUSE 0x2c +#define STAGEINDEX_MP_CARPARK 0x2d +#define STAGEINDEX_TEST_MP6 0x2e +#define STAGEINDEX_TEST_MP7 0x2f +#define STAGEINDEX_TEST_MP8 0x30 +#define STAGEINDEX_MP_RUINS 0x31 +#define STAGEINDEX_MP_SEWERS 0x32 +#define STAGEINDEX_MP_FELICITY 0x33 +#define STAGEINDEX_MP_FORTRESS 0x34 +#define STAGEINDEX_MP_VILLA 0x35 +#define STAGEINDEX_TEST_MP14 0x36 +#define STAGEINDEX_MP_GRID 0x37 +#define STAGEINDEX_TEST_MP16 0x38 +#define STAGEINDEX_TEST_MP17 0x39 +#define STAGEINDEX_TEST_MP18 0x3a +#define STAGEINDEX_TEST_MP19 0x3b +#define STAGEINDEX_TEST_MP20 0x3c + #define TEAM_00 0x00 #define TEAM_01 0x01 #define TEAM_ENEMY 0x02 @@ -1942,77 +1741,258 @@ #define TEAM_32 0x32 #define TEAM_NONCOMBAT 0x80 -// Animations -//.set ANIM_, 0x0000: idle -#define ANIM_TWO_GUN_HOLD 0x0001 -#define ANIM_SURRENDER_002E 0x002e -#define ANIM_TALKING_003D 0x003d -//.set ANIM_, 0x0066: arms up action then move forward -#define ANIM_TALKING_0098 0x0098 -#define ANIM_YAWN 0x009a -#define ANIM_SCRATCH_HEAD 0x009b -#define ANIM_ROLL_HEAD 0x009c -#define ANIM_GRAB_CROTCH 0x009d -#define ANIM_GRAB_BUTT 0x009e -#define ANIM_SNEEZE 0x009f -#define ANIM_TALKING_00A0 0x00a0 -//.set ANIM_, 0x00a1: two handed gun, taunting a bit -#define ANIM_TALKING_00A3 0x00a3 -#define ANIM_PUSH_BUTTON 0x00ac -#define ANIM_STANDING_TYPE_ONE_HAND 0x00af -//.set ANIM_, 0x00e1: look up -//.set ANIM_, 0x0156: Jo in Defection intro -//.set ANIM_, 0x0166: Jo in G5 intro -//.set ANIM_, 0x0167: Guard in G5 intro -//.set ANIM_, 0x0179: Jo in Chicago outro -//.set ANIM_, 0x0197: Jo in G5 outro -//.set ANIM_, 0x01d5: Jo in Deep Sea mid cutscene -//.set ANIM_, 0x01d6: Elvis in Deep Sea mid cutscene -//.set ANIM_, 0x01d7: Dr Caroll in Deep Sea mid cutscene -#define ANIM_COWER_01F5 0x01f5 -#define ANIM_STAND_UP_FROM_SITTING 0x01fa -#define ANIM_SITTING_TYPING 0x01fb -//.set ANIM_, 0x01fd: slow aim and walk forward -#define ANIM_RELOAD 0x01ff -#define ANIM_DONT_SHOOT 0x0201 -#define ANIM_SURPRISED_0202 0x0202 -#define ANIM_OPERATE_0204 0x0204 -#define ANIM_OPERATE_0205 0x0205 -#define ANIM_OPERATE_0206 0x0206 -#define ANIM_SMOKE_CIGARETTE 0x0207 -#define ANIM_RELOAD_0209 0x0209 -//.set ANIM_, 0x020b: laying on floor -//.set ANIM_, 0x020c: seated dead on floor -#define ANIM_OPERATE_0221 0x0221 // point with right arm -#define ANIM_OPERATE_0222 0x0222 // push button with right hand -#define ANIM_OPERATE_0223 0x0223 // right arm up, waggle for a bit -#define ANIM_WALK_BACKWARDS 0x0226 -#define ANIM_SITTING_DORMANT 0x0227 -#define ANIM_BLINDED 0x0228 -#define ANIM_COWER_0229 0x0229 -//.set ANIM_, 0x022a: on floor face down -#define ANIM_TALKING_0231 0x0231 -#define ANIM_TALKING_0232 0x0232 -#define ANIM_TALKING_0233 0x0233 -#define ANIM_TALKING_0234 0x0234 -//.set ANIM_, 0x023a: scratch head -#define ANIM_HEAD_ROLL 0x023b -#define ANIM_PICK_UP_GUN 0x023d -#define ANIM_BIG_SNEEZE 0x023f -#define ANIM_DRAW_PISTOL_0245 0x0245 -#define ANIM_LOOK_AROUND_025B 0x025b -#define ANIM_LOOK_AROUND_025C 0x025c -#define ANIM_LOOK_AROUND_025D 0x025d -#define ANIM_LOOK_AROUND_025E 0x025e -#define ANIM_LOOK_AROUND_FRANTIC 0x025f -#define ANIM_SITTING_0265 0x0265 -//.set ANIM_, 0x0266: covering mouth looking -#define ANIM_SNIPING_0269 0x269 -#define ANIM_SNIPING_026A 0x26a -#define ANIM_SNIPING_026B 0x26b -#define ANIM_DRAW_PISTOL_0288 0x0288 -#define ANIM_DRAW_PISTOL_0289 0x0289 -//.set ANIM_, 0x02c4: Jo in Defense intro -//.set ANIM_, 0x0350: Skedar right up straight up -//.set ANIM_, 0x0351: Skedar stretching arms and lefts -#define ANIM_SKEDAR_COLLAPSE 0x0352 +#define TELEPORTSTATE_STARTING 1 +#define TELEPORTSTATE_3 3 +#define TELEPORTSTATE_4 4 + +#define WEAPON_NONE 0x00 +#define WEAPON_UNARMED 0x01 +#define WEAPON_FALCON2 0x02 +#define WEAPON_FALCON2_SILENCER 0x03 +#define WEAPON_FALCON2_SCOPE 0x04 +#define WEAPON_MAGSEC4 0x05 +#define WEAPON_MAULER 0x06 +#define WEAPON_PHOENIX 0x07 +#define WEAPON_DY357MAGNUM 0x08 +#define WEAPON_DY357LX 0x09 +#define WEAPON_CMP150 0x0a +#define WEAPON_CYCLONE 0x0b +#define WEAPON_CALLISTONTG 0x0c +#define WEAPON_RCP120 0x0d +#define WEAPON_LAPTOPGUN 0x0e +#define WEAPON_DRAGON 0x0f +#define WEAPON_K7AVENGER 0x10 +#define WEAPON_AR34 0x11 +#define WEAPON_SUPERDRAGON 0x12 +#define WEAPON_SHOTGUN 0x13 +#define WEAPON_REAPER 0x14 +#define WEAPON_SNIPERRIFLE 0x15 +#define WEAPON_FARSIGHTXR20 0x16 +#define WEAPON_DEVASTATOR 0x17 +#define WEAPON_ROCKETLAUNCHER 0x18 +#define WEAPON_SLAYER 0x19 +#define WEAPON_COMBATKNIFE 0x1a +#define WEAPON_CROSSBOW 0x1b +#define WEAPON_TRANQUILIZER 0x1c +#define WEAPON_LASER 0x1d +#define WEAPON_GRENADE 0x1e +#define WEAPON_NBOMB 0x1f +#define WEAPON_TIMEDMINE 0x20 +#define WEAPON_PROXIMITYMINE 0x21 +#define WEAPON_REMOTEMINE 0x22 +#define WEAPON_COMBATBOOST 0x23 +#define WEAPON_PP9I 0x24 +#define WEAPON_CC13 0x25 +#define WEAPON_KL01313 0x26 +#define WEAPON_KF7SPECIAL 0x27 +#define WEAPON_ZZT9MM 0x28 +#define WEAPON_DMC 0x29 +#define WEAPON_AR53 0x2a +#define WEAPON_RCP45 0x2b +#define WEAPON_PSYCHOSISGUN 0x2c +#define WEAPON_NIGHTVISION 0x2d +#define WEAPON_CAMSPY 0x2e +#define WEAPON_XRAYSCANNER 0x2f +#define WEAPON_IRSCANNER 0x30 +#define WEAPON_CLOAKINGDEVICE 0x31 +#define WEAPON_HORIZONSCANNER 0x32 +#define WEAPON_TESTER 0x33 +#define WEAPON_ROCKETLAUNCHER_34 0x34 +#define WEAPON_ECMMINE 0x35 +#define WEAPON_DATAUPLINK 0x36 +#define WEAPON_RTRACKER 0x37 +#define WEAPON_PRESIDENTSCANNER 0x38 +#define WEAPON_DOORDECODER 0x39 +#define WEAPON_AUTOSURGEON 0x3a +#define WEAPON_EXPLOSIVES 0x3b +#define WEAPON_SKEDARBOMB 0x3c +#define WEAPON_COMMSRIDER 0x3d +#define WEAPON_TRACERBUG 0x3e +#define WEAPON_TARGETAMPLIFIER 0x3f +#define WEAPON_DISGUISE40 0x40 +#define WEAPON_DISGUISE41 0x41 +#define WEAPON_FLIGHTPLANS 0x42 +#define WEAPON_RESEARCHTAPE 0x43 +#define WEAPON_BACKUPDISK 0x44 +#define WEAPON_KEYCARD45 0x45 +#define WEAPON_KEYCARD46 0x46 +#define WEAPON_KEYCARD47 0x47 +#define WEAPON_KEYCARD48 0x48 +#define WEAPON_KEYCARD49 0x49 +#define WEAPON_KEYCARD4A 0x4a +#define WEAPON_KEYCARD4B 0x4b +#define WEAPON_KEYCARD4C 0x4c +#define WEAPON_SUITCASE 0x4d +#define WEAPON_BRIEFCASE 0x4e +#define WEAPON_SHIELD 0x4f +#define WEAPON_NECKLACE 0x50 +#define WEAPON_HAMMER 0x51 +#define WEAPON_52 0x52 +#define WEAPON_ROCKET 0x53 +#define WEAPON_HOMINGROCKET 0x54 +#define WEAPON_GRENADEROUND 0x55 +#define WEAPON_BOLT 0x56 +#define WEAPON_BRIEFCASE2 0x57 +#define WEAPON_ROCKET2 0x58 +#define WEAPON_59 0x59 +#define WEAPON_5A 0x5a +#define WEAPON_5B 0x5b +#define WEAPON_5C 0x5c +#define WEAPON_SUICIDEPILL 0x5d + +#define WEAPONFLAG_00000010 0x00000010 + +// Heads and bodies +#define HEAD_RANDOM -1 +#define BODY_DJBOND 0x00 +#define BODY_CONNERY 0x01 +#define BODY_DALTON 0x02 +#define BODY_MOORE 0x03 +#define HEAD_DARK_COMBAT 0x04 +#define HEAD_ELVIS 0x05 +#define HEAD_ROSS 0x06 +#define HEAD_CARRINGTON 0x07 +#define HEAD_MRBLONDE 0x08 +#define HEAD_TRENT 0x09 +#define HEAD_DDSHOCK 0x0a +#define HEAD_GRAHAM 0x0b +#define HEAD_DARK_FROCK 0x0c +#define HEAD_SECRETARY 0x0d +#define HEAD_CASSANDRA 0x0e +#define HEAD_THEKING 0x0f +#define HEAD_FEM_GUARD 0x10 +#define HEAD_JON 0x11 +#define HEAD_MARK2 0x12 +#define HEAD_CHRIST 0x13 +#define HEAD_RUSS 0x14 +#define HEAD_GREY 0x15 +#define HEAD_DARLING 0x16 +#define HEAD_ROBERT 0x17 +#define HEAD_BEAU1 0x18 +#define HEAD_FEM_GUARD2 0x19 +#define HEAD_BRIAN 0x1a +#define HEAD_JAMIE 0x1b +#define HEAD_DUNCAN2 0x1c +#define HEAD_BIOTECH 0x1d +#define HEAD_NEIL2 0x1e +#define HEAD_EDMCG 0x1f +#define HEAD_ANKA 0x20 +#define HEAD_LESLIE_S 0x21 +#define HEAD_MATT_C 0x22 +#define HEAD_PEER_S 0x23 +#define HEAD_EILEEN_T 0x24 +#define HEAD_ANDY_R 0x25 +#define HEAD_BEN_R 0x26 +#define HEAD_STEVE_K 0x27 +#define HEAD_JONATHAN 0x28 +#define HEAD_MAIAN_S 0x29 +#define HEAD_SHAUN 0x2a +#define HEAD_BEAU2 0x2b +#define HEAD_EILEEN_H 0x2c +#define HEAD_SCOTT_H 0x2d +#define HEAD_SANCHEZ 0x2e +#define HEAD_DARKAQUA 0x2f +#define HEAD_DDSNIPER 0x30 +#define HEAD_BEAU3 0x31 +#define HEAD_BEAU4 0x32 +#define HEAD_BEAU5 0x33 +#define HEAD_BEAU6 0x34 +#define HEAD_GRIFFEY 0x35 +#define HEAD_MOTO 0x36 +#define HEAD_KEITH 0x37 +#define HEAD_WINNER 0x38 +#define HEAD_A51FACEPLATE 0x39 +#define HEAD_ELVIS_GOGS 0x3a +#define HEAD_STEVEM 0x3b +#define HEAD_DARK_SNOW 0x3c +#define HEAD_PRESIDENT 0x3d +#define HEAD_VD 0x3e +#define HEAD_KEN 0x3f +#define HEAD_JOEL 0x40 +#define HEAD_TIM 0x41 +#define HEAD_GRANT 0x42 +#define HEAD_PENNY 0x43 +#define HEAD_ROBIN 0x44 +#define HEAD_ALEX 0x45 +#define HEAD_JULIANNE 0x46 +#define HEAD_LAURA 0x47 +#define HEAD_DAVEC 0x48 +#define HEAD_COOK 0x49 +#define HEAD_PRYCE 0x4a +#define HEAD_SILKE 0x4b +#define HEAD_SMITH 0x4c +#define HEAD_GARETH 0x4d +#define HEAD_MURCHIE 0x4e +#define HEAD_WONG 0x4f +#define HEAD_CARTER 0x50 +#define HEAD_TINTIN 0x51 +#define HEAD_MUNTON 0x52 +#define HEAD_STAMPER 0x53 +#define HEAD_JONES 0x54 +#define HEAD_PHELPS 0x55 +#define BODY_DARK_COMBAT 0x56 +#define BODY_ELVIS1 0x57 +#define BODY_AREA51GUARD 0x58 +#define BODY_OVERALL 0x59 +#define BODY_CARRINGTON 0x5a +#define BODY_MRBLONDE 0x5b +#define BODY_SKEDAR 0x5c +#define BODY_TRENT 0x5d +#define BODY_DDSHOCK 0x5e +#define BODY_LABTECH 0x5f +#define BODY_STRIPES 0x60 +#define BODY_DARK_FROCK 0x61 +#define BODY_DARK_TRENCH 0x62 +#define BODY_OFFICEWORKER 0x63 +#define BODY_OFFICEWORKER2 0x64 +#define BODY_SECRETARY 0x65 +#define BODY_CASSANDRA 0x66 +#define BODY_THEKING 0x67 +#define BODY_FEM_GUARD 0x68 +#define BODY_DD_LABTECH 0x69 +#define BODY_DD_SECGUARD 0x6a +#define BODY_DRCAROLL 0x6b +#define BODY_EYESPY 0x6c +#define BODY_DARK_RIPPED 0x6d +#define BODY_DD_GUARD 0x6e +#define BODY_DD_SHOCK_INF 0x6f +#define BODY_TESTCHR 0x70 +#define BODY_BIOTECH 0x71 +#define BODY_FBIGUY 0x72 +#define BODY_CIAGUY 0x73 +#define BODY_A51TROOPER 0x74 +#define BODY_A51AIRMAN 0x75 +#define BODY_CHICROB 0x76 +#define BODY_STEWARD 0x77 +#define BODY_STEWARDESS 0x78 +#define BODY_PRESIDENT 0x79 +#define BODY_STEWARDESS_COAT 0x7a +#define BODY_MINISKEDAR 0x7b +#define BODY_NSA_LACKEY 0x7c +#define BODY_PRES_SECURITY 0x7d +#define BODY_NEGOTIATOR 0x7e +#define BODY_G5_GUARD 0x7f +#define BODY_PELAGIC_GUARD 0x80 +#define BODY_G5_SWAT_GUARD 0x81 +#define BODY_ALASKAN_GUARD 0x82 +#define BODY_MAIAN_SOLDIER 0x83 +#define BODY_PRESIDENT_CLONE 0x84 +#define BODY_PRESIDENT_CLONE2 0x85 +#define BODY_DARK_AF1 0x86 +#define BODY_DARKWET 0x87 +#define BODY_DARKAQUALUNG 0x88 +#define BODY_DARKSNOW 0x89 +#define BODY_DARKLAB 0x8a +#define BODY_FEMLABTECH 0x8b +#define BODY_DDSNIPER 0x8c +#define BODY_PILOTAF1 0x8d +#define BODY_CILABTECH 0x8e +#define BODY_CIFEMTECH 0x8f +#define BODY_CARREVENINGSUIT 0x90 +#define BODY_JONATHAN 0x91 +#define BODY_CISOLDIER 0x92 +#define BODY_SKEDARKING 0x93 +#define BODY_ELVISWAISTCOAT 0x94 +#define BODY_DARK_LEATHER 0x95 +#define BODY_DARK_NEGOTIATOR 0x96 +