// ----------------------------------------------------------------------- // // // MODULE : SFXMsgIDs.h // // PURPOSE : Special FX message ids // // CREATED : 10/28/97 // // ----------------------------------------------------------------------- // #ifndef __SFX_MSG_IDS_H__ #define __SFX_MSG_IDS_H__ // MID_SPECIAL_FX is the server->client message id used with special fx. // // NOTE: If you use sfx you CAN NOT use the value of MID_SPECIAL_FX as any // other server->client message id. #define MID_SPECIAL_FX 16 // SpecialFX types... // // The first DBYTE in the message associated with the HMESSAGEREAD parameter // passed to CSFXMgr::HandleSFXMsg() must be one of the following values: #define SFX_POLYGRID_ID 1 #define SFX_SMOKETRAIL_ID 2 #define SFX_PARTICLESYSTEM_ID 3 #define SFX_REMOVE_ID 4 #define SFX_MARK_ID 5 #define SFX_ROCKETFLARE_ID 6 #define SFX_RAIN_ID 7 #define SFX_TRACER_ID 8 #define SFX_LASER_ID 9 #define SFX_WEAPON_ID 10 #define SFX_SHELLIMPACT_ID 11 #define SFX_SPARKS_ID 12 #define SFX_LINESYSTEM_ID 13 #define SFX_CASTLINE_ID 14 #define SFX_SINGULARITY_ID 15 #define SFX_FIRE_ID 16 #define SFX_GRENADEEXPLOSION_ID 17 #define SFX_SMOKETRAILSEG_ID 18 #define SFX_VOLUMEBRUSH_ID 19 #define SFX_TRIPLASER_ID 20 #define SFX_BLOODTRAIL_ID 21 #define SFX_BLOODTRAILSEG_ID 22 #define SFX_SMOKE_ID 23 #define SFX_SMOKEPUFF_ID 24 #define SFX_SMOKEIMPACT_ID 25 #define SFX_LIQUIDSTREAM_ID 26 #define SFX_FRAGMENTS_ID 27 #define SFX_SPLASH_ID 28 #define SFX_RIPPLE_ID 29 #define SFX_CAMERA_ID 30 #define SFX_EXPLOSION_ID 31 #define SFX_EXPLOSIONSPRITE_ID 32 #define SFX_EXPLOSIONRING_ID 33 #define SFX_EXPLOSIONWAVE_ID 34 #define SFX_EXPLOSIONLIGHT_ID 35 #define SFX_EXPLOSIONFRAG_ID 36 #define SFX_EXPLOSIONFX_ID 37 #define SFX_LIGHT_ID 38 #define SFX_BLOODSPLAT_ID 39 #define SFX_PARTICLEEXPLOSION_ID 40 #define SFX_WEAPONPOWERUP_ID 41 #define SFX_GIB_ID 42 #define SFX_EXPLOSIONFLAME_ID 43 #define SFX_PARTICLESTREAM_ID 44 #define SFX_DEBUGLINE_ID 45 #define SFX_LIGHTNING_ID 46 #define SFX_LIGHTNINGSEG_ID 47 #define SFX_LASERBEAM_ID 48 #define SFX_WARPGATESPRITE_ID 49 #define SFX_WARPGATEPARTICLE_ID 50 #define SFX_OBJECTFX_ID 51 #define SFX_OBJECTPARTICLES_ID 52 #define SFX_SHELLCASING_ID 53 #define SFX_POWERUP_ID 54 #define SFX_FLASHLIGHT_ID 55 #define SFX_WEAPONSOUND_ID 56 #define SFX_WEAPONHANDMODEL_ID 57 #define SFX_ORBCAM_ID 58 #define SFX_DESTRUCTABLEMODEL 59 #ifdef _ADD_ON #define SFX_FLAYER_CHAIN_ID 60 #endif // Weapon special effect IDs // ---- Firing source effects or travel effects #define WFX_MUZZLESMOKE 0x00000001 #define WFX_MUZZLELIGHT 0x00000002 #define WFX_EJECTSHELL 0x00000004 #define WFX_LEFTHANDED 0x00000008 #define WFX_TRACER 0x00000010 #define WFX_PARTICLETRAIL 0x00000020 // ---- Firing dest effects #define WFX_MARK 0x00010000 #define WFX_FLASH 0x00020000 #define WFX_SPARKS 0x00040000 #define WFX_SPLASH 0x00080000 #define WFX_SMOKE 0x00100000 #define WFX_SOUND 0x00200000 #define WFX_BLOODSPLAT 0x00400000 #define WFX_BLOODSPURT 0x00800000 #define WFX_EXPLOSION 0x01000000 #define WFX_FRAGMENTS 0x02000000 #define WFX_IMPACTLIGHT 0x04000000 #define WFX_SCREENSHAKE 0x08000000 // ---- Extra data flags #define WFX_EXTRA_AMMOTYPE 0x00000001 #define WFX_EXTRA_SURFACETYPE 0x00000002 #define WFX_EXTRA_EXPTYPE 0x00000004 #define WFX_EXTRA_DAMAGE 0x00000008 #define WFX_EXTRA_DENSITY 0x00000010 #define WFX_EXTRA_COLOR1 0x00000020 #define WFX_EXTRA_COLOR2 0x00000040 #define WFX_EXTRA_LIGHTCOLOR1 0x00000080 #define WFX_EXTRA_LIGHTCOLOR2 0x00000100 // Explosion types #define EXP_DEFAULT_SMALL 0 #define EXP_DEFAULT_MEDIUM 1 #define EXP_DEFAULT_LARGE 2 #define EXP_GRENADE 3 #define EXP_NAPALM_PRIMARY 4 #define EXP_NAPALM_ALT 5 #define EXP_NAPALM_FIREBALL 6 #define EXP_TESLA_PRIMARY 7 #define EXP_TESLA_ALT 8 #define EXP_HOWITZER_PRIMARY 9 #define EXP_HOWITZER_ALT 10 #define EXP_HOWITZER_MINI 11 #define EXP_FLAME_SMALL 12 #define EXP_FLARE_FIZZLE 13 #define EXP_FLARE_BURST 14 #define EXP_FLARE_FRAG 15 #define EXP_LIFELEECH_PRIMARY 16 #define EXP_LIFELEECH_ALT 17 #define EXP_SINGULARITY_PRIMARY 18 #define EXP_SHOCKBALL 19 #define EXP_SHOCKBALL_LARGE 20 #define EXP_ORB_BREAK 21 #define EXP_DIVINE_SHOCKBALL 22 #define EXP_RIFT_1 23 #define EXP_RIFT_2 24 #define EXP_DEATHRAY_PRIMARY 25 #define EXP_BUGSPRAY_PRIMARY 26 #define EXP_BUGSPRAY_ALT 27 #define EXP_NAGA_EYE_BEAM 28 #define EXP_NAGA_SPIKE 29 #define EXP_NAGA_STONE_CHUNK 30 #define EXP_NAGA_POUND_GROUND 31 #ifdef _ADD_ON #define EXP_GAS_GRENADE 32 #define EXP_FLAYER_PRIMARY 33 #define EXP_FLAYER_ALT 34 #define EXP_FLAYER_RETRACT 35 #define EXP_FLAYER_SHATTER 36 #endif // Object FX types #define OBJFX_NONE 0 #define OBJFX_SMOKETRAIL_1 1 #define OBJFX_SMOKETRAIL_2 2 #define OBJFX_FIRETRAIL_1 3 #define OBJFX_FIRETRAIL_2 4 #define OBJFX_FIRETRAIL_3 5 #define OBJFX_SPARKS_1 6 #define OBJFX_SPARKS_2 7 #define OBJFX_SPARKS_3 8 #define OBJFX_SINGULARITY_1 9 #define OBJFX_SINGULARITY_2 10 #define OBJFX_SINGULARITY_3 11 #define OBJFX_VOODOO_1 12 #define OBJFX_VOODOO_2 13 #define OBJFX_VOODOO_3 14 #define OBJFX_VOODOO_4 15 #define OBJFX_VOODOO_5 16 #define OBJFX_VOODOO_6 17 #define OBJFX_HEAL_1 18 #define OBJFX_SHIELD_1 19 #define OBJFX_SMOKING_1 20 #define OBJFX_SMOKING_2 21 #define OBJFX_SMOKING_3 22 #define OBJFX_FLAMING_1 23 #define OBJFX_FLAMING_2 24 #define OBJFX_FLAMING_3 25 #define OBJFX_GROUNDFLAME_1 26 #define OBJFX_GROUNDFLAME_2 27 #define OBJFX_STAFFTRAIL_1 28 #define OBJFX_STAFFTRAIL_2 29 #define OBJFX_STAFFTRAIL_3 30 #define OBJFX_BUGSPRAY_1 31 #define OBJFX_BUGSPRAY_2 32 #define OBJFX_ORBTRAIL_1 33 #define OBJFX_ORBTRAIL_2 34 #define OBJFX_ENERGYWALL_1 35 #define OBJFX_POWERUP_1 36 #define OBJFX_DEATHRAY_RING_1 37 #define OBJFX_DEATHRAY_RING_2 38 #define OBJFX_ELECTRIC_1 39 #ifdef _ADD_ON #define OBJFX_GREEN_SMOKE 40 #define OBJFX_BLOOD_TRAIL_1 41 #endif // Object FX scale defines #define OBJFX_SCALERADIUS 0x0001 #define OBJFX_SCALEPOSRADIUS 0x0002 #define OBJFX_SCALEOFFSET 0x0004 #define OBJFX_SCALERAMPTIMES 0x0008 #define OBJFX_SCALEDURATION 0x0010 #define OBJFX_SCALENUMPARTICLES 0x0020 #define OBJFX_SCALEDENSITY 0x0040 #define OBJFX_SCALEVELOCITY 0x0080 #define OBJFX_SCALELIFETIME 0x0100 #define OBJFX_SCALEROTATIONS 0x0200 #define OBJFX_SCALEGRAVITY 0x0400 #define OBJFX_SCALEADDDELAY 0x0800 // Laser types #define LASER_RED_SMALL 0 #define LASER_RED_LARGE 1 #define LASER_GREEN_SMALL 2 #define LASER_GREEN_LARGE 3 #define LASER_BLUE_SMALL 4 #define LASER_BLUE_LARGE 5 #define LASER_WHITE_SMALL 6 #define LASER_WHITE_LARGE 7 #define LASER_YELLOW_SMALL 8 #define LASER_YELLOW_LARGE 9 #define LASER_ORANGE_SMALL 10 #define LASER_ORANGE_LARGE 11 #define LASER_PURPLE_SMALL 12 #define LASER_PURPLE_LARGE 13 // Lightning types #define LIGHTNING_SHAPE_RANDOM 0 #define LIGHTNING_SHAPE_MIN 1 #define LIGHTNING_SHAPE_FLAT 1 #define LIGHTNING_SHAPE_BOXED 2 #define LIGHTNING_SHAPE_SPIRAL 3 #define LIGHTNING_SHAPE_STAR 4 #define LIGHTNING_SHAPE_MAX 4 #define LIGHTNING_FORM_RANDOM 0 #define LIGHTNING_FORM_MIN 1 #define LIGHTNING_FORM_WIDE2THIN 1 #define LIGHTNING_FORM_THIN2WIDE 2 #define LIGHTNING_FORM_THIN2THIN 3 #define LIGHTNING_FORM_WIDE2WIDE 4 #define LIGHTNING_FORM_MAX 4 #define LIGHTNING_TYPE_LOWSEG 0 #define LIGHTNING_TYPE_MEDSEG 1 #define LIGHTNING_TYPE_HIGHSEG 2 #endif // __SFX_MSG_IDS_H__