📄 unnames.h
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/*=============================================================================
UnNames.h: Header file registering global hardcoded Unreal names.
Copyright 1997-1999 Epic Games, Inc. All Rights Reserved.
Revision history:
* Created by Tim Sweeney
=============================================================================*/
/*-----------------------------------------------------------------------------
Macros.
-----------------------------------------------------------------------------*/
// Define a message as an enumeration.
#ifndef REGISTER_NAME
#define REGISTER_NAME(num,name) NAME_##name = num,
#define REG_NAME_HIGH(num,name) NAME_##name = num,
#define REGISTERING_ENUM
enum EName {
#endif
/*-----------------------------------------------------------------------------
Hardcoded names which are not messages.
-----------------------------------------------------------------------------*/
// Special zero value, meaning no name.
REG_NAME_HIGH( 0, None )
// Class property types; these map straight onto hardcoded property types.
REGISTER_NAME( 1, ByteProperty )
REGISTER_NAME( 2, IntProperty )
REGISTER_NAME( 3, BoolProperty )
REGISTER_NAME( 4, FloatProperty )
REGISTER_NAME( 5, ObjectProperty )
REGISTER_NAME( 6, NameProperty )
REGISTER_NAME( 7, StringProperty )
REGISTER_NAME( 8, ClassProperty )
REGISTER_NAME( 9, ArrayProperty )
REGISTER_NAME( 10, StructProperty )
REGISTER_NAME( 11, VectorProperty )
REGISTER_NAME( 12, RotatorProperty )
REGISTER_NAME( 13, StrProperty )//!!
REGISTER_NAME( 14, MapProperty )//!!
REGISTER_NAME( 15, FixedArrayProperty)//!!
// Packages.
REGISTER_NAME( 20, Core )
REGISTER_NAME( 21, Engine )
REGISTER_NAME( 22, Editor )
REGISTER_NAME( 23, UnrealI )
REGISTER_NAME( 24, UnrealShare )
// UnrealScript types.
REG_NAME_HIGH( 80, Byte )
REG_NAME_HIGH( 81, Int )
REG_NAME_HIGH( 82, Bool )
REG_NAME_HIGH( 83, Float )
REG_NAME_HIGH( 84, Name )
REG_NAME_HIGH( 85, String )
REG_NAME_HIGH( 86, Struct )
REG_NAME_HIGH( 87, Vector )
REG_NAME_HIGH( 88, Rotator )
REG_NAME_HIGH( 90, Color )
REG_NAME_HIGH( 91, Plane )
// Keywords.
REGISTER_NAME( 100, Begin )
REG_NAME_HIGH( 102, State )
REG_NAME_HIGH( 103, Function )
REG_NAME_HIGH( 104, Self )
REG_NAME_HIGH( 105, True )
REG_NAME_HIGH( 106, False )
REG_NAME_HIGH( 107, Transient )
REG_NAME_HIGH( 117, Enum )
REG_NAME_HIGH( 119, Replication )
REG_NAME_HIGH( 120, Reliable )
REG_NAME_HIGH( 121, Unreliable )
REG_NAME_HIGH( 122, Always )
// Object class names.
REGISTER_NAME( 150, Field )
REGISTER_NAME( 151, Object )
REGISTER_NAME( 152, TextBuffer )
REGISTER_NAME( 153, Linker )
REGISTER_NAME( 154, LinkerLoad )
REGISTER_NAME( 155, LinkerSave )
REGISTER_NAME( 156, Subsystem )
REGISTER_NAME( 157, Factory )
REGISTER_NAME( 158, TextBufferFactory)
REGISTER_NAME( 159, Exporter )
REGISTER_NAME( 160, StackNode )
REGISTER_NAME( 161, Property )
REGISTER_NAME( 162, Camera )
// Constants.
REG_NAME_HIGH( 600, Vect)
REG_NAME_HIGH( 601, Rot)
REG_NAME_HIGH( 605, ArrayCount)
REG_NAME_HIGH( 606, EnumCount)
// Flow control.
REG_NAME_HIGH( 620, Else)
REG_NAME_HIGH( 621, If)
REG_NAME_HIGH( 622, Goto)
REG_NAME_HIGH( 623, Stop)
REG_NAME_HIGH( 625, Until)
REG_NAME_HIGH( 626, While)
REG_NAME_HIGH( 627, Do)
REG_NAME_HIGH( 628, Break)
REG_NAME_HIGH( 629, For)
REG_NAME_HIGH( 630, ForEach)
REG_NAME_HIGH( 631, Assert)
REG_NAME_HIGH( 632, Switch)
REG_NAME_HIGH( 633, Case)
REG_NAME_HIGH( 634, Default)
REG_NAME_HIGH( 635, Continue)
// Variable overrides.
REG_NAME_HIGH( 640, Private)
REG_NAME_HIGH( 641, Const)
REG_NAME_HIGH( 642, Out)
REG_NAME_HIGH( 643, Export)
REG_NAME_HIGH( 646, Skip)
REG_NAME_HIGH( 647, Coerce)
REG_NAME_HIGH( 648, Optional)
REG_NAME_HIGH( 649, Input)
REG_NAME_HIGH( 650, Config)
REG_NAME_HIGH( 652, Travel)
REG_NAME_HIGH( 653, EditConst)
REG_NAME_HIGH( 654, Localized)
REG_NAME_HIGH( 655, GlobalConfig)
REG_NAME_HIGH( 656, SafeReplace)
REG_NAME_HIGH( 657, New)
// Class overrides.
REG_NAME_HIGH( 660, Expands)
REG_NAME_HIGH( 661, Intrinsic)
REG_NAME_HIGH( 662, Within)
REG_NAME_HIGH( 663, Abstract)
REG_NAME_HIGH( 664, Package)
REG_NAME_HIGH( 665, Guid)
REG_NAME_HIGH( 666, Parent)
REG_NAME_HIGH( 667, Class)
REG_NAME_HIGH( 668, Extends)
REG_NAME_HIGH( 669, NoExport)
REG_NAME_HIGH( 670, NoUserCreate)
REG_NAME_HIGH( 671, PerObjectConfig)
// State overrides.
REG_NAME_HIGH( 675, Auto)
REG_NAME_HIGH( 676, Ignores)
// Calling overrides.
REG_NAME_HIGH( 680, Global)
REG_NAME_HIGH( 681, Super)
REG_NAME_HIGH( 682, Outer)
// Function overrides.
REG_NAME_HIGH( 690, Operator)
REG_NAME_HIGH( 691, PreOperator)
REG_NAME_HIGH( 692, PostOperator)
REG_NAME_HIGH( 693, Final)
REG_NAME_HIGH( 694, Iterator)
REG_NAME_HIGH( 695, Latent)
REG_NAME_HIGH( 696, Return)
REG_NAME_HIGH( 697, Singular)
REG_NAME_HIGH( 698, Simulated)
REG_NAME_HIGH( 699, Exec)
REG_NAME_HIGH( 700, Event)
REG_NAME_HIGH( 701, Static)
REG_NAME_HIGH( 702, Native)
REG_NAME_HIGH( 703, Invariant)
// Variable declaration.
REG_NAME_HIGH( 710, Var)
REG_NAME_HIGH( 711, Local)
REG_NAME_HIGH( 712, Import)
REG_NAME_HIGH( 713, From)
// Special commands.
REG_NAME_HIGH( 720, Spawn)
REG_NAME_HIGH( 721, Array)
REG_NAME_HIGH( 722, Map)
// Misc.
REGISTER_NAME( 740, Tag)
REGISTER_NAME( 742, Role)
REGISTER_NAME( 743, RemoteRole)
REGISTER_NAME( 744, System)
REGISTER_NAME( 745, User)
// Log messages.
REGISTER_NAME( 760, Log)
REGISTER_NAME( 761, Critical)
REGISTER_NAME( 762, Init)
REGISTER_NAME( 763, Exit)
REGISTER_NAME( 764, Cmd)
REGISTER_NAME( 765, Play)
REGISTER_NAME( 766, Console)
REGISTER_NAME( 767, Warning)
REGISTER_NAME( 768, ExecWarning)
REGISTER_NAME( 769, ScriptWarning)
REGISTER_NAME( 770, ScriptLog)
REGISTER_NAME( 771, Dev)
REGISTER_NAME( 772, DevNet)
REGISTER_NAME( 773, DevPath)
REGISTER_NAME( 774, DevNetTraffic)
REGISTER_NAME( 775, DevAudio)
REGISTER_NAME( 776, DevLoad)
REGISTER_NAME( 777, DevSave)
REGISTER_NAME( 778, DevGarbage)
REGISTER_NAME( 779, DevKill)
REGISTER_NAME( 780, DevReplace)
REGISTER_NAME( 781, DevMusic)
REGISTER_NAME( 782, DevSound)
REGISTER_NAME( 783, DevCompile)
REGISTER_NAME( 784, DevBind)
REGISTER_NAME( 785, Localization)
REGISTER_NAME( 786, Compatibility)
REGISTER_NAME( 787, NetComeGo)
REGISTER_NAME( 788, Title)
REGISTER_NAME( 789, Error)
REGISTER_NAME( 790, Heading)
REGISTER_NAME( 791, SubHeading)
REGISTER_NAME( 792, ExpectedError)
REGISTER_NAME( 793, Progress)
// Console text colors.
REGISTER_NAME( 800, White)
REGISTER_NAME( 801, Black)
REGISTER_NAME( 802, Red)
REGISTER_NAME( 803, Green)
REGISTER_NAME( 804, Blue)
REGISTER_NAME( 805, Cyan)
REGISTER_NAME( 806, Magenta)
REGISTER_NAME( 807, Yellow)
REGISTER_NAME( 808, DefaultColor)
// Misc.
REGISTER_NAME( 820, KeyType)
REGISTER_NAME( 821, KeyEvent)
REGISTER_NAME( 822, Write)
REGISTER_NAME( 823, Message)
REGISTER_NAME( 824, InitialState)
REGISTER_NAME( 825, Texture)
REGISTER_NAME( 826, Sound)
REGISTER_NAME( 827, FireTexture)
REGISTER_NAME( 828, IceTexture)
REGISTER_NAME( 829, WaterTexture)
REGISTER_NAME( 830, WaveTexture)
REGISTER_NAME( 831, WetTexture)
REGISTER_NAME( 832, Main)
REGISTER_NAME( 833, NotifyLevelChange)
/*-----------------------------------------------------------------------------
Special engine-generated probe messages.
-----------------------------------------------------------------------------*/
//
//warning: All probe entries must be filled in, otherwise non-probe names might be mapped
// to probe name indices.
//
#define NAME_PROBEMIN ((EName)300)
#define NAME_PROBEMAX ((EName)364)
// Creation and destruction.
REGISTER_NAME( 300, Spawned ) // Sent to actor immediately after spawning.
REGISTER_NAME( 301, Destroyed ) // Called immediately before actor is removed from actor list.
// Gaining/losing actors.
REGISTER_NAME( 302, GainedChild ) // Sent to a parent actor when another actor attaches to it.
REGISTER_NAME( 303, LostChild ) // Sent to a parent actor when another actor detaches from it.
REGISTER_NAME( 304, Probe4 )
REGISTER_NAME( 305, Probe5 )
// Triggers.
REGISTER_NAME( 306, Trigger ) // Message sent by Trigger actors.
REGISTER_NAME( 307, UnTrigger ) // Message sent by Trigger actors.
// Physics & world interaction.
REGISTER_NAME( 308, Timer ) // The per-actor timer has fired.
REGISTER_NAME( 309, HitWall ) // Ran into a wall.
REGISTER_NAME( 310, Falling ) // Actor is falling.
REGISTER_NAME( 311, Landed ) // Actor has landed.
REGISTER_NAME( 312, ZoneChange ) // Actor has changed into a new zone.
REGISTER_NAME( 313, Touch ) // Actor was just touched by another actor.
REGISTER_NAME( 314, UnTouch ) // Actor touch just ended, always sent sometime after Touch.
REGISTER_NAME( 315, Bump ) // Actor was just touched and blocked. No interpenetration. No UnBump.
REGISTER_NAME( 316, BeginState ) // Just entered a new state.
REGISTER_NAME( 317, EndState ) // About to leave the current state.
REGISTER_NAME( 318, BaseChange ) // Sent to actor when its floor changes.
REGISTER_NAME( 319, Attach ) // Sent to actor when it's stepped on by another actor.
REGISTER_NAME( 320, Detach ) // Sent to actor when another actor steps off it.
REGISTER_NAME( 321, ActorEntered ) // Sent to a ZoneInfo actor when an actor enters.
REGISTER_NAME( 322, ActorLeaving ) // Sent to a ZoneInfo actor when an actor is leaving.
REGISTER_NAME( 323, KillCredit ) // Actor has just received credit for a kill.
REGISTER_NAME( 324, AnimEnd ) // Animation sequence has ended.
REGISTER_NAME( 325, EndedRotation ) // Physics based rotation just ended.
REGISTER_NAME( 326, InterpolateEnd ) // Movement interpolation sequence finished.
REGISTER_NAME( 327, EncroachingOn ) // Encroaching on another actor.
REGISTER_NAME( 328, EncroachedBy ) // Being encroached by another actor.
REGISTER_NAME( 329, FootZoneChange ) // Pawn's feet changed zones
REGISTER_NAME( 330, HeadZoneChange ) // Pawn's head changed zones
REGISTER_NAME( 331, PainTimer ) // pain timer expired
REGISTER_NAME( 332, SpeechTimer ) // speech timer expired
REGISTER_NAME( 333, MayFall )
REGISTER_NAME( 334, Probe34 )
// Kills.
REGISTER_NAME( 335, Die ) // Actor died (sent if specific die message not processed).
// Updates.
REGISTER_NAME( 336, Tick ) // Clock tick update for nonplayer.
REGISTER_NAME( 337, PlayerTick ) // Clock tick update for player.
REGISTER_NAME( 338, Expired ) // Actor's LifeSpan expired.
REGISTER_NAME( 339, Probe39 )
// AI.
REGISTER_NAME( 340, SeePlayer ) // Can see player.
REGISTER_NAME( 341, EnemyNotVisible ) // Current Enemy is not visible.
REGISTER_NAME( 342, HearNoise ) // Noise nearby.
REGISTER_NAME( 343, UpdateEyeHeight ) // Update eye level (after physics).
REGISTER_NAME( 344, SeeMonster ) // Can see non-player.
REGISTER_NAME( 345, SeeFriend ) // Can see non-player friend.
REGISTER_NAME( 346, SpecialHandling ) // Navigation point requests special handling.
REGISTER_NAME( 347, BotDesireability ) // Value of this inventory to bot.
REGISTER_NAME( 348, Probe48 )
REGISTER_NAME( 349, Probe49 )
REGISTER_NAME( 350, Probe50 )
REGISTER_NAME( 351, Probe51 )
REGISTER_NAME( 352, Probe52 )
REGISTER_NAME( 353, Probe53 )
REGISTER_NAME( 354, Probe54 )
REGISTER_NAME( 355, Probe55 )
REGISTER_NAME( 356, Probe56 )
REGISTER_NAME( 357, Probe57 )
REGISTER_NAME( 358, Probe58 )
REGISTER_NAME( 359, Probe59 )
REGISTER_NAME( 360, Probe60 )
REGISTER_NAME( 361, Probe61 )
REGISTER_NAME( 362, Probe62 )
// Special tag meaning 'All probes'.
REGISTER_NAME( 363, All ) // Special meaning, not a message.
/*-----------------------------------------------------------------------------
Closing.
-----------------------------------------------------------------------------*/
#ifdef REGISTERING_ENUM
};
#undef REGISTER_NAME
#undef REG_NAME_HIGH
#undef REGISTERING_ENUM
#endif
/*-----------------------------------------------------------------------------
The End.
-----------------------------------------------------------------------------*/
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