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Change all CRLF-text files to LF-text files
to match H'uru for patching
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@ -1,122 +1,122 @@
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef PLSIMDEFS_H
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#define PLSIMDEFS_H
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#pragma once
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namespace plSimDefs
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{
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// Groups are used to determine what a physical collides with, and what a
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// detector detects
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enum Group
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{
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// A physical that blocks avatars and dynamics
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kGroupStatic,
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// Blocks only avatars
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kGroupAvatarBlocker,
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// Blocks only dynamics
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kGroupDynamicBlocker,
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// No physical should actually be set to this, since the avatar is
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// controlled by a special kind of physical. However, you can use this
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// for detecting.
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kGroupAvatar,
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// A physical that can be pushed around by the avatar or other dynamics
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kGroupDynamic,
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// A physical that doesn't block anything, but reports on any physical
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// that enters it
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kGroupDetector,
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// Blocks nothing, for los checks only
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kGroupLOSOnly,
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//kExcludeRegion setting up so only blocks avatars and only when not in seek mode
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kGroupExcludeRegion,
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// A kinematic avatar only interacts with dynamics and detectors
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kGroupAvatarKinematic,
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// Just for error checking
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kGroupMax
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};
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/** Different types of line-of-sight requests. */
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enum LOSReqType
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{
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// these are MASKS -- keep powers of two
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kLOS_IgnoreCameraRequest = 0x1,
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kLOS_IgnoreUIRequest = 0x2,
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kLOS_CameraAvoidObject = 0x4,
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kLOS_Max = 0xffff // force 16-bit
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};
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/** Different types of physics shapes. In most cases they dictate how we intepret
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the raw vertices. In some cases (sphere) they explain why there aren't any vertices */
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enum Bounds {
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kBoxBounds = 0x01, // bounding box
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kSphereBounds, // bounding sphere
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kHullBounds, // convex hull
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kProxyBounds, // use alternate proxy geometry
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kExplicitBounds, // use the primary geometry
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kNumBounds, // the number of bounds types
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kBoundsMax = 0xff // force 8-bit
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};
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enum plLOSDB {
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kLOSDBNone = 0x0000,
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kLOSDBUIBlockers = 0x0001, // things that block ui probes
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kLOSDBUIItems = 0x0002, // ui items -- we check these first for a hit before checking blockers
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kLOSDBCameraBlockers = 0x0004, // things that block camera probes
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kLOSDBCustom = 0x0008, // special things. only the user knows
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kLOSDBLocalAvatar = 0x0010, // yes, this is silly. it's transitional :)
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kLOSDBShootableItems = 0x0020, // shootable items, like from the VaporMiner gun
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kLOSDBAvatarWalkable = 0x0040, // stuff the avatar is expected to walk on. Used to prevent sliding and allow
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// jumping. All terrain automatically goes here.
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kLOSDBSwimRegion = 0x0080,
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kLOSDBMax = 0x0100, // MOVE THIS UP if you add new classes under it. we need it to iterate through the DBs
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kLOSDBForce16 = 0xffff
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};
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}
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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||||
|
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
|
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
|
||||
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You should have received a copy of the GNU General Public License
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||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
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Additional permissions under GNU GPL version 3 section 7
|
||||
|
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
||||
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
||||
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
||||
(or a modified version of those libraries),
|
||||
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
||||
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
||||
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
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licensors of this Program grant you additional
|
||||
permission to convey the resulting work. Corresponding Source for a
|
||||
non-source form of such a combination shall include the source code for
|
||||
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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|
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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||||
or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef PLSIMDEFS_H
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#define PLSIMDEFS_H
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#pragma once
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namespace plSimDefs
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{
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// Groups are used to determine what a physical collides with, and what a
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// detector detects
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enum Group
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{
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// A physical that blocks avatars and dynamics
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kGroupStatic,
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// Blocks only avatars
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kGroupAvatarBlocker,
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// Blocks only dynamics
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kGroupDynamicBlocker,
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// No physical should actually be set to this, since the avatar is
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// controlled by a special kind of physical. However, you can use this
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// for detecting.
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kGroupAvatar,
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// A physical that can be pushed around by the avatar or other dynamics
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kGroupDynamic,
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// A physical that doesn't block anything, but reports on any physical
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// that enters it
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kGroupDetector,
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// Blocks nothing, for los checks only
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kGroupLOSOnly,
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//kExcludeRegion setting up so only blocks avatars and only when not in seek mode
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kGroupExcludeRegion,
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// A kinematic avatar only interacts with dynamics and detectors
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kGroupAvatarKinematic,
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// Just for error checking
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kGroupMax
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};
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/** Different types of line-of-sight requests. */
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enum LOSReqType
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{
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// these are MASKS -- keep powers of two
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kLOS_IgnoreCameraRequest = 0x1,
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kLOS_IgnoreUIRequest = 0x2,
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kLOS_CameraAvoidObject = 0x4,
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kLOS_Max = 0xffff // force 16-bit
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};
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/** Different types of physics shapes. In most cases they dictate how we intepret
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the raw vertices. In some cases (sphere) they explain why there aren't any vertices */
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enum Bounds {
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kBoxBounds = 0x01, // bounding box
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kSphereBounds, // bounding sphere
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kHullBounds, // convex hull
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kProxyBounds, // use alternate proxy geometry
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kExplicitBounds, // use the primary geometry
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kNumBounds, // the number of bounds types
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kBoundsMax = 0xff // force 8-bit
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};
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enum plLOSDB {
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kLOSDBNone = 0x0000,
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kLOSDBUIBlockers = 0x0001, // things that block ui probes
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kLOSDBUIItems = 0x0002, // ui items -- we check these first for a hit before checking blockers
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kLOSDBCameraBlockers = 0x0004, // things that block camera probes
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kLOSDBCustom = 0x0008, // special things. only the user knows
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kLOSDBLocalAvatar = 0x0010, // yes, this is silly. it's transitional :)
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kLOSDBShootableItems = 0x0020, // shootable items, like from the VaporMiner gun
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kLOSDBAvatarWalkable = 0x0040, // stuff the avatar is expected to walk on. Used to prevent sliding and allow
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// jumping. All terrain automatically goes here.
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kLOSDBSwimRegion = 0x0080,
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kLOSDBMax = 0x0100, // MOVE THIS UP if you add new classes under it. we need it to iterate through the DBs
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kLOSDBForce16 = 0xffff
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};
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}
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#endif PLSIMDEFS_H
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