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Enums.cs
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public enum PlayerTeam
{
Neutral = 1,
Terrorist = 2,
CounterTerrorist = 3
}
public enum GlowRenderStyle_t
{
GLOWRENDERSTYLE_DEFAULT = 0,
GLOWRENDERSTYLE_RIMGLOW3D,
GLOWRENDERSTYLE_EDGE_HIGHLIGHT,
GLOWRENDERSTYLE_EDGE_HIGHLIGHT_PULSE,
};
public enum AimPoint
{
Head,
Chest,
Body,
Any
}
public enum PadStyle
{
Center,
Left,
Right
}
public enum CvarAction
{
Add,
Remove,
Update
}
public enum CONVAR_FLAGS
{
//-----------------------------------------------------------------------------
// ConVar flags
//-----------------------------------------------------------------------------
// The default, no flags at all
FCVAR_NONE = 0,
// Command to ConVars and ConCommands
// ConVar Systems
FCVAR_UNREGISTERED = (1 << 0),// If this is set, don't add to linked list, etc.
FCVAR_DEVELOPMENTONLY = (1 << 1), // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined.
FCVAR_GAMEDLL = (1 << 2),// defined by the game DLL
FCVAR_CLIENTDLL = (1 << 3), // defined by the client DLL
FCVAR_HIDDEN = (1 << 4),// Hidden. Doesn't appear in find or auto complete. Like DEVELOPMENTONLY, but can't be compiled out.
// ConVar only
FCVAR_PROTECTED = (1 << 5), // It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as value
FCVAR_SPONLY = (1 << 6), // This cvar cannot be changed by clients connected to a multiplayer server.
FCVAR_ARCHIVE = (1 << 7), // set to cause it to be saved to vars.rc
FCVAR_NOTIFY = (1 << 8),// notifies players when changed
FCVAR_USERINFO = (1 << 9), // changes the client's info string
FCVAR_PRINTABLEONLY = (1 << 10), // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS = (1 << 10), // When on concommands this allows remote clients to execute this cmd on the server.
// We are changing the default behavior of concommands to disallow execution by remote clients without
// this flag due to the number existing concommands that can lag or crash the server when clients abuse them.
FCVAR_UNLOGGED = (1 << 11), // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
FCVAR_NEVER_AS_STRING = (1 << 12), // never try to print that cvar
// It's a ConVar that's shared between the client and the server.
// At signon, the values of all such ConVars are sent from the server to the client (skipped for local
// client, of course )
// If a change is requested it must come from the console (i.e., no remote client changes)
// If a value is changed while a server is active, it's replicated to all connected clients
FCVAR_REPLICATED = (1 << 13), // server setting enforced on clients, TODO rename to FCAR_SERVER at some time
FCVAR_CHEAT = (1 << 14), // Only useable in singleplayer / debug / multiplayer & sv_cheats
FCVAR_SS = (1 << 15), // causes varnameN where N == 2 through max splitscreen slots for mod to be autogenerated
FCVAR_DEMO = (1 << 16), // record this cvar when starting a demo file
FCVAR_DONTRECORD = (1 << 17), // don't record these command in demofiles
FCVAR_SS_ADDED = (1 << 18), // This is one of the "added" FCVAR_SS variables for the splitscreen players
FCVAR_RELEASE = (1 << 19), // Cvars tagged with this are the only cvars avaliable to customers
FCVAR_RELOAD_MATERIALS = (1 << 20),// If this cvar changes, it forces a material reload
FCVAR_RELOAD_TEXTURES = (1 << 21), // If this cvar changes, if forces a texture reload
FCVAR_NOT_CONNECTED = (1 << 22), // cvar cannot be changed by a client that is connected to a server
FCVAR_MATERIAL_SYSTEM_THREAD = (1 << 23), // Indicates this cvar is read from the material system thread
FCVAR_ARCHIVE_GAMECONSOLE = (1 << 24), // cvar written to config.cfg on the Xbox
FCVAR_SERVER_CAN_EXECUTE = (1 << 28),// the server is allowed to execute this command on clients via ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd.
FCVAR_SERVER_CANNOT_QUERY = (1 << 29),// If this is set, then the server is not allowed to query this cvar's value (via IServerPluginHelpers::StartQueryCvarValue).
FCVAR_CLIENTCMD_CAN_EXECUTE = (1 << 30), // IVEngineClient::ClientCmd is allowed to execute this command.
// Note: IVEngineClient::ClientCmd_Unrestricted can run any client command.
FCVAR_ACCESSIBLE_FROM_THREADS = (1 << 25), // used as a debugging tool necessary to check material system thread convars
// #define FCVAR_AVAILABLE (1<<26)
// #define FCVAR_AVAILABLE (1<<27)
// #define FCVAR_AVAILABLE (1<<31)
FCVAR_MATERIAL_THREAD_MASK = (FCVAR_RELOAD_MATERIALS | FCVAR_RELOAD_TEXTURES | FCVAR_MATERIAL_SYSTEM_THREAD)
}
//bool ConCommandBase::IsFlagSet(int flag) const
//{
// return (flag & m_nFlags ) ? true : false;
//}
/*
* //-----------------------------------------------------------------------------
// ConVar flags
//-----------------------------------------------------------------------------
// The default, no flags at all
#define FCVAR_NONE 0
// Command to ConVars and ConCommands
// ConVar Systems
#define FCVAR_UNREGISTERED (1<<0) // If this is set, don't add to linked list, etc.
#define FCVAR_DEVELOPMENTONLY (1<<1) // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined.
#define FCVAR_GAMEDLL (1<<2) // defined by the game DLL
#define FCVAR_CLIENTDLL (1<<3) // defined by the client DLL
#define FCVAR_HIDDEN (1<<4) // Hidden. Doesn't appear in find or auto complete. Like DEVELOPMENTONLY, but can't be compiled out.
// ConVar only
#define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as value
#define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server.
#define FCVAR_ARCHIVE (1<<7) // set to cause it to be saved to vars.rc
#define FCVAR_NOTIFY (1<<8) // notifies players when changed
#define FCVAR_USERINFO (1<<9) // changes the client's info string
#define FCVAR_PRINTABLEONLY (1<<10) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
#define FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS (1<<10) // When on concommands this allows remote clients to execute this cmd on the server.
// We are changing the default behavior of concommands to disallow execution by remote clients without
// this flag due to the number existing concommands that can lag or crash the server when clients abuse them.
#define FCVAR_UNLOGGED (1<<11) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
#define FCVAR_NEVER_AS_STRING (1<<12) // never try to print that cvar
// It's a ConVar that's shared between the client and the server.
// At signon, the values of all such ConVars are sent from the server to the client (skipped for local
// client, of course )
// If a change is requested it must come from the console (i.e., no remote client changes)
// If a value is changed while a server is active, it's replicated to all connected clients
#define FCVAR_REPLICATED (1<<13) // server setting enforced on clients, TODO rename to FCAR_SERVER at some time
#define FCVAR_CHEAT (1<<14) // Only useable in singleplayer / debug / multiplayer & sv_cheats
#define FCVAR_SS (1<<15) // causes varnameN where N == 2 through max splitscreen slots for mod to be autogenerated
#define FCVAR_DEMO (1<<16) // record this cvar when starting a demo file
#define FCVAR_DONTRECORD (1<<17) // don't record these command in demofiles
#define FCVAR_SS_ADDED (1<<18) // This is one of the "added" FCVAR_SS variables for the splitscreen players
#define FCVAR_RELEASE (1<<19) // Cvars tagged with this are the only cvars avaliable to customers
#define FCVAR_RELOAD_MATERIALS (1<<20) // If this cvar changes, it forces a material reload
#define FCVAR_RELOAD_TEXTURES (1<<21) // If this cvar changes, if forces a texture reload
#define FCVAR_NOT_CONNECTED (1<<22) // cvar cannot be changed by a client that is connected to a server
#define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) // Indicates this cvar is read from the material system thread
#define FCVAR_ARCHIVE_GAMECONSOLE (1<<24) // cvar written to config.cfg on the Xbox
#define FCVAR_SERVER_CAN_EXECUTE (1<<28)// the server is allowed to execute this command on clients via ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd.
#define FCVAR_SERVER_CANNOT_QUERY (1<<29)// If this is set, then the server is not allowed to query this cvar's value (via IServerPluginHelpers::StartQueryCvarValue).
#define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30) // IVEngineClient::ClientCmd is allowed to execute this command.
// Note: IVEngineClient::ClientCmd_Unrestricted can run any client command.
#define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) // used as a debugging tool necessary to check material system thread convars
// #define FCVAR_AVAILABLE (1<<26)
// #define FCVAR_AVAILABLE (1<<27)
// #define FCVAR_AVAILABLE (1<<31)
#define FCVAR_MATERIAL_THREAD_MASK ( FCVAR_RELOAD_MATERIALS | FCVAR_RELOAD_TEXTURES | FCVAR_MATERIAL_SYSTEM_THREAD ) */
public enum Skyboxes
{
cs_baggage_skybox_,
cs_tibet,
embassy,
italy,
jungle,
nukeblank,
office,
sky_cs15_daylight01_hdr,
sky_cs15_daylight02_hdr,
sky_cs15_daylight03_hdr,
sky_cs15_daylight04_hdr,
sky_csgo_cloudy01,
sky_csgo_night02,
sky_csgo_night02b,
sky_dust,
sky_venice,
vertigo,
vietnam
}
public enum BeamType
{
BEAM_POINTS = 0,
BEAM_ENTPOINT,
BEAM_ENTS,
BEAM_HOSE,
BEAM_SPLINE,
BEAM_LASER,
};
public enum UpdateResult
{
OK,
NewState,
LevelChanged,
Pending,
None
}
public enum ClientMode
{
Continue,
Return
}
public enum BeamClipStyle_t
{
kNOCLIP = 0, // don't clip (default)
kGEOCLIP = 1,
kMODELCLIP = 2,
kBEAMCLIPSTYLE_NUMBITS = 2, //< number of bits needed to represent this object
};
public enum Beam_Flags_h
{
FBEAM_STARTENTITY = 0x00000001,
FBEAM_ENDENTITY = 0x00000002,
FBEAM_FADEIN = 0x00000004,
FBEAM_FADEOUT = 0x00000008,
FBEAM_SINENOISE = 0x00000010,
FBEAM_SOLID = 0x00000020,
FBEAM_SHADEIN = 0x00000040,
FBEAM_SHADEOUT = 0x00000080,
FBEAM_ONLYNOISEONCE = 0x00000100, // Only calculate our noise once
FBEAM_NOTILE = 0x00000200,
FBEAM_USE_HITBOXES = 0x00000400, // Attachment indices represent hitbox indices instead when this is set.
FBEAM_STARTVISIBLE = 0x00000800, // Has this client actually seen this beam's start entity yet?
FBEAM_ENDVISIBLE = 0x00001000, // Has this client actually seen this beam's end entity yet?
FBEAM_ISACTIVE = 0x00002000,
FBEAM_FOREVER = 0x00004000,
FBEAM_HALOBEAM = 0x00008000, // When drawing a beam with a halo, don't ignore the segments and endwidth
FBEAM_REVERSED = 0x00010000,
};
public enum SignonState
{
None = 0, // Menu
Challenge = 1,
Connected = 2, // Server welcome message?
New = 3, // nfi when this is used
PreSpawn = 4, // Selecting team
Spawn = 5, // Spawn protected
Full = 6, // Can move, shoot, etc.
ChangingLevel = 7
}
public enum ModelScaleType_t
{
HIERARCHICAL_MODEL_SCALE,
NONHIERARCHICAL_MODEL_SCALE
};
public enum WeaponModelClassification_t
{
WEAPON_MODEL_IS_UNCLASSIFIED = 0,
WEAPON_MODEL_IS_VIEWMODEL,
WEAPON_MODEL_IS_WORLDMODEL,
WEAPON_MODEL_IS_DROPPEDMODEL,
WEAPON_MODEL_IS_UNRECOGNIZED
};
public enum WeaponHoldsPlayerAnimCapability_t
{
WEAPON_PLAYER_ANIMS_UNKNOWN = 0,
WEAPON_PLAYER_ANIMS_AVAILABLE,
WEAPON_PLAYER_ANIMS_NOT_AVAILABLE
};
public enum BONE
{
Head = 8,
Neck = 7,
Chest = 6,
Body = 5,
LShoulder = 11,
TRShoulder = 39,
CTRShoulder = 41,
}
public enum ObserverMode
{
OBS_MODE_NONE = 0, // not in spectator mode
OBS_MODE_DEATHCAM, // special mode for death cam animation
OBS_MODE_FREEZECAM, // zooms to a target, and freeze-frames on them
OBS_MODE_FIXED, // view from a fixed camera position
OBS_MODE_IN_EYE, // follow a player in first person view
OBS_MODE_CHASE, // follow a player in third person view
OBS_MODE_ROAMING, // free roaming
NUM_OBSERVER_MODES,
}
public enum WeaponClass
{
OTHER,
HEAVY,
SMG,
RIFLE,
SNIPER,
PISTOL,
KNIFE
}
//a couple are still missing, gonna add them later
public enum ItemDefinitionIndex
{
DEAGLE = 1,
DUALBERETTAS = 2,
FIVESEVEN = 3,
GLOCK18 = 4,
AK47 = 7,
AUG = 8,
AWP = 9,
FAMAS = 10,
G3SG1 = 11,
GALILAR = 13,
M249 = 14,
M4A4 = 16,
MAC10 = 17,
P90 = 19,
MP5SD = 23,
UMP45 = 24,
XM1014 = 25,
PPBIZON = 26,
MAG7 = 27,
NEGEV = 28,
SAWEDOFF = 29,
TEC9 = 30,
TASER = 31,
P2000 = 32,
MP7 = 33,
MP9 = 34,
NOVA = 35,
P250 = 36,
SCAR20 = 38,
SG553 = 39,
SSG08 = 40,
KNIFE = 42,
FLASHBANG = 43,
HEGRENADE = 44,
SMOKEGRENADE = 45,
MOLOTOV = 46,
DECOY = 47,
INCGRENADE = 48,
C4 = 49,
KNIFE_T = 59,
M4A1S = 60,
BROKENM4A1S = 262204,
USPS = 61,
CZ75AUTO = 63,
R8Revolver = 64,
KNIFE_BAYONET = 500,
KNIFE_FLIP = 505,
KNIFE_GUT = 506,
KNIFE_KARAMBIT = 507,
KNIFE_M9_BAYONET = 508,
KNIFE_TACTICAL = 509,
KNIFE_FALCHION = 512,
KNIFE_SURVIVAL_BOWIE = 514,
KNIFE_BUTTERFLY = 515,
KNIFE_PUSH = 516,
KNIFE_SURVIVAL = 518,// 9
KNIFE_URSUS = 519, // 10
KNIFE_GYPSY_JACKKNIFE = 520, // 11
KNIFE_NOMAD = 521,
KNIFE_STILETTO = 522, // 12
KNIFE_WIDOWMAKER = 523,
KNIFE_SKELETON = 525// 13
}
public enum GamePhase
{
GAMEPHASE_WARMUP_ROUND,
GAMEPHASE_PLAYING_STANDARD,
GAMEPHASE_PLAYING_FIRST_HALF,
GAMEPHASE_PLAYING_SECOND_HALF,
GAMEPHASE_HALFTIME,
GAMEPHASE_MATCH_ENDED,
GAMEPHASE_MAX
};
public enum e_RoundEndReason
{
/*
NOTE/WARNING: these enum values are stored in demo files,
they are explicitly numbered for consistency and editing,
do not renumber existing elements, always add new elements
with different numeric values!
*/
Invalid_Round_End_Reason = -1,
RoundEndReason_StillInProgress = 0,
Target_Bombed = 1,
VIP_Escaped = 2,
VIP_Assassinated = 3,
Terrorists_Escaped = 4,
CTs_PreventEscape = 5,
Escaping_Terrorists_Neutralized = 6,
Bomb_Defused = 7,
CTs_Win = 8,
Terrorists_Win = 9,
Round_Draw = 10,
All_Hostages_Rescued = 11,
Target_Saved = 12,
Hostages_Not_Rescued = 13,
Terrorists_Not_Escaped = 14,
VIP_Not_Escaped = 15,
Game_Commencing = 16,
Terrorists_Surrender = 17,
CTs_Surrender = 18,
Terrorists_Planted = 19,
CTs_ReachedHostage = 20,
RoundEndReason_Count = 21,
};
public enum KNIFEINDEX
{
KNIFE_BAYONET = 0,
KNIFE_FLIP = 1,
KNIFE_GUT = 2,
KNIFE_KARAMBIT = 3,
KNIFE_M9_BAYONET = 4,
KNIFE_TACTICAL = 5,
KNIFE_FALCHION = 6,
KNIFE_SURVIVAL_BOWIE = 7,
KNIFE_BUTTERFLY = 8,
KNIFE_PUSH = 9,
KNIFE_SURVIVAL = 10,// 9
KNIFE_URSUS = 11, // 10
KNIFE_GYPSY_JACKKNIFE = 12, // 11
KNIFE_NOMAD = 13,
KNIFE_STILETTO = 14, // 12
KNIFE_WIDOWMAKER = 15,
KNIFE_SKELETON = 16// 13
}
public enum WeaponType
{
Pistol, MachinePistol, AssaultRifle, ZoomRifle, MachineGun, Sniper, AutoSniper, Shotgun, Grenade, Melee, Special, Unknown
}
public enum PlayerState
{
Jump = 0, Stand = 1, Crouch = 7
}
public enum FL_TYPE
{
FL_ONGROUND = (1 << 0), // At rest / on the ground
FL_DUCKING = (1 << 1), // Player flag -- Player is fully crouched
FL_WATERJUMP = (1 << 2), // player jumping out of water
FL_ONTRAIN = (1 << 3),// Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
FL_INRAIN = (1 << 4), // Indicates the entity is standing in rain
FL_FROZEN = (1 << 5),// Player is frozen for 3rd person camera
FL_ATCONTROLS = (1 << 6),// Player can't move, but keeps key inputs for controlling another entity
FL_CLIENT = (1 << 7), // Is a player
FL_FAKECLIENT = (1 << 8), // Fake client, simulated server side; don't send network messages to them
FL_INWATER = (1 << 9) // In water
}
public enum VisibleCheck
{
SlowTrace,
RayTrace
}
public enum RadarStyle
{
Circular,
Box
}
public enum VirtualKeys
: ushort
{
LeftButton = 0x01,
RightButton = 0x02,
Cancel = 0x03,
MiddleButton = 0x04,
ExtraButton1 = 0x05,
ExtraButton2 = 0x06,
Back = 0x08,
Tab = 0x09,
Clear = 0x0C,
Return = 0x0D,
Shift = 0x10,
Control = 0x11,
/// <summary></summary>
Menu = 0x12,
/// <summary></summary>
Pause = 0x13,
/// <summary></summary>
CapsLock = 0x14,
/// <summary></summary>
Kana = 0x15,
/// <summary></summary>
Hangeul = 0x15,
/// <summary></summary>
Hangul = 0x15,
/// <summary></summary>
Junja = 0x17,
/// <summary></summary>
Final = 0x18,
/// <summary></summary>
Hanja = 0x19,
/// <summary></summary>
Kanji = 0x19,
/// <summary></summary>
Escape = 0x1B,
/// <summary></summary>
Convert = 0x1C,
/// <summary></summary>
NonConvert = 0x1D,
/// <summary></summary>
Accept = 0x1E,
/// <summary></summary>
ModeChange = 0x1F,
/// <summary></summary>
Space = 0x20,
/// <summary></summary>
Prior = 0x21,
/// <summary></summary>
Next = 0x22,
/// <summary></summary>
End = 0x23,
/// <summary></summary>
Home = 0x24,
/// <summary></summary>
Left = 0x25,
/// <summary></summary>
Up = 0x26,
/// <summary></summary>
Right = 0x27,
/// <summary></summary>
Down = 0x28,
/// <summary></summary>
Select = 0x29,
/// <summary></summary>
Print = 0x2A,
/// <summary></summary>
Execute = 0x2B,
/// <summary></summary>
Snapshot = 0x2C,
/// <summary></summary>
Insert = 0x2D,
/// <summary></summary>
Delete = 0x2E,
/// <summary></summary>
Help = 0x2F,
/// <summary></summary>
N0 = 0x30,
/// <summary></summary>
N1 = 0x31,
/// <summary></summary>
N2 = 0x32,
/// <summary></summary>
N3 = 0x33,
/// <summary></summary>
N4 = 0x34,
/// <summary></summary>
N5 = 0x35,
/// <summary></summary>
N6 = 0x36,
/// <summary></summary>
N7 = 0x37,
/// <summary></summary>
N8 = 0x38,
/// <summary></summary>
N9 = 0x39,
/// <summary></summary>
A = 0x41,
/// <summary></summary>
B = 0x42,
/// <summary></summary>
C = 0x43,
/// <summary></summary>
D = 0x44,
/// <summary></summary>
E = 0x45,
/// <summary></summary>
F = 0x46,
/// <summary></summary>
G = 0x47,
/// <summary></summary>
H = 0x48,
/// <summary></summary>
I = 0x49,
/// <summary></summary>
J = 0x4A,
/// <summary></summary>
K = 0x4B,
/// <summary></summary>
L = 0x4C,
/// <summary></summary>
M = 0x4D,
/// <summary></summary>
N = 0x4E,
/// <summary></summary>
O = 0x4F,
/// <summary></summary>
P = 0x50,
/// <summary></summary>
Q = 0x51,
/// <summary></summary>
R = 0x52,
/// <summary></summary>
S = 0x53,
/// <summary></summary>
T = 0x54,
/// <summary></summary>
U = 0x55,
/// <summary></summary>
V = 0x56,
/// <summary></summary>
W = 0x57,
/// <summary></summary>
X = 0x58,
/// <summary></summary>
Y = 0x59,
/// <summary></summary>
Z = 0x5A,
/// <summary></summary>
LeftWindows = 0x5B,
/// <summary></summary>
RightWindows = 0x5C,
/// <summary></summary>
Application = 0x5D,
/// <summary></summary>
Sleep = 0x5F,
/// <summary></summary>
Numpad0 = 0x60,
/// <summary></summary>
Numpad1 = 0x61,
/// <summary></summary>
Numpad2 = 0x62,
/// <summary></summary>
Numpad3 = 0x63,
/// <summary></summary>
Numpad4 = 0x64,
/// <summary></summary>
Numpad5 = 0x65,
/// <summary></summary>
Numpad6 = 0x66,
/// <summary></summary>
Numpad7 = 0x67,
/// <summary></summary>
Numpad8 = 0x68,
/// <summary></summary>
Numpad9 = 0x69,
/// <summary></summary>
Multiply = 0x6A,
/// <summary></summary>
Add = 0x6B,
/// <summary></summary>
Separator = 0x6C,
/// <summary></summary>
Subtract = 0x6D,
/// <summary></summary>
Decimal = 0x6E,
/// <summary></summary>
Divide = 0x6F,
/// <summary></summary>
F1 = 0x70,
/// <summary></summary>
F2 = 0x71,
/// <summary></summary>
F3 = 0x72,
/// <summary></summary>
F4 = 0x73,
/// <summary></summary>
F5 = 0x74,
/// <summary></summary>
F6 = 0x75,
/// <summary></summary>
F7 = 0x76,
/// <summary></summary>
F8 = 0x77,
/// <summary></summary>
F9 = 0x78,
/// <summary></summary>
F10 = 0x79,
/// <summary></summary>
F11 = 0x7A,
/// <summary></summary>
F12 = 0x7B,
/// <summary></summary>
F13 = 0x7C,
/// <summary></summary>
F14 = 0x7D,
/// <summary></summary>
F15 = 0x7E,
/// <summary></summary>
F16 = 0x7F,
/// <summary></summary>
F17 = 0x80,
/// <summary></summary>
F18 = 0x81,
/// <summary></summary>
F19 = 0x82,
/// <summary></summary>
F20 = 0x83,
/// <summary></summary>
F21 = 0x84,
/// <summary></summary>
F22 = 0x85,
/// <summary></summary>
F23 = 0x86,
/// <summary></summary>
F24 = 0x87,
/// <summary></summary>
NumLock = 0x90,
/// <summary></summary>
ScrollLock = 0x91,
/// <summary></summary>
NEC_Equal = 0x92,
/// <summary></summary>
Fujitsu_Jisho = 0x92,
/// <summary></summary>
Fujitsu_Masshou = 0x93,
/// <summary></summary>
Fujitsu_Touroku = 0x94,
/// <summary></summary>
Fujitsu_Loya = 0x95,
/// <summary></summary>
Fujitsu_Roya = 0x96,
/// <summary></summary>
LeftShift = 0xA0,
/// <summary></summary>
RightShift = 0xA1,
/// <summary></summary>
LeftControl = 0xA2,
/// <summary></summary>
RightControl = 0xA3,
/// <summary></summary>
LeftMenu = 0xA4,
/// <summary></summary>
RightMenu = 0xA5,
/// <summary></summary>
BrowserBack = 0xA6,
/// <summary></summary>
BrowserForward = 0xA7,
/// <summary></summary>
BrowserRefresh = 0xA8,
/// <summary></summary>
BrowserStop = 0xA9,
/// <summary></summary>
BrowserSearch = 0xAA,
/// <summary></summary>
BrowserFavorites = 0xAB,
/// <summary></summary>
BrowserHome = 0xAC,
/// <summary></summary>
VolumeMute = 0xAD,
/// <summary></summary>
VolumeDown = 0xAE,
/// <summary></summary>
VolumeUp = 0xAF,
/// <summary></summary>
MediaNextTrack = 0xB0,
/// <summary></summary>
MediaPrevTrack = 0xB1,
/// <summary></summary>
MediaStop = 0xB2,
/// <summary></summary>
MediaPlayPause = 0xB3,
/// <summary></summary>
LaunchMail = 0xB4,
/// <summary></summary>
LaunchMediaSelect = 0xB5,
/// <summary></summary>
LaunchApplication1 = 0xB6,
/// <summary></summary>
LaunchApplication2 = 0xB7,
/// <summary></summary>
OEM1 = 0xBA,
/// <summary></summary>
OEMPlus = 0xBB,
/// <summary></summary>
OEMComma = 0xBC,
/// <summary></summary>
OEMMinus = 0xBD,
/// <summary></summary>
OEMPeriod = 0xBE,
/// <summary></summary>
OEM2 = 0xBF,
/// <summary></summary>
OEM3 = 0xC0,
/// <summary></summary>
OEM4 = 0xDB,
/// <summary></summary>
OEM5 = 0xDC,
/// <summary></summary>
OEM6 = 0xDD,
/// <summary></summary>
OEM7 = 0xDE,
/// <summary></summary>
OEM8 = 0xDF,
/// <summary></summary>
OEMAX = 0xE1,
/// <summary></summary>
OEM102 = 0xE2,
/// <summary></summary>
ICOHelp = 0xE3,
/// <summary></summary>
ICO00 = 0xE4,
/// <summary></summary>
ProcessKey = 0xE5,
/// <summary></summary>
ICOClear = 0xE6,
/// <summary></summary>
Packet = 0xE7,
/// <summary></summary>
OEMReset = 0xE9,
/// <summary></summary>
OEMJump = 0xEA,
/// <summary></summary>
OEMPA1 = 0xEB,
/// <summary></summary>
OEMPA2 = 0xEC,
/// <summary></summary>
OEMPA3 = 0xED,
/// <summary></summary>
OEMWSCtrl = 0xEE,
/// <summary></summary>
OEMCUSel = 0xEF,
/// <summary></summary>
OEMATTN = 0xF0,
/// <summary></summary>
OEMFinish = 0xF1,
/// <summary></summary>
OEMCopy = 0xF2,
/// <summary></summary>
OEMAuto = 0xF3,
/// <summary></summary>
OEMENLW = 0xF4,
/// <summary></summary>
OEMBackTab = 0xF5,
/// <summary></summary>
ATTN = 0xF6,
/// <summary></summary>
CRSel = 0xF7,
/// <summary></summary>
EXSel = 0xF8,
/// <summary></summary>
EREOF = 0xF9,
/// <summary></summary>
Play = 0xFA,
/// <summary></summary>
Zoom = 0xFB,
/// <summary></summary>
Noname = 0xFC,
/// <summary></summary>
PA1 = 0xFD,
/// <summary></summary>
OEMClear = 0xFE
}
public enum BoneSelector
{
Head = (1 << 0),
Neck = (1 << 1),
Chest = (1 << 2),
Stomach = (1 << 3)
};
public enum HitboxList
{
HITBOX_HEAD = 0,
HITBOX_NECK,
HITBOX_LOWER_NECK,
HITBOX_PELVIS,
HITBOX_BODY,
HITBOX_THORAX,
HITBOX_CHEST,
HITBOX_UPPER_CHEST,
HITBOX_R_THIGH,
HITBOX_L_THIGH,
HITBOX_R_CALF,
HITBOX_L_CALF,
HITBOX_R_FOOT,
HITBOX_L_FOOT,
HITBOX_R_HAND,
HITBOX_L_HAND,
HITBOX_R_UPPER_ARM,
HITBOX_R_FOREARM,
HITBOX_L_UPPER_ARM,
HITBOX_L_FOREARM,
HITBOX_MAX
};
public enum ClientClass
{
CAI_BaseNPC = 0,
CAK47 = 1,
CBaseAnimating = 2,
CBaseAnimatingOverlay = 3,
CBaseAttributableItem = 4,
CBaseButton = 5,
CBaseCombatCharacter = 6,
CBaseCombatWeapon = 7,
CBaseCSGrenade = 8,
CBaseCSGrenadeProjectile = 9,
CBaseDoor = 10,
CBaseEntity = 11,
CBaseFlex = 12,
CBaseGrenade = 13,
CBaseParticleEntity = 14,
CBasePlayer = 15,
CBasePropDoor = 16,
CBaseTeamObjectiveResource = 17,
CBaseTempEntity = 18,
CBaseToggle = 19,
CBaseTrigger = 20,
CBaseViewModel = 21,
CBaseVPhysicsTrigger = 22,
CBaseWeaponWorldModel = 23,
CBeam = 24,
CBeamSpotlight = 25,
CBoneFollower = 26,
CBRC4Target = 27,
CBreachCharge = 28,
CBreachChargeProjectile = 29,
CBreakableProp = 30,
CBreakableSurface = 31,
CBumpMine = 32,
CBumpMineProjectile = 33,
CC4 = 34,
CCascadeLight = 35,
CChicken = 36,
CColorCorrection = 37,
CColorCorrectionVolume = 38,
CCSGameRulesProxy = 39,
CCSPlayer = 40,
CCSPlayerResource = 41,
CCSRagdoll = 42,
CCSTeam = 43,
CDangerZone = 44,
CDangerZoneController = 45,
CDEagle = 46,
CDecoyGrenade = 47,
CDecoyProjectile = 48,
CDrone = 49,
CDronegun = 50,
CDynamicLight = 51,
CDynamicProp = 52,
CEconEntity = 53,
CEconWearable = 54,
CEmbers = 55,
CEntityDissolve = 56,
CEntityFlame = 57,
CEntityFreezing = 58,
CEntityParticleTrail = 59,
CEnvAmbientLight = 60,
CEnvDetailController = 61,
CEnvDOFController = 62,
CEnvGasCanister = 63,
CEnvParticleScript = 64,
CEnvProjectedTexture = 65,
CEnvQuadraticBeam = 66,
CEnvScreenEffect = 67,
CEnvScreenOverlay = 68,
CEnvTonemapController = 69,
CEnvWind = 70,
CFEPlayerDecal = 71,
CFireCrackerBlast = 72,
CFireSmoke = 73,
CFireTrail = 74,
CFish = 75,
CFists = 76,
CFlashbang = 77,
CFogController = 78,
CFootstepControl = 79,
CFunc_Dust = 80,
CFunc_LOD = 81,
CFuncAreaPortalWindow = 82,
CFuncBrush = 83,
CFuncConveyor = 84,
CFuncLadder = 85,
CFuncMonitor = 86,
CFuncMoveLinear = 87,
CFuncOccluder = 88,
CFuncReflectiveGlass = 89,
CFuncRotating = 90,
CFuncSmokeVolume = 91,
CFuncTrackTrain = 92,
CGameRulesProxy = 93,
CGrassBurn = 94,
CHandleTest = 95,
CHEGrenade = 96,
CHostage = 97,
CHostageCarriableProp = 98,
CIncendiaryGrenade = 99,
CInferno = 100,
CInfoLadderDismount = 101,
CInfoMapRegion = 102,
CInfoOverlayAccessor = 103,
CItem_Healthshot = 104,
CItemCash = 105,
CItemDogtags = 106,
CKnife = 107,
CKnifeGG = 108,
CLightGlow = 109,
CMapVetoPickController = 110,
CMaterialModifyControl = 111,
CMelee = 112,
CMolotovGrenade = 113,
CMolotovProjectile = 114,
CMovieDisplay = 115,
CParadropChopper = 116,
CParticleFire = 117,
CParticlePerformanceMonitor = 118,
CParticleSystem = 119,
CPhysBox = 120,
CPhysBoxMultiplayer = 121,
CPhysicsProp = 122,
CPhysicsPropMultiplayer = 123,