Constants | message_const | AMX X Documentation

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#define MSG_BROADCAST               0        // Unreliable to all
#define MSG_ONE                     1        // Reliable to one (msg_entity)
#define MSG_ALL                     2        // Reliable to all
#define MSG_INIT                    3        // Write to the init string
#define MSG_PVS                     4        // Ents in PVS of org
#define MSG_PAS                     5        // Ents in PAS of org
#define MSG_PVS_R                   6        // Reliable to PVS
#define MSG_PAS_R                   7        // Reliable to PAS
#define MSG_ONE_UNRELIABLE          8        // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped)
#define MSG_SPEC                    9        // Sends to all spectator proxies
Look at the actual HLSDK for details
#define SVC_BAD             0
#define SVC_NOP             1
#define SVC_DISCONNECT          2
#define SVC_EVENT           3
#define SVC_VERSION         4
#define SVC_SETVIEW         5
#define SVC_SOUND           6
#define SVC_TIME            7
#define SVC_PRINT           8
#define SVC_STUFFTEXT           9
#define SVC_SETANGLE            10
#define SVC_SERVERINFO          11
#define SVC_LIGHTSTYLE          12
#define SVC_UPDATEUSERINFO      13
#define SVC_DELTADESCRIPTION        14
#define SVC_CLIENTDATA          15
#define SVC_STOPSOUND           16
#define SVC_PINGS           17
#define SVC_PARTICLE            18
#define SVC_DAMAGE          19
#define SVC_SPAWNSTATIC         20
#define SVC_EVENT_RELIABLE      21
#define SVC_SPAWNBASELINE       22
#define SVC_TEMPENTITY          23
#define SVC_SETPAUSE            24
#define SVC_SIGNONNUM           25
#define SVC_CENTERPRINT         26
#define SVC_KILLEDMONSTER       27
#define SVC_FOUNDSECRET         28
#define SVC_SPAWNSTATICSOUND        29
#define SVC_INTERMISSION        30
#define SVC_FINALE          31
#define SVC_CDTRACK         32
#define SVC_RESTORE         33
#define SVC_CUTSCENE            34
#define SVC_WEAPONANIM          35
#define SVC_DECALNAME           36
#define SVC_ROOMTYPE            37
#define SVC_ADDANGLE            38
#define SVC_NEWUSERMSG          39
#define SVC_PACKETENTITIES      40
#define SVC_DELTAPACKETENTITIES     41
#define SVC_CHOKE           42
#define SVC_RESOURCELIST        43
#define SVC_NEWMOVEVARS         44
#define SVC_RESOURCEREQUEST     45
#define SVC_CUSTOMIZATION       46
#define SVC_CROSSHAIRANGLE      47
#define SVC_SOUNDFADE           48
#define SVC_FILETXFERFAILED     49
#define SVC_HLTV            50
#define SVC_DIRECTOR            51
#define SVC_VOICEINIT           52
#define SVC_VOICEDATA           53
#define SVC_SENDEXTRAINFO       54
#define SVC_TIMESCALE           55
#define SVC_RESOURCELOCATION        56
#define SVC_SENDCVARVALUE       57
#define SVC_SENDCVARVALUE2      58
#define BLOCK_NOT                   0
#define BLOCK_ONCE                  1
#define BLOCK_SET                   2
enum
{
    ARG_BYTE = 1,       /* int */
    ARG_CHAR,           /* int */
    ARG_SHORT,          /* int */
    ARG_LONG,           /* int */
    ARG_ANGLE,          /* float */
    ARG_COORD,          /* float */
    ARG_STRING,         /* string */
    ARG_ENTITY,         /* int */
};
write_byte(TE_BEAMPOINTS) write_coord(startposition.x) write_coord(startposition.y) write_coord(startposition.z) write_coord(endposition.x) write_coord(endposition.y) write_coord(endposition.z) write_short(sprite index) write_byte(starting frame) write_byte(frame rate in 0.1's) write_byte(life in 0.1's) write_byte(line width in 0.1's) write_byte(noise amplitude in 0.01's) write_byte(red) write_byte(green) write_byte(blue) write_byte(brightness) write_byte(scroll speed in 0.1's)
#define TE_BEAMPOINTS               0
write_byte(TE_BEAMENTPOINT) write_short(start entity) write_coord(endposition.x) write_coord(endposition.y) write_coord(endposition.z) write_short(sprite index) write_byte(starting frame) write_byte(frame rate in 0.1's) write_byte(life in 0.1's) write_byte(line width in 0.1's) write_byte(noise amplitude in 0.01's) write_byte(red) write_byte(green) write_byte(blue) write_byte(brightness) write_byte(scroll speed in 0.1's)
#define TE_BEAMENTPOINT            1
write_byte(TE_GUNSHOT) write_coord(position.x) write_coord(position.y) write_coord(position.z)
#define TE_GUNSHOT                  2
write_byte(TE_EXPLOSION) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_short(sprite index) write_byte(scale in 0.1's) write_byte(framerate) write_byte(flags)
#define TE_EXPLOSION                3
#define TE_EXPLFLAG_NONE            0        // All flags clear makes default Half-Life explosion
#define TE_EXPLFLAG_NOADDITIVE      1        // Sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
#define TE_EXPLFLAG_NODLIGHTS       2        // Do not render dynamic lights
#define TE_EXPLFLAG_NOSOUND         4        // Do not play client explosion sound
#define TE_EXPLFLAG_NOPARTICLES     8        // Do not draw particles
write_byte(TE_TAREXPLOSION) write_coord(position.x) write_coord(position.y) write_coord(position.z)
#define TE_TAREXPLOSION             4
write_byte(TE_SMOKE) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_short(sprite index) write_byte(scale in 0.1's) write_byte(framerate)
#define TE_SMOKE                    5
write_byte(TE_TRACER) write_coord(startposition.x) write_coord(startposition.y) write_coord(startposition.z) write_coord(endposition.x) write_coord(endposition.y) write_coord(endposition.z)
#define TE_TRACER                   6
write_byte(TE_LIGHTNING) write_coord(startposition.x) write_coord(startposition.y) write_coord(startposition.z) write_coord(endposition.x) write_coord(endposition.y) write_coord(endposition.z) write_byte(life in 0.1's) write_byte(width in 0.1's) write_byte(amplitude in 0.01's) write_short(sprite model index)
#define TE_LIGHTNING                7
write_byte(TE_BEAMENTS) write_short(start entity) write_short(end entity) write_short(sprite index) write_byte(starting frame) write_byte(frame rate in 0.1's) write_byte(life in 0.1's) write_byte(line width in 0.1's) write_byte(noise amplitude in 0.01's) write_byte(red) write_byte(green) write_byte(blue) write_byte(brightness) write_byte(scroll speed in 0.1's)
#define TE_BEAMENTS                 8
write_byte(TE_SPARKS) write_coord(position.x) write_coord(position.y) write_coord(position.z)
#define TE_SPARKS                   9
write_byte(TE_LAVASPLASH) write_coord(position.x) write_coord(position.y) write_coord(position.z)
#define TE_LAVASPLASH               10
write_byte(TE_TELEPORT) write_coord(position.x) write_coord(position.y) write_coord(position.z)
#define TE_TELEPORT                 11
write_byte(TE_EXPLOSION2) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_byte(starting color) write_byte(num colors)
#define TE_EXPLOSION2               12
write_byte(TE_BSPDECAL) write_coord(position.x) decal position (center of texture in world) write_coord(position.y) write_coord(position.z) write_short(texture index of precached decal texture name) write_short(entity index) [optional - write_short(index of model of above entity) only included if previous short is non-zero (not the world)]
#define TE_BSPDECAL                 13
write_byte(TE_IMPLOSION) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_byte(radius) write_byte(count) write_byte(life in 0.1's)
#define TE_IMPLOSION                14
write_byte(TE_SPRITETRAIL) write_coord(startposition.x) write_coord(startposition.y) write_coord(startposition.z) write_coord(endposition.x) write_coord(endposition.y) write_coord(endposition.z) write_short(sprite index) write_byte(count) write_byte(life in 0.1's) write_byte(scale in 0.1's) write_byte(velocity along vector in 10's) write_byte(randomness of velocity in 10's)
#define TE_SPRITETRAIL              15
write_byte(TE_SPRITE) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_short(sprite index) write_byte(scale in 0.1's) write_byte(brightness)
#define TE_SPRITE                   17
write_byte(TE_BEAMSPRITE) write_coord(startposition.x) write_coord(startposition.y) write_coord(startposition.z) write_coord(endposition.x) write_coord(endposition.y) write_coord(endposition.z) write_short(beam sprite index) write_short(end sprite index)
#define TE_BEAMSPRITE               18
write_byte(TE_BEAMTORUS) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_coord(axis.x) write_coord(axis.y) write_coord(axis.z) write_short(sprite index) write_byte(starting frame) write_byte(frame rate in 0.1's) write_byte(life in 0.1's) write_byte(line width in 0.1's) write_byte(noise amplitude in 0.01's) write_byte(red) write_byte(green) write_byte(blue) write_byte(brightness) write_byte(scroll speed in 0.1's)
#define TE_BEAMTORUS                19
write_byte(TE_BEAMDISK) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_coord(axis.x) write_coord(axis.y) write_coord(axis.z) write_short(sprite index) write_byte(starting frame) write_byte(frame rate in 0.1's) write_byte(life in 0.1's) write_byte(line width in 0.1's) write_byte(noise amplitude in 0.01's) write_byte(red) write_byte(green) write_byte(blue) write_byte(brightness) write_byte(scroll speed in 0.1's)
#define TE_BEAMDISK                 20
write_byte(TE_BEAMCYLINDER) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_coord(axis.x) write_coord(axis.y) write_coord(axis.z) write_short(sprite index) write_byte(starting frame) write_byte(frame rate in 0.1's) write_byte(life in 0.1's) write_byte(line width in 0.1's) write_byte(noise amplitude in 0.01's) write_byte(red) write_byte(green) write_byte(blue) write_byte(brightness) write_byte(scroll speed in 0.1's)
#define TE_BEAMCYLINDER             21
write_byte(TE_BEAMFOLLOW) write_short(entity:attachment to follow) write_short(sprite index) write_byte(life in 0.1's) write_byte(line width in 0.1's) write_byte(red) write_byte(green) write_byte(blue) write_byte(brightness)
#define TE_BEAMFOLLOW               22
write_byte(TE_GLOWSPRITE) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_short(model index) write_byte(scale / 10) write_byte(size) write_byte(brightness)
#define TE_GLOWSPRITE               23
write_byte(TE_BEAMRING) write_short(start entity) write_short(end entity) write_short(sprite index) write_byte(starting frame) write_byte(frame rate in 0.1's) write_byte(life in 0.1's) write_byte(line width in 0.1's) write_byte(noise amplitude in 0.01's) write_byte(red) write_byte(green) write_byte(blue) write_byte(brightness) write_byte(scroll speed in 0.1's)
#define TE_BEAMRING                 24
write_byte(TE_STREAK_SPLASH) write_coord(startposition.x) write_coord(startposition.y) write_coord(startposition.z) write_coord(vector.x) write_coord(vector.y) write_coord(vector.z) write_byte(color) write_short(count) write_short(base speed) write_short(random velocity)
#define TE_STREAK_SPLASH            25
write_byte(TE_DLIGHT) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_byte(radius in 10's) write_byte(red) write_byte(green) write_byte(blue) write_byte(brightness) write_byte(life in 10's) write_byte(decay rate in 10's)
#define TE_DLIGHT                   27
write_byte(TE_ELIGHT) write_short(entity:attachment to follow) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_coord(radius) write_byte(red) write_byte(green) write_byte(blue) write_byte(life in 0.1's) write_coord(decay rate)
#define TE_ELIGHT                   28
write_byte(TE_TEXTMESSAGE) write_byte(channel) write_short(x) -1 = center) write_short(y) -1 = center) write_byte(effect) 0 = fade in/fade out, 1 is flickery credits, 2 is write out (training room) write_byte(red) - text color write_byte(green) write_byte(blue) write_byte(alpha) write_byte(red) - effect color write_byte(green) write_byte(blue) write_byte(alpha) write_short(fadein time) write_short(fadeout time) write_short(hold time) [optional] write_short(fxtime) time the highlight lags behing the leading text in effect 2 write_string(text message) 512 chars max string size
#define TE_TEXTMESSAGE              29
write_byte(TE_LINE) write_coord(startposition.x) write_coord(startposition.y) write_coord(startposition.z) write_coord(endposition.x) write_coord(endposition.y) write_coord(endposition.z) write_short(life in 0.1 s) write_byte(red) write_byte(green) write_byte(blue)
#define TE_LINE                     30
write_byte(TE_BOX) write_coord(boxmins.x) write_coord(boxmins.y) write_coord(boxmins.z) write_coord(boxmaxs.x) write_coord(boxmaxs.y) write_coord(boxmaxs.z) write_short(life in 0.1 s) write_byte(red) write_byte(green) write_byte(blue)
#define TE_BOX                      31
write_byte(TE_KILLBEAM) write_short(entity)
#define TE_KILLBEAM                 99
write_byte(TE_LARGEFUNNEL) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_short(sprite index) write_short(flags)
#define TE_LARGEFUNNEL              100
write_byte(TE_BLOODSTREAM) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_coord(vector.x) write_coord(vector.y) write_coord(vector.z) write_byte(color) write_byte(speed)
#define TE_BLOODSTREAM              101
write_byte(TE_SHOWLINE) write_coord(startposition.x) write_coord(startposition.y) write_coord(startposition.z) write_coord(endposition.x) write_coord(endposition.y) write_coord(endposition.z)
#define TE_SHOWLINE                 102
write_byte(TE_BLOOD) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_coord(vector.x) write_coord(vector.y) write_coord(vector.z) write_byte(color) write_byte(speed)
#define TE_BLOOD                    103
write_byte(TE_DECAL) write_coord(position.x) decal position (center of texture in world) write_coord(position.y) write_coord(position.z) write_byte(texture index of precached decal texture name) write_short(entity index)
#define TE_DECAL                    104
write_byte(TE_FIZZ) write_short(entity) write_short(sprite index) write_byte density)
#define TE_FIZZ                     105
write_byte(TE_MODEL) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_coord(velocity.x) write_coord(velocity.y) write_coord(velocity.z) write_angle(initial yaw) write_short(model index) write_byte(bounce sound type) write_byte(life in 0.1's)
#define TE_MODEL                    106
write_byte(TE_EXPLODEMODEL) write_coord(origin.x) write_coord(origin.y) write_coord(origin.z) write_coord(velocity.x) write_coord(velocity.y) write_coord(velocity.z) write_short(model index) write_short(count) write_byte(life in 0.1's)
#define TE_EXPLODEMODEL             107
write_byte(TE_BREAKMODEL) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_coord(size.x) write_coord(size.y) write_coord(size.z) write_coord(velocity.x) write_coord(velocity.y) write_coord(velocity.z) write_byte(random velocity in 10's) write_short(sprite or model index) write_byte(count) write_byte(life in 0.1 secs) write_byte(flags)
#define TE_BREAKMODEL               108
write_byte(TE_GUNSHOTDECAL) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_short(entity index???) write_byte(decal???)
#define TE_GUNSHOTDECAL             109
write_byte(TE_SPRITE_SPRAY) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_coord(velocity.x) write_coord(velocity.y) write_coord(velocity.z) write_short(sprite index) write_byte(count) write_byte(speed) write_byte(noise)
#define TE_SPRITE_SPRAY             110
write_byte(TE_ARMOR_RICOCHET) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_byte(scale in 0.1's)
#define TE_ARMOR_RICOCHET           111
write_byte(TE_PLAYERDECAL) write_byte(playerindex) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_short(entity???) write_byte(decal number) [optional] write_short(model index)
#define TE_PLAYERDECAL              112
write_byte(TE_BUBBLES) write_coord(position.x) (min start position) write_coord(position.y) write_coord(position.z) write_coord(position.x) (max start position) write_coord(position.y) write_coord(position.z) write_coord(float height) write_short(model index) write_byte(count) write_coord(speed)
#define TE_BUBBLES                  113
write_byte(TE_BUBBLETRAIL) write_coord(position.x) (min start position) write_coord(position.y) (min start position) write_coord(position.z) (min start position) write_coord(position.x) (max start position) write_coord(position.y) (max start position) write_coord(position.z) (max start position) write_coord(float height) write_short(model index) write_byte(count) write_coord(speed)
#define TE_BUBBLETRAIL              114
write_byte(TE_BLOODSPRITE) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_short(sprite1 index) write_short(sprite2 index) write_byte(color) write_byte(scale)
#define TE_BLOODSPRITE              115
write_byte(TE_WORLDDECAL) write_coord(position.x) decal position (center of texture in world) write_coord(position.y) write_coord(position.z) write_byte(texture index of precached decal texture name)
#define TE_WORLDDECAL               116
write_byte(TE_WORLDDECALHIGH) write_coord(position.x) decal position (center of texture in world) write_coord(position.y) write_coord(position.z) write_byte(texture index of precached decal texture name - 256)
#define TE_WORLDDECALHIGH           117
write_byte(TE_DECALHIGH) write_coord(position.x) decal position (center of texture in world) write_coord(position.y) write_coord(position.z) write_byte(texture index of precached decal texture name - 256) write_short(entity index)
#define TE_DECALHIGH                118
write_byte(TE_PROJECTILE) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_coord(velocity.x) write_coord(velocity.y) write_coord(velocity.z) write_short(modelindex) write_byte(life) write_byte(owner) projectile won't collide with owner (if owner == 0, projectile will hit any client).
#define TE_PROJECTILE               119
write_byte(TE_SPRAY) write_coord(position.x) write_coord(position.y) write_coord(position.z) write_coord(direction.x) write_coord(direction.y) write_coord(direction.z) write_short(modelindex) write_byte(count) write_byte(speed) write_byte(noise) write_byte(rendermode)
#define TE_SPRAY                    120
write_byte(TE_PLAYERSPRITES) write_short(playernum) write_short(sprite modelindex) write_byte(count) write_byte(variance) (0 = no variance in size) (10 = 10% variance in size)
#define TE_PLAYERSPRITES            121
write_byte(TE_PARTICLEBURST) write_coord(origin) write_short(radius) write_byte(particle color) write_byte(duration * 10) (will be randomized a bit)
#define TE_PARTICLEBURST            122
write_byte(TE_FIREFIELD) write_coord(origin) write_short(radius) (fire is made in a square around origin. -radius, -radius to radius, radius) write_short(modelindex) write_byte(count) write_byte(flags) write_byte(duration (in seconds) * 10) (will be randomized a bit)
#define TE_FIREFIELD                123
#define TEFIRE_FLAG_ALLFLOAT        1        // All sprites will drift upwards as they animate
#define TEFIRE_FLAG_SOMEFLOAT       2        // Some of the sprites will drift upwards. (50% chance)
#define TEFIRE_FLAG_LOOP            4        // If set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
#define TEFIRE_FLAG_ALPHA           8        // If set, sprite is rendered alpha blended at 50% else, opaque
#define TEFIRE_FLAG_PLANAR          16       // If set, all fire sprites have same initial Z instead of randomly filling a cube.
write_byte(TE_PLAYERATTACHMENT) write_byte(entity index of player) write_coord(vertical offset) (attachment origin.z = player origin.z + vertical offset) write_short(model index) write_short(life * 10 )
#define TE_PLAYERATTACHMENT         124
write_byte(TE_KILLPLAYERATTACHMENTS) write_byte(entity index of player)
#define TE_KILLPLAYERATTACHMENTS    125
write_byte(TE_MULTIGUNSHOT) write_coord(origin.x) write_coord(origin.y) write_coord(origin.z) write_coord(direction.x) write_coord(direction.y) write_coord(direction.z) write_coord(x noise * 100) write_coord(y noise * 100) write_byte(count) write_byte(bullethole decal texture index)
#define TE_MULTIGUNSHOT             126
write_byte(TE_USERTRACER) write_coord(origin.x) write_coord(origin.y) write_coord(origin.z) write_coord(velocity.x) write_coord(velocity.y) write_coord(velocity.z) write_byte(life * 10) write_byte(color) this is an index into an array of color vectors in the engine. (0 - ) write_byte(length * 10)
#define TE_USERTRACER               127
#define DRC_CMD_NONE                0   // NULL director command
#define DRC_CMD_START               1   // start director mode
#define DRC_CMD_EVENT               2   // informs about director command
#define DRC_CMD_MODE                3   // switches camera modes
#define DRC_CMD_CAMERA              4   // sets camera registers
#define DRC_CMD_TIMESCALE           5   // sets time scale
#define DRC_CMD_MESSAGE             6   // send HUD centerprint
#define DRC_CMD_SOUND               7   // plays a particular sound
#define DRC_CMD_STATUS              8   // status info about broadcast
#define DRC_CMD_BANNER              9   // banner file name for HLTV gui
#define DRC_CMD_FADE                10  // send screen fade command
#define DRC_CMD_SHAKE               11  // send screen shake command
#define DRC_CMD_STUFFTEXT           12  // like the normal svc_stufftext but as director command

#define DRC_CMD_LAST                12
#define DRC_FLAG_PRIO_MASK      0x0F    // priorities between 0 and 15 (15 most important)
#define DRC_FLAG_SIDE           (1<<4)  //
#define DRC_FLAG_DRAMATIC       (1<<5)  // is a dramatic scene
#define DRC_FLAG_SLOWMOTION     (1<<6)  // would look good in SloMo
#define DRC_FLAG_FACEPLAYER     (1<<7)  // player is doning something (reload/defuse bomb etc)
#define DRC_FLAG_INTRO          (1<<8)  // is a introduction scene
#define DRC_FLAG_FINAL          (1<<9)  // is a final scene
#define DRC_FLAG_NO_RANDOM      (1<<10) // don't randomize event data

#define MAX_DIRECTOR_CMD_PARAMETERS     4
#define MAX_DIRECTOR_CMD_STRING         128
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