📄 sfxmsgids.h
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// ----------------------------------------------------------------------- //
//
// 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__
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