Dayz Explorer 1.28.160049
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constants.c
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1
16
17enum VoiceLevel
18{
21 Shout
22}
23
24enum VoiceEffectType
25{
28 Obstruction
29}
30
31enum ObjIntersect
32{
37 None
38}
39
40enum RoadSurfaceDetection
41{
50}
51
53enum EffectWidgetsTypes
54{
55 ROOT = -2, //used when handling the m_Root widget directly
56 NONE = 0,
57
60
63
66
72
74}
75
76enum EffectWidgetHandles
77{
79}
80
81enum EffectWidgetSuspends
82{
85}
86
87class HitDirectionConstants
88{
89 const int ROTATION_DEFAULT = 0; //0 == random
90 const float DURATION_BASE = 2.0;
91 const float BREAKPOINT_BASE = 0.2;
92 const float DISTANCE_ADJUST = 0.0;
93 const float SCATTER = 10.0;
94 const int COLOR_DEFAULT = 0xffbb0a1e;
95}
96
103
104enum HitIndicatorType
105{
108 ARROW
109}
110
111enum EInputRestrictors
112{
114 MAP
115}
116
117enum EPollution // FLAG - 1,2,4,8...
118{
119 NONE = 0,
121 //POLLUTION2 = 2,
122 //POLLUTION3 = 4,
123}
124
129
135const int IDC_OK = 1;
136const int IDC_CANCEL = 2;
137const int IDC_RESTART = 5;
138
141
142const int IDC_MAIN_OPTIONS = 102;
143const int IDC_MAIN_MULTIPLAYER = 105;
144const int IDC_MAIN_QUIT = 106;
145const int IDC_MAIN_CONTINUE = 114;
146const int IDC_MAIN_TUTORIAL = 117;
147const int IDC_MAIN_PLAY = 142;
148const int IDC_MAIN_CHARACTER = 143;
149const int IDC_MAIN_ONLINE = 124;
150const int IDC_MAIN_FEEDBACK = 125;
151const int IDC_MULTI_REFRESH = 123;
152const int IDC_MULTI_INVITE = 126;
153
154const int IDC_BOOK_VIEWER_PREV = 102;
155const int IDC_BOOK_VIEWER_NEXT = 103;
156
158const int IDC_INT_RETRY = 105; //default respawn
159const int IDC_INT_RETRY_CUSTOM = 106; //custom respawn
160const int IDC_INT_EXIT = 107;
161//const int IDC_INT_RESPAWN = 108; //respawn dialogue
170const int MENU_ANY = 1;
171const int MENU_NONE = 2;
172const int MENU_LOC_ADD = 3;
173const int MENU_UNKNOWN = 4;
174const int MENU_CHARACTER = 5;
175const int MENU_CHAT = 6;
176const int MENU_EARLYACCESS = 7;
177const int MENU_SCENE_EDITOR = 8;
178const int MENU_INGAME = 9;
179const int MENU_INSPECT = 10;
180const int MENU_INVENTORY = 11;
181const int MENU_LOADING = 12;
182const int MENU_MAIN = 13;
183const int MENU_OPTIONS = 14;
184const int MENU_STARTUP = 15;
185const int MENU_SCRIPTCONSOLE = 16;
186const int MENU_CHAT_INPUT = 17;
189const int MENU_CONTROLS_PRESET = 20;
190const int MENU_NOTE = 21;
191const int MENU_MAP = 22;
192const int MENU_BOOK = 23;
193const int MENU_HELP_SCREEN = 24;
194const int MENU_GESTURES = 25;
195const int MENU_LOGOUT = 26;
196const int MENU_TITLE_SCREEN = 27;
197const int MENU_XBOX_CONTROLS = 28;
198const int MENU_RADIAL_QUICKBAR = 29;
199const int MENU_LOGIN_QUEUE = 30;
200const int MENU_SERVER_BROWSER = 31;
201const int MENU_CAMERA_TOOLS = 32;
202const int MENU_VIDEO = 33;
203const int MENU_KEYBINDINGS = 34;
204const int MENU_TUTORIAL = 35;
205const int MENU_CREDITS = 36;
206const int MENU_INVITE_TIMER = 37;
207const int MENU_LOGIN_TIME = 38;
211const int MENU_CONNECT_ERROR = 42;
214const int MENU_MISSION_LOADER = 45;
216
217
219
220const string CFG_VEHICLESPATH = "CfgVehicles";
221const string CFG_WEAPONSPATH = "CfgWeapons";
222const string CFG_MAGAZINESPATH = "CfgMagazines";
223const string CFG_AMMO = "CfgAmmo";
224const string CFG_WORLDS = "CfgWorlds";
225const string CFG_SURFACES = "CfgSurfaces";
226const string CFG_RECIPESPATH = "CfgRecipes";
227const string CFG_SOUND_SHADERS = "CfgSoundShaders";
228const string CFG_SOUND_SETS = "CfgSoundSets";
229const string CFG_NONAI_VEHICLES = "CfgNonAIVehicles";
230const string CFG_SOUND_TABLES = "CfgSoundTables";
231
239const int CFG_ARRAY_ITEMS_MAX = 64;
240const string CFG_FILE_FIXED_PROFILE = "Scripts/profile_fixed.cfg";
241const string CFG_FILE_USER_PROFILE = "$profile:profile.cfg";
242const string CFG_FILE_DEBUG_PROFILE = "debugProfile.cfg";
243const string CFG_FILE_EMOTES_PROFILE = "$profile:emotesProfile.cfg";
244const string CFG_FILE_SEARCH_HISTORY = "$profile:search_history.history";
245const string CFG_FILE_ENS_HISTORY = "script_enscript.history";
246const string CFG_FILE_ENS_HISTORY_SERVER = "script_enscriptServer.history";
247const string CFG_FILE_SCRIPT_LOG = "$profile:script.log";
248const string CFG_FILE_SCRIPT_LOG_EXT = "$profile:scriptExt.log";
249const string CFG_FILE_DEBUG_DIR = "$profile:ScriptConsole/";
250const string CFG_FILE_MISSION_LIST = "$profile:missionlist.json";
258/*
259const int RPC_SYNC_ITEM_VAR = 1;
260const int RPC_SYNC_STAT = 2;
261const int RPC_WRITE_NOTE = 3;
262const int RPC_SYNC_DISPLAY_STATUS = 4;
263const int RPC_RECIPE_SEND = 7;
264const int RPC_ON_SET_CAPTIVE = 8;
265const int RPC_SYNC_SCENE_OBJECT = 9;
266const int RPC_READ_A_BOOK = 10;
267const int RPC_USER_ACTION_PROMPT_SYNCH = 11;
268const int RPC_USER_ACTION_MESSAGE = 12;
269const int RPC_ITEM_DIAG = 13;
270const int RPC_ITEM_DIAG_CLOSE = 14;
271const int RPC_SET_OBJECT_POSITION = 15;
272const int RPC_USER_ACTION_MESSAGES = 16;
273const int RPC_ITEM_SPLIT = 17;
274const int RPC_ITEM_COMBINE = 18;
275const int RPC_PLAYER_STATES_ON = 19;
276const int RPC_PLAYER_STATES_OFF = 20;
277const int RPC_PLACING_DEBUG = 21;
278const int RPC_PLACING_START = 22;
279const int RPC_PLACING_STOP = 23;
280const int RPC_STAMINA = 25;
281const int RPC_DAMAGE_VALUE_SYNC = 26;
282const int RPC_USER_ACTION_PROMPT_PROGRESS = 27;
283const int RPC_PLACING_UPDATE = 28;
284const int RPC_USER_ACTION_PROMPT_CLEAN = 29;
285const int RPC_DISABLE_MODIFIERS = 30;
286const int RPC_KILL_PLAYER = 31;
287const int RPC_ENABLE_INVINCIBILITY = 32;
288const int RPC_ITEM_DEBUG_ACTIONS = 33;
289const int RPC_LOG_PLAYER_STATS = 34;
290const int RPC_EM_IS_PLUGGED = 35;
291const int RPC_EM_IS_UNPLUGGED = 36;
292*/
301/*
302const int DEV_RPC_SPAWN_GROUND_ITEM = 101;
303const int DEV_RPC_CLEAR_INV = 102;
304const int DEV_RPC_TELEPORT = 103;
305const int DEV_RPC_SET_PLAYER_DIRECTION = 104;
306const int DEV_RPC_SEND_SERVER_LOG = 105;
307const int DEV_RPC_STATS_DATA = 107;
308const int DEV_RPC_MODS_DATA = 108;
309const int DEV_RPC_AGENTS_DATA = 109;
310const int DEV_RPC_CREATE_SCENE_OBJECT = 110;
311const int DEV_RPC_SCENE_LOAD = 111;
312const int DEV_RPC_SPAWN_INV_ITEM = 112;
313const int DEV_RPC_SPAWN_ATTACHMENT_ITEM = 113;
314const int DEV_RPC_SPAWN_ITEM_ON_CURSOR = 114;
315*/
323 /*
324const int DEV_STATS_UPDATE = 1;
325const int DEV_MODS_UPDATE = 2;
326const int DEV_AGENTS_UPDATE = 3;
327 */
335const int NUM_OF_CHANNELS = 100;
336const int MSG_TEST_CHANNEL = 0;
338const int MSG_STATS_SYNCED = 2;
339const int MSG_NOTIFIERS_TICK = 3;
347const int MIN_TICK_MDFR_POOL_MAIN = 10000;//in ms
351const int MIN_TICK_NOTIFIERS = 1000;
359{
360 const int ID_EMOTE_GREETING = 1;
361 const int ID_EMOTE_SOS = 2; //FB
362 const int ID_EMOTE_HEART = 3;
363 const int ID_EMOTE_TAUNT = 4;
364 const int ID_EMOTE_LYINGDOWN = 5;
365 const int ID_EMOTE_TAUNTKISS = 6;
366 const int ID_EMOTE_FACEPALM = 7;
367 const int ID_EMOTE_TAUNTELBOW = 8;
368 const int ID_EMOTE_THUMB = 9;
369 const int ID_EMOTE_THROAT = 10;
370 const int ID_EMOTE_SUICIDE = 11; //FB
371 const int ID_EMOTE_DANCE = 12;
372 const int ID_EMOTE_CAMPFIRE = 13;
373 const int ID_EMOTE_SITA = 14;
374 const int ID_EMOTE_SITB = 15;
375 const int ID_EMOTE_THUMBDOWN = 16;
376
377 const int ID_EMOTE_DABBING = 32;
378 const int ID_EMOTE_TIMEOUT = 35;
379 const int ID_EMOTE_CLAP = 39;
380 const int ID_EMOTE_POINT = 40;
381 const int ID_EMOTE_SILENT = 43;
382 const int ID_EMOTE_SALUTE = 44;
383 const int ID_EMOTE_RPS = 45;
384 const int ID_EMOTE_WATCHING = 46;
385 const int ID_EMOTE_HOLD = 47;
386 const int ID_EMOTE_LISTENING = 48;
387 const int ID_EMOTE_POINTSELF = 49;
388 const int ID_EMOTE_LOOKATME = 50;
389 const int ID_EMOTE_TAUNTTHINK = 51;
390 const int ID_EMOTE_MOVE = 52;
391 const int ID_EMOTE_DOWN = 53;
392 const int ID_EMOTE_COME = 54;
393 const int ID_EMOTE_RPS_R = 55;
394 const int ID_EMOTE_RPS_P = 56;
395 const int ID_EMOTE_RPS_S = 57;
396 const int ID_EMOTE_NOD = 58;
397 const int ID_EMOTE_SHAKE = 59;
398 const int ID_EMOTE_SHRUG = 60;
399 const int ID_EMOTE_SURRENDER = 61;
400 const int ID_EMOTE_VOMIT = 62;
401 const int ID_EMOTE_DEBUG = 1000;
402
408 const int EMOTE_SUICIDE_DEATH = 1;
409 const int EMOTE_SUICIDE_BLEED = 2;
410 const int EMOTE_SUICIDE_SIMULATION_END = 3;
412}
413
415class SoundConstants
416{
417 const int ITEM_PLACE = 1;
418 const int ITEM_DEPLOY_LOOP = 2;
419 const int ITEM_DEPLOY = 3;
420 const int ITEM_FOLD_LOOP = 4;
421 const int ITEM_FOLD = 5;
422
423 const int ITEM_BARREL_OPEN = 20;
424 const int ITEM_BARREL_CLOSE = 21;
425 const int ITEM_TENT_OPEN = 22;
426 const int ITEM_TENT_CLOSE = 23;
427 const int ITEM_TENT_WINDOW_OPEN = 24;
429 const int ITEM_EXPLOSIVE_ARM = 26;
430 const int ITEM_EXPLOSIVE_DISARM = 27;
431 const int ITEM_KEY_BREAK = 28;
432}
433
439const float ITEMSGEN_TICK = 10; //in seconds
440const float ITEMSGEN_MIN_DISTANCE_TO_REPOSITION = 80; //in meters
441const float ITEMSGEN_SPAWN_DISTANCE = 60; //in meters
442const float ITEMSGEN_MAX_SPREAD = 15; //in meters
453const int SAT_CRAFTING = 2;
454const int SAT_DEBUG_ACTION = 3;
462const int UA_NONE = 0;
463const int UA_FAILED = 1;
464const int UA_PROCESSING = 2;
465const int UA_REPEAT = 3;
466const int UA_FINISHED = 4;
467const int UA_CANCEL = 5;
468const int UA_INTERRUPT = 6;
469const int UA_START = 7;
470const int UA_STARTT = 8;
471const int UA_CANCELT = 9;
472const int UA_FINISHEDT = 10;
473const int UA_ANIM_EVENT = 11;
474const int UA_INITIALIZE = 12;
475const int UA_CHECK_CON = 13;
476const int UA_AM_PENDING = 14;
477const int UA_AM_ACCEPTED = 15;
478const int UA_AM_REJECTED = 16;
479const int UA_IN_START = 17;
480const int UA_IN_END = 18;
481const int UA_SPAWN_DUST_A = 19;
482const int UA_SPAWN_DUST_B = 20;
483const int UA_IN_CRAFTING = 21;
484
485const int UA_ERROR = 24;
486
487const int UA_SETEND_2 = 32;
496const int AGT_NONE = 0;
497const int AGT_INV_IN = 1;
498const int AGT_INV_OUT = 2;
500const int AGT_TRANSFER_COPY = 4;
501const int AGT_UACTION_TOUCH = 5;
502const int AGT_WATER_POND = 6;
506const int AGT_ITEM_TO_FLESH = 10;
508const int AGT_SNOW = 12;
509const int AGT_WATER_FRESH = 13;
510const int AGT_WATER_HOT_SPRING = 14;
511
512const int DEF_BIOLOGICAL = 1;
513const int DEF_CHEMICAL = 2;
516const int QUANTITY_HIDDEN = 0;
517const int QUANTITY_COUNT = 1;
518const int QUANTITY_PROGRESS = 2;
519
520
521
527// BEWARE ALL INDIVIDUAL LIQUID TYPES ARE ALSO REPRESENTED CONFIG-SIDE AND MUST MATCH(all changes must be made on both sides)
528// NOTE ANY NUMBER HERE MUST BE A 0 OR ANY POWER OF TWO, THERE IS A MAXIMUM OF 32 INDIVIDUAL LIQUID TYPES POSSIBLE
529const int LIQUID_NONE = 0;
530
531const int LIQUID_BLOOD_0_P = 1;
532const int LIQUID_BLOOD_0_N = 2;
533const int LIQUID_BLOOD_A_P = 4;
534const int LIQUID_BLOOD_A_N = 8;
535const int LIQUID_BLOOD_B_P = 16;
536const int LIQUID_BLOOD_B_N = 32;
537const int LIQUID_BLOOD_AB_P = 64;
538const int LIQUID_BLOOD_AB_N = 128;
539const int LIQUID_SALINE = 256;
540
541const int LIQUID_WATER = 512; // base water liquid type, LIQUID_GROUP_DRINKWATER translates into this type within script
542const int LIQUID_RIVERWATER = 1024; // unused? river surfaces are using FRESHWATER
543const int LIQUID_VODKA = 2048;
544const int LIQUID_BEER = 4096;
545const int LIQUID_GASOLINE = 8192;
546const int LIQUID_DIESEL = 16384;
547const int LIQUID_DISINFECTANT = 32768;
548const int LIQUID_SOLUTION = 65536;
549const int LIQUID_SNOW = 131072;
550const int LIQUID_SALTWATER = 262144;
551const int LIQUID_FRESHWATER = 524288; // used by river/pond surfaces
552const int LIQUID_STILLWATER = 1048576; // used for unfishable surfaces
553const int LIQUID_HOTWATER = 2097152; // hot springs
554const int LIQUID_CLEANWATER = 4194304; // clean water from wells / rain
555
558
559// these are groups which do not have to correspond with configs
560const int GROUP_LIQUID_BLOOD = 255;
561const int GROUP_LIQUID_ALL = -1;//-1 = all bits to 1
569const float LIQUID_THROUGHPUT_TINY = 0.1;
575const float LIQUID_THROUGHPUT_WELL = 15.0;
576const float LIQUID_THROUGHPUT_BARREL = 100.0;
577
585const string SYSTEM_CHAT_MSG = "system_chat_msg";
586const string GLOBAL_CHAT_MSG = "global_chat_msg";
587const string DIRECT_CHAT_MSG = "direct_chat_msg";
588const string VEHICLE_CHAT_MSG = "vehicle_chat_msg";
589const string RADIO_CHAT_MSG = "radio_chat_msg";
590const string GAME_CHAT_MSG = "game_chat_msg";
591const string ADMIN_CHAT_MSG = "admin_chat_msg";
592const string PLAYER_CHAT_MSG = "player_chat_msg";
600const string SHOW_QUICKBAR = "show_quickbar";
601const string SHOW_HUD = "show_hud";
602const string SHOW_HUD_VEHICLE = "show_hud_vehicle";
603const string HUD_BRIGHTNESS = "hud_brightness";
604const string ENABLE_BLEEDINGINDICATION = "enable_bleedingindication";
605const string SHOW_CONNECTIVITYINFO = "show_connectivityinfo";
606//const string SHOW_HUD_AUTOHIDE = "hud_autohide";
607const string SHOW_CROSSHAIR = "show_crosshair";
608const string SHOW_SERVERINFO = "show_serverinfo";
611const string OPTIONS_SOUND_AMBIENT_SOUND_MODE = "ambient_sound_mode";
612
618const string LOCK_SPRINT = "lock_sprint";
619const string LOCK_FREELOOK = "lock_freelook";
620const string LOCK_ZOOM = "lock_zoom";
628const int VARIABLE_QUANTITY = 1;
629const int VARIABLE_ENERGY = 2;
631const int VARIABLE_WET = 8;
632const int VARIABLE_LIQUIDTYPE = 16;
633const int VARIABLE_ISLIT = 32;
634const int VARIABLE_COLOR = 64;
635const int VARIABLE_CLEANNESS = 128;
638const float CRAFTING_TIME_UNIT_SIZE = 4.0;// time unit size for crafting, this value is multiplied by the length given by a recipe
639
640const float PROJECTED_CURSOR_DISTANCE = 5;//how long is the raycast from the weapon for projected cursor
641
642
648const float MELEE_ITEM_DAMAGE = 0.35;
649
650const int HAIR_SELECTION_COUNT = 45;
654const int INPUT_EXCLUDE_ALL = 0;
658const int INPUT_EXCLUDE_MAP = 4;
659
661{
667 // unit = currently percent (stamina max is 100)
668 const int STAMINA_DRAIN_STANDING_SPRINT_PER_SEC = 4; //in units (how much sprint depletes stamina)
669 const int STAMINA_DRAIN_CROUCHED_SPRINT_PER_SEC = 1; //in units (how much sprint in crouch depletes stamina)
670 const int STAMINA_DRAIN_PRONE_SPRINT_PER_SEC = 3; //in units (how much sprint in prone depletes stamina)
671 const int STAMINA_DRAIN_SWIM_FAST_PER_SEC = 5; //in units (how much fast swimming depletes stamina)
672 const int STAMINA_DRAIN_LADDER_FAST_PER_SEC = 8; //in units (how much fast ladder climb depletes stamina)
673
674 const float STAMINA_DRAIN_HOLD_BREATH_START = 0.2; //in units (how much holding breath depletes stamina at the start)
675 const float STAMINA_DRAIN_HOLD_BREATH_END = 1.0; //in units (how much holding breath depletes stamina at the end)
676 const float STAMINA_DRAIN_JUMP = 25; // in units (how much jumping depletes stamina)
677 const float STAMINA_DRAIN_VAULT = 20; // in units (how much jumping depletes stamina)
678 const float STAMINA_DRAIN_CLIMB = 42; // in units (how much jumping depletes stamina)
679 const float STAMINA_DRAIN_MELEE_LIGHT = 5; //in units (how much light melee punch depletes stamina)
680 const float STAMINA_DRAIN_MELEE_HEAVY = 25; //in units (how much heavy melee punch depletes stamina)
681 const float STAMINA_DRAIN_MELEE_EVADE = 8; // in units (how much evade depletes stamina)
682 const float STAMINA_DRAIN_ROLL = 5; // in units (how much roll depletes stamina)
683
684 const float STAMINA_DRAIN_HOLD_BREATH_DURATION = 5.0; //in seconds, time it takes to increase stamina drain from STAMINA_DRAIN_HOLD_BREATH_START to STAMINA_DRAIN_HOLD_BREATH_END
685 const float STAMINA_DRAIN_HOLD_BREATH_EXPONENT = 3; //holding breath exponent
686
687 const int STAMINA_GAIN_JOG_PER_SEC = 2; //in units (how much of stamina units is gained while jogging)
688 const int STAMINA_GAIN_WALK_PER_SEC = 4; //in units (how much of stamina units is gained while walking)
689 const int STAMINA_GAIN_IDLE_PER_SEC = 5; //in units (how much of stamina units is gained while iddling)
690 const int STAMINA_GAIN_SWIM_PER_SEC = 1; //in units (how much of stamina units is gained while slowly swim)
691 const int STAMINA_GAIN_LADDER_PER_SEC = 1; //in units (how much of stamina units is gained while slowly swim)
692 const int STAMINA_GAIN_ROLL_PER_SEC = 0; //in units (how much of stamina units is gained while rolling)
693 const float STAMINA_GAIN_BONUS_CAP = 3.0; //in units (tells how much extra units can be added at best to stamina regain)
694
695 const float STAMINA_KG_TO_STAMINAPERCENT_PENALTY = 1.75; //in units (by how many units is max stamina bar reduced for each 1 kg of load weight)
696 const float STAMINA_MIN_CAP = 5; //in units (overload won't reduce max stamina bar under this value)
697 const float STAMINA_HOLD_BREATH_THRESHOLD_ACTIVATE = 10; // in units
698 const float STAMINA_HOLD_BREATH_THRESHOLD_DRAIN = 0; // in units
699 const float STAMINA_JUMP_THRESHOLD = 25; // in units
700 const float STAMINA_VAULT_THRESHOLD = 20; // in units
701 const float STAMINA_CLIMB_THRESHOLD = 42; // in units
702 const float STAMINA_ROLL_THRESHOLD = 5; // in units
703
704
705 const float STAMINA_MELEE_HEAVY_THRESHOLD = STAMINA_DRAIN_MELEE_HEAVY; // in units (how many units we need to make a heavy hit in melee)
706 const float STAMINA_MELEE_EVADE_THRESHOLD = 8; // in units
707 const float STAMINA_REGEN_COOLDOWN_DEPLETION = 0.45; // in secs (how much time we will spend in cooldown before the stamina will starts with regeneration)
708 const float STAMINA_REGEN_COOLDOWN_EXHAUSTION = 0.5;
709 const float STAMINA_WEIGHT_LIMIT_THRESHOLD = 6000;
710 const float STAMINA_KG_TO_GRAMS = 1000; //for kg to g conversion
711 const float STAMINA_SYNC_RATE = 0.5; //in secs
712 const float STAMINA_MAX = 100;
720 const float ENVIRO_TICK_RATE = 3;
721 const float ENVIRO_TICKS_TO_WETNESS_CALCULATION = 2;
722 const float ENVIRO_TICK_ROOF_RC_CHECK = 10;
723 const float ENVIRO_WET_INCREMENT = 0.01;
724 const float ENVIRO_DRY_INCREMENT = 0.00005;
725 const float ENVIRO_SUN_INCREMENT = 0.002;
726 const float ENVIRO_FIRE_INCREMENT = 23.5;
727 const float ENVIRO_CLOUD_DRY_EFFECT = 0.7;
728 const float ENVIRO_FOG_DRY_EFFECT = 0.9;
729 const float ENVIRO_FOG_TEMP_EFFECT = -2;
730 const float ENVIRO_WET_PENALTY = 0.5;
731 const float ENVIRO_WET_PASSTHROUGH_COEF = 0.1;
732 const float ENVIRO_DEFAULT_ENTITY_HEAT = 2.5;
733 const float ENVIRO_TEMPERATURE_INSIDE_VEHICLE_COEF = 0.051;
734 const float ENVIRO_TEMPERATURE_UNDERROOF_COEF = 0.75;
735 const float ENVIRO_TEMPERATURE_WIND_COEF = 2.5;
736 const float ENVIRO_WIND_EFFECT = 0.25;
737 const float ENVIRO_HIGH_NOON = 12;
738
739 const float ENVIRO_HEATCOMFORT_MAX_STEP_SIZE = 0.25;
740
741 static const float ENVIRO_HEATCOMFORT_HEADGEAR_WEIGHT = 0.05;
742 static const float ENVIRO_HEATCOMFORT_MASK_WEIGHT = 0.05;
743 static const float ENVIRO_HEATCOMFORT_VEST_WEIGHT = 0.04;
744 static const float ENVIRO_HEATCOMFORT_BODY_WEIGHT = 0.12;
745 static const float ENVIRO_HEATCOMFORT_BACK_WEIGHT = 0.03;
746 static const float ENVIRO_HEATCOMFORT_GLOVES_WEIGHT = 0.04;
747 static const float ENVIRO_HEATCOMFORT_LEGS_WEIGHT = 0.12;
748 static const float ENVIRO_HEATCOMFORT_FEET_WEIGHT = 0.06;
749 static const float ENVIRO_HEATCOMFORT_HIPS_WEIGHT = 0.00;
751 static const float ENVIRO_HEATCOMFORT_WEIGHT_SUMMARY = ENVIRO_HEATCOMFORT_HEADGEAR_WEIGHT + ENVIRO_HEATCOMFORT_MASK_WEIGHT +ENVIRO_HEATCOMFORT_VEST_WEIGHT + ENVIRO_HEATCOMFORT_BODY_WEIGHT + ENVIRO_HEATCOMFORT_BACK_WEIGHT + ENVIRO_HEATCOMFORT_GLOVES_WEIGHT + ENVIRO_HEATCOMFORT_LEGS_WEIGHT + ENVIRO_HEATCOMFORT_FEET_WEIGHT + ENVIRO_HEATCOMFORT_HIPS_WEIGHT;
752
753 const float ENVIRO_STOMACH_WEIGHT = 0.2;
754 const float ENVIRO_LOW_TEMP_LIMIT = -20;
755 const float ENVIRO_HIGH_TEMP_LIMIT = 70;
756 const float ENVIRO_PLAYER_COMFORT_TEMP = 24;
757 const float ENVIRO_TEMP_EFFECT_ON_PLAYER = 40;
758 const float ENVIRO_PLAYER_HEATBUFFER_WATEREFFECT = 20;
759 const float ENVIRO_PLAYER_HEATBUFFER_DECREASE = 0.01;
760 const float ENVIRO_PLAYER_HEATBUFFER_INCREASE = 0.18;
761 const float ENVIRO_PLAYER_HEATBUFFER_TEMP_AFFECT = 0.4;
762 const float ENVIRO_PLAYER_HEATBUFFER_CAPACITY_MIN = 0.35;
763
765 static ref array<ref TFloatArray> ENVIRO_PLAYER_HEATBUFFER_STAGE_RATELIMIT = {
766 {1.0, 1.0}, // not used now
767 {1.82, 4.0},
768 {0.8, 1.6},
769 {1.0, 1.0}, // not used now
770 };
771
773 const float ENVIRO_ISOLATION_WETFACTOR_DRY = 1.0;
774 const float ENVIRO_ISOLATION_WETFACTOR_DAMP = 0.9;
775 const float ENVIRO_ISOLATION_WETFACTOR_WET = 0.5;
776 const float ENVIRO_ISOLATION_WETFACTOR_SOAKED = 0.1;
777 const float ENVIRO_ISOLATION_WETFACTOR_DRENCHED = -0.15;
779 const float ENVIRO_ISOLATION_HEALTHFACTOR_PRISTINE = 1.0;
780 const float ENVIRO_ISOLATION_HEALTHFACTOR_WORN = 0.9;
781 const float ENVIRO_ISOLATION_HEALTHFACTOR_DAMAGED = 0.8;
782 const float ENVIRO_ISOLATION_HEALTHFACTOR_B_DAMAGED = 0.5;
783 const float ENVIRO_ISOLATION_HEALTHFACTOR_RUINED = 0.0;
784
785 const float ENVIRO_TEMP_SOURCES_LOOKUP_RADIUS = 20.0;
786
787 const float ENVIRO_NAKED_BODY_PENALTY_RAIN_MIN_VALUE = 0.2;
788 const float ENVIRO_NAKED_BODY_PENALTY_SNOWFALL_MIN_VALUE = 0.4;
789
790 const float LIQUID_RAIN_AMOUNT_COEF_BASE = 10.0;
791 const float COLD_AREA_TEMPERATURE_THRESHOLD = 5;
792 const float COLD_AREA_DIG_WORMS_MODIF = 1.5;
793
794 const float ENVIRO_WIND_EFFECT_SLOPE = -35.0;
795 const float ENVIRO_WIND_CHILL_LIMIT = 30.0;
796
797 const float ENVIRO_SNOW_WET_COEF = 0.1;
798
799 // --
801 const float FIRE_ATTACHMENT_DAMAGE_PER_SECOND = 0.07;
802
803 const float ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT = 15.0;
804 const float ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT = 35.0;
805
806 const float ITEM_TEMPERATURE_QUANTITY_WEIGHT_MULTIPLIER = 0.04;
807
808 static const float ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE = (GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT + GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT) * 0.5;
809
818 const float VEHICLE_FLIP_ANGLE_TOLERANCE = 45;
819 const bool VEHICLE_FLIP_WHEELS_LIMITED = true;
827 const int CARS_FLUIDS_TICK = 1;
828 const int CARS_LEAK_TICK_MIN = 0.02;
829 const int CARS_LEAK_TICK_MAX = 0.05;
830 const int CARS_LEAK_THRESHOLD = 0.5;
838 const float CARS_CONTACT_DMG_THRESHOLD = 750.0;
839 const float CARS_CONTACT_DMG_MIN = 150.0;
840 const float CARS_CONTACT_DMG_KILLCREW = 1200.0;
848 const int STATE_RUINED = 4;
849 const int STATE_BADLY_DAMAGED = 3;
850 const int STATE_DAMAGED = 2;
851 const int STATE_WORN = 1;
852 const int STATE_PRISTINE = 0;
860 const float DAMAGE_PRISTINE_VALUE = 1.0;
861 const float DAMAGE_WORN_VALUE = 0.7;
862 const float DAMAGE_DAMAGED_VALUE = 0.5;
863 const float DAMAGE_BADLY_DAMAGED_VALUE = 0.3;
864 const float DAMAGE_RUINED_VALUE = 0.0;
872 const float STATE_DRENCHED = 0.8;
873 const float STATE_SOAKING_WET = 0.5;
874 const float STATE_WET = 0.25;
875 const float STATE_DAMP = 0.05;
876 const float STATE_DRY = 0;
884 const int STATE_HOT_LVL_FOUR = 600;
885 const int STATE_HOT_LVL_THREE = 250;
886 const int STATE_HOT_LVL_TWO = 70;
887 const int STATE_HOT_LVL_ONE = 35;
888 const int STATE_NEUTRAL_TEMP = 15;
889 const int STATE_COLD_LVL_ONE = 3;
890 const int STATE_COLD_LVL_TWO = -10;
891 const int STATE_COLD_LVL_THREE = -50;
892 const int STATE_COLD_LVL_FOUR = -100;
900 const float WEIGHT_DRENCHED = 2.0;
901 const float WEIGHT_SOAKING_WET = 1.66;
902 const float WEIGHT_WET = 1.33;
903 const float WEIGHT_DAMP = 1.0;
904 const float WEIGHT_DRY = 1.0;
907 const int OPTICS_STATE_DAY = 0; //default state for most optics
908 const int OPTICS_STATE_NIGHTVISION = 1;
909 //const int OPTICS_STATE_OTHER = 2;
910
911 const float WETNESS_RATE_WETTING_INSIDE = 0.0020;
912 const float WETNESS_RATE_WETTING_LIQUID = 0.015;
913 const float WETNESS_RATE_DRYING_INSIDE = -0.0016;
914 const float WETNESS_RATE_DRYING_GROUND = -0.0008;
915
922 static const float TEMPERATURE_RATE_AVERAGE_ABS = 0.17; // °C/s
923 static const float TEMPERATURE_RATE_MAX_ABS = TEMPERATURE_RATE_AVERAGE_ABS * 6; // °C/s
924 //static const float TEMPERATURE_INTERPOLATION_EXPONENT_MAX = 3.0;
925 static const float TEMPERATURE_INTERPOLATION_THRESHOLD_MIN_ABS = 1.0; //difference in current - target temperatures
926 static const float TEMPERATURE_INTERPOLATION_THRESHOLD_MAX_ABS = 300.0; //difference in current - target temperatures
927
928 static const float TEMPERATURE_FREEZETHAW_LEGACY_COEF = 0.2; //artificially lowers the freeze/thaw progression on reverse-calculated time values
929 static const float TEMPERATURE_FREEZETHAW_ACCELERATION_COEF = 20.0; //accelerates 'lowering' of the FT progress in the oposite direction
930
931 static const float TEMPERATURE_TIME_OVERHEAT_MIN = 180; //minimal time in seconds to overheat any overheatable entity
932 static const float TEMPERATURE_TIME_FREEZE_MIN = 120; //minimal time in seconds to freeze entity
933 static const float TEMPERATURE_TIME_THAW_MIN = 120; //minimal time in seconds to thaw entity
934
935 static const float TEMPERATURE_FREEZE_TIME_COEF_DRIED = 0.25;
936 static const float TEMPERATURE_FREEZE_TIME_COEF_BURNED = 0.25;
937 static const float TEMPERATURE_THAW_TIME_COEF_BURNED = 0.25;
938 static const float TEMPERATURE_THAW_TIME_COEF_DRIED = 0.25;
939
940 static const float TEMPERATURE_SENSITIVITY_THRESHOLD = 0.1; //changes lower than this will usually not be processed (absolute)
941
942 const float TEMP_COEF_WORLD = 1; //entities on the ground
943 const float TEMP_COEF_INVENTORY = 1;
944 const float TEMP_COEF_FIREPLACE_COOLING = 2.0;
945 const float TEMP_COEF_FIREPLACE_HEATING = 2.0;
946 const float TEMP_COEF_GAS_STOVE = 1.0;
947 const float TEMP_COEF_UTS = 6.0; //universal temperature sources
948 const float TEMP_COEF_COOKING_DEFAULT = 2.0;
949 const float TEMP_COEF_COOLING_GLOBAL = 1.0; //one universal coef for item cooling
950 const float TEMP_COEF_SWIMMING = 5.0; //speed of change for items in player's inventory during swimming
951
952
953 const float HEATISO_THRESHOLD_BAD = 0.2;
954 const float HEATISO_THRESHOLD_LOW = 0.4;
955 const float HEATISO_THRESHOLD_MEDIUM = 0.6;
956 const float HEATISO_THRESHOLD_HIGH = 0.8;
957
958 //Deprecated temperature constants
959 const float TEMP_COEF_COOKING_CATCHUP = 3.0; //DEPRECEATED, heating of child items that are below minimal cooking temperature (catching up)
967 const int BAREL_LIME_PER_PELT = 100; //grams per pelt
968 const int BAREL_BLEACH_PER_CLOTH = 50; //ml per item
969 const float BAREL_LIME_PER_PLANT = 50; //grams per gram
977
978 const float DZPLAYER_CAMERA_FOV_EYEZOOM = 0.3926; // 45deg
979 const float DZPLAYER_CAMERA_FOV_EYEZOOM_SHALLOW = 0.610865; // 70deg
980 const float DZPLAYER_CAMERA_FOV_IRONSIGHTS = 0.5236; // 60deg
981
982 const string DEFAULT_CHARACTER_NAME = "#str_cfgvehicles_survivor0"; //experiment, used to be "Survivor"
983
984 const int DEFAULT_CHARACTER_MENU_ID = -1;
985
986 const float CLEAN_UNRESTRAIN_DAMAGE = 10;
987
989 const int CAMERA_SHAKE_GRENADE_DISTANCE = 40;
990 const int CAMERA_SHAKE_ARTILLERY_DISTANCE = 200;
991 const int CAMERA_SHAKE_ARTILLERY_DISTANCE2 = 40000; // Square distance used for distance check
992
994 const float MINING_WOOD_FAST = 2.0;
995 const float MINING_WOOD_MEDIUM = 2.0;
996 const float MINING_WOOD_SLOW = 3.0;
997
999 const float PROJECTILE_CONVERSION_ANIMALS = 0.1;
1000 const float PROJECTILE_CONVERSION_INFECTED = 0.44;
1001 const float PROJECTILE_CONVERSION_PLAYERS = 0.1;
1002
1003 const float NL_DAMAGE_FIREARM_CONVERSION_ANIMALS = PROJECTILE_CONVERSION_ANIMALS;
1004 const float NL_DAMAGE_FIREARM_CONVERSION_INFECTED = PROJECTILE_CONVERSION_INFECTED;
1005 const float NL_DAMAGE_FIREARM_CONVERSION_PLAYERS = PROJECTILE_CONVERSION_PLAYERS;
1006
1007 const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_ANIMALS = 0.16;
1008 const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_INFECTED = 0.16;
1009 const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_PLAYERS = 0;
1010
1011 const float ROOF_CHECK_RAYCAST_DIST = 20.0;
1012
1014 const float ITEM_TEMPERATURE_TO_EXPLODE_MIN = 100;
1015 const float LOADING_SCREEN_HINT_INTERVAL = 14;//the time that elapses before a hint is switched during loading in screens that support hint switching
1016 const float LOADING_SCREEN_HINT_INTERVAL_MIN = 8;//the minimum time that needs to remain on the count-down counter for a hint to still be changed based on the 'LOADING_SCREEN_HINT_INTERVAL'(prevents last moment hint update where the player has no time to read it)
1017
1018
1023 const int REFRESHER_MAX_DURATION_DEFAULT = 3600 * 24 * 40; //max duration of refresher in seconds - 40 days (+ 5 days final refresh )
1024 const int REFRESHER_FREQUENCY_DEFAULT = 3600 * 24 * 5; //frequency of lifetime refreshes/refresher time decreases - 5 days
1025 const float REFRESHER_RADIUS = 60; //meters
1026 // lifetime of refresher itself is in db (3600 * 24 * 7 = 604800 )
1027
1028 const float SALMONELLA_RETENTION_PREDATOR = 0.6; //60% chance cooked predator meat will retain salmonella
1029
1034 const float DECAY_FOOD_RAW_MEAT = 21600;
1035 const float DECAY_FOOD_RAW_CORPSE = 32400;
1036 const float DECAY_FOOD_RAW_FRVG = 43200;
1037 const float DECAY_FOOD_BOILED_MEAT = 259200;
1038 const float DECAY_FOOD_BOILED_FRVG = 172800;
1039 const float DECAY_FOOD_BAKED_MEAT = 345600;
1040 const float DECAY_FOOD_BAKED_FRVG = 259200;
1041 const float DECAY_FOOD_DRIED_MEAT = 691200;
1042 const float DECAY_FOOD_CAN_OPEN = 172800;
1043 const int DECAY_FOOD_FRVG_DRIED_CHANCE = 43;
1044 const int DECAY_TIMER_RANDOM_PERCENTAGE = 25;
1045 const float DECAY_RATE_ON_PLAYER = 2.5;
1046
1047 const int RESPAWN_MODE_CUSTOM = 0;
1048 const int RESPAWN_MODE_RANDOM = 1;
1049
1054 const int INVENTORY_ENTITY_DROP_OVERLAP_DEPTH = 2; // How deep should it go looking for a free spot to drop an entity
1059 const int INVENTORY_MAX_REACHABLE_DEPTH_ATT = 2;
1060
1061 //----------------------------------------------------------
1062 // AI
1063 //----------------------------------------------------------
1064
1065 const float AI_ATTACKSPEED = 1.5;
1066 const float AI_MAX_BLOCKABLE_ANGLE = 60; // The angle under which an infected must be relative to player to be blockable
1067 const float AI_CONTAMINATION_DMG_PER_SEC = 3; // The amount of damage AI agents take per contaminated area damage event
1068
1069 /*
1070 Noise multiplier works with a 0-1 value which is then multiplied by noise levels. Noise reduction is a value in 0-1 range depending on phenomenon intensity.
1071 noise = (NoiseMultiplier - NoiseReduction) * NOISE_LEVEL_MAX
1072
1073 Reduction is substracted from multiplier before the noise conversion happens, meaning that if:
1074 RAIN_NOISE_REDUCTION_WEIGHT == 1 && rain instensity == 1, any noise would be reduced to 0
1075 RAIN_NOISE_REDUCTION_WEIGHT == 0.5, max possible reduction of noise would be by half
1076
1077 In case of multiple phenomenons happening at the same time, the noise reduction does not stack and the stronger one is picked for calculation
1078 */
1079 static float RAIN_NOISE_REDUCTION_WEIGHT = 0.5;
1080 static float SNOWFALL_NOISE_REDUCTION_WEIGHT = 0.25;
1081
1082 //----------------------------------------------------------
1083 // MELEE
1084 //----------------------------------------------------------
1085
1086 const float PVP_MAX_BLOCKABLE_ANGLE = 60; // The angle under which a Player must be relative to player to be blockable
1087
1091 const float ENVIRO_HEATCOMFORT_HEADPARTS_WEIGHT = 0.3;
1092 const float ENVIRO_HEATCOMFORT_BODYPARTS_WEIGHT = 0.8;
1093 const float ENVIRO_HEATCOMFORT_FEETPARTS_WEIGHT = 0.4;
1094
1095 const float ENVIRO_HEATISOLATION_BACK_WEIGHT = 0.3;
1096 const float ENVIRO_HEATISOLATION_VEST_WEIGHT = 0.5;
1097
1098 const float ENVIRO_ITEM_HEAT_TRANSFER_COEF = 0.01;
1099 const float ENVIRO_TEMPERATURE_HEIGHT_REDUCTION = 0.02;
1100 const float ENVIRO_CLOUDS_TEMP_EFFECT = 0.35;
1101 const float ENVIRO_TEMPERATURE_INSIDE_COEF = 0.085;
1102 const float ENVIRO_WATER_TEMPERATURE_COEF = 1.5;
1103
1104 const float ENVIRO_PLAYER_HEATBUFFER_TICK = 0.011;
1105
1106 const float TEMPERATURE_RATE_COOLING_INSIDE = -0.17;
1107 const float TEMPERATURE_RATE_COOLING_GROUND = -0.34;
1108 const float TEMPERATURE_RATE_COOLING_PLAYER = -0.35;
1109}
1110
1112const string CFG_FILE_ADDITIONAL_INFO= "$profile:serverInfo.cfg";
VIRTUAL_HUD_UPDATE_INTERVAL
how often virtual hud checks if there is a difference since last sync
@ MAP
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
const int AGT_UACTION_CONSUME
Definition constants.c:499
const int AGT_WATER_FRESH
Definition constants.c:509
const int AGT_ITEM_TO_FLESH
Definition constants.c:506
const int AGT_UACTION_TOUCH
Definition constants.c:501
const int DEF_BIOLOGICAL
Definition constants.c:512
const int DEF_CHEMICAL
Definition constants.c:513
const int AGT_AIRBOURNE_BIOLOGICAL
Definition constants.c:503
const int AGT_NONE
Definition constants.c:496
const int AGT_TRANSFER_COPY
Definition constants.c:500
const int AGT_WATER_HOT_SPRING
Definition constants.c:510
const int AGT_WATER_POND
Definition constants.c:502
const int AGT_INV_OUT
Definition constants.c:498
const int AGT_UACTION_TO_PLAYER
Definition constants.c:504
const int AGT_AIRBOURNE_CHEMICAL
Definition constants.c:507
const int AGT_UACTION_TO_ITEM
Definition constants.c:505
const int AGT_SNOW
Definition constants.c:508
const int AGT_INV_IN
Definition constants.c:497
const int CFG_ARRAY_ITEMS_MAX
Definition constants.c:239
const string CFG_FILE_DEBUG_PROFILE
Definition constants.c:242
const string CFG_FILE_SEARCH_HISTORY
Definition constants.c:244
const string CFG_FILE_MISSION_LIST
Definition constants.c:250
const string CFG_FILE_FIXED_PROFILE
Definition constants.c:240
const string CFG_FILE_SCRIPT_LOG_EXT
Definition constants.c:248
const string CFG_FILE_DEBUG_DIR
Definition constants.c:249
const string CFG_FILE_EMOTES_PROFILE
Definition constants.c:243
const string CFG_FILE_USER_PROFILE
Definition constants.c:241
const string CFG_FILE_ENS_HISTORY_SERVER
Definition constants.c:246
const string CFG_FILE_SCRIPT_LOG
Definition constants.c:247
const string CFG_FILE_ENS_HISTORY
Definition constants.c:245
@ None
Definition enworld.c:73
const string GAME_CHAT_MSG
Definition constants.c:590
const string VEHICLE_CHAT_MSG
Definition constants.c:588
const string SYSTEM_CHAT_MSG
Definition constants.c:585
const string GLOBAL_CHAT_MSG
Definition constants.c:586
const string RADIO_CHAT_MSG
Definition constants.c:589
const string PLAYER_CHAT_MSG
Definition constants.c:592
const string DIRECT_CHAT_MSG
Definition constants.c:587
const string ADMIN_CHAT_MSG
Definition constants.c:591
enum ChatChannelType Whisper
VoiceLevelWhisper.
enum ChatChannelType PUMPKIN_OCCLUDER
enum ChatChannelType MASK_BREATH
enum ChatChannelType HELMET2_OCCLUDER
const float BREAKPOINT_BASE
Definition constants.c:91
enum ChatChannelType UNDER
< ObjIntersectNone: No Geometry
enum ChatChannelType Extortion
VoiceEffectExtortion.
HitDirectionModes
Definition constants.c:98
enum ChatChannelType FLASHBANG
enum ChatChannelType Talk
VoiceLevelTalk.
enum ChatChannelType HELMET_OCCLUDER
enum ChatChannelType Mumbling
< VoiceLevelShout
enum ChatChannelType MASK_OCCLUDER
enum ChatChannelType EYEPATCH_OCCLUDER
enum ChatChannelType IFire
ObjIntersectIFire: (Indirect) Fire Geometry.
enum ChatChannelType MOTO_OCCLUDER
const int COLOR_DEFAULT
Definition constants.c:94
enum ChatChannelType NONE
enum ChatChannelType ROTATION_DEFAULT
enum ChatChannelType LEGACY
Legacy version, UNDER but without proxy support.
enum ChatChannelType ABOVE
Find nearest surface above given point.
enum ChatChannelType BLEEDING_LAYER
enum HitDirectionModes HEAVYMETAL
enum ChatChannelType NVG_OCCLUDER
enum ChatChannelType ROOT
UserID of a parent widget usually matches this value, unless overriden in the 'InitWidgetSet' method.
enum ChatChannelType CLOSEST
Find nearest surface to given point.
enum ChatChannelType MOTO_BREATH
const float DURATION_BASE
Definition constants.c:90
enum HitDirectionModes SPLASH
enum ChatChannelType View
ObjIntersectView: View Geometry.
const float SCATTER
Definition constants.c:93
enum HitDirectionModes INVENTORY
enum ChatChannelType Fire
< VoiceEffectObstruction
enum ChatChannelType BURLAPSACK
enum ChatChannelType HELMET_BREATH
const float DISTANCE_ADJUST
Definition constants.c:92
ChatChannelType
Definition constants.c:7
enum ChatChannelType UNCON
enum ChatChannelType COVER_FLASHBANG
enum HitDirectionModes SPIKE
enum ChatChannelType Geom
ObjIntersectGeom: Geometry.
@ DISABLED
Definition constants.c:99
@ DYNAMIC
Definition constants.c:101
@ STATIC
Definition constants.c:100
@ Direct
CCDirect.
Definition constants.c:10
@ PublicAddressSystem
CCPublicAddressSystem.
Definition constants.c:13
@ System
CCSystem.
Definition constants.c:8
@ BattlEye
CCBattlEye.
Definition constants.c:14
@ Megaphone
CCMegaphone.
Definition constants.c:11
@ Admin
CCAdmin.
Definition constants.c:9
@ Transmitter
CCTransmitter.
Definition constants.c:12
const string OPTIONS_SOUND_AMBIENT_SOUND_MODE
Definition constants.c:611
const int INPUT_EXCLUDE_MOUSE_RADIAL
Definition constants.c:657
const int ITEM_KEY_BREAK
Definition constants.c:431
const int QUANTITY_PROGRESS
Definition constants.c:518
const int ITEM_FOLD
Definition constants.c:421
const int INPUT_EXCLUDE_ALL
Definition constants.c:654
const int ITEM_BARREL_OPEN
Definition constants.c:423
const float CRAFTING_TIME_UNIT_SIZE
Definition constants.c:638
const int ITEM_EXPLOSIVE_ARM
Definition constants.c:429
const int HAIR_SELECTION_COUNT
Definition constants.c:650
const float PROJECTED_CURSOR_DISTANCE
Definition constants.c:640
const int ITEM_BARREL_CLOSE
Definition constants.c:424
const float DEBUG_QUICK_UNRESTRAIN_TIME
Definition constants.c:647
const int ITEM_DEPLOY_LOOP
Definition constants.c:418
const int ITEM_TENT_WINDOW_OPEN
Definition constants.c:427
const int INPUT_EXCLUDE_INVENTORY
Definition constants.c:655
const int INPUT_EXCLUDE_MAP
Definition constants.c:658
class EmoteConstants ITEM_PLACE
for ItemSoundHandler use, values limited by ItemBase.ITEM_SOUNDS_MAX (networking optimization)
const int INPUT_EXCLUDE_MOUSE_ALL
Definition constants.c:656
const int QUANTITY_COUNT
Definition constants.c:517
const int ITEM_EXPLOSIVE_DISARM
Definition constants.c:430
const int ITEM_TENT_CLOSE
Definition constants.c:426
const float MELEE_ITEM_DAMAGE
Definition constants.c:648
const int QUANTITY_HIDDEN
Definition constants.c:516
const int ITEM_TENT_OPEN
Definition constants.c:425
const int ITEM_DEPLOY
Definition constants.c:419
class GameConstants CFG_FILE_ADDITIONAL_INFO
DEPRECATED.
const int ITEM_TENT_WINDOW_CLOSE
Definition constants.c:428
const int ITEM_FOLD_LOOP
Definition constants.c:420
const string SHOW_QUICKBAR
Definition constants.c:600
const string SHOW_SERVERINFO
Definition constants.c:608
const string SHOW_HUD_VEHICLE
Definition constants.c:602
const string SHOW_HUD
Definition constants.c:601
const string SHOW_CONNECTIVITYINFO
Definition constants.c:605
const string HUD_BRIGHTNESS
Definition constants.c:603
const string ENABLE_BLEEDINGINDICATION
Definition constants.c:604
const string SHOW_CROSSHAIR
Definition constants.c:607
const float ITEMSGEN_MIN_DISTANCE_TO_REPOSITION
Definition constants.c:440
const float ITEMSGEN_TICK
Definition constants.c:439
const float ITEMSGEN_SPAWN_DISTANCE
Definition constants.c:441
const float ITEMSGEN_MAX_SPREAD
Definition constants.c:442
const int ITEMSGEN_ITEMS_AMOUNT
Definition constants.c:443
const int VARIABLE_LIQUIDTYPE
Definition constants.c:632
const int VARIABLE_ISLIT
Definition constants.c:633
const int VARIABLE_CLEANNESS
Definition constants.c:635
const int VARIABLE_COLOR
Definition constants.c:634
const int VARIABLE_TEMPERATURE
Definition constants.c:630
const int VARIABLE_QUANTITY
Definition constants.c:628
const int VARIABLE_WET
Definition constants.c:631
const int VARIABLE_ENERGY
Definition constants.c:629
const float LIQUID_THROUGHPUT_FUELSTATION
Definition constants.c:574
const float LIQUID_THROUGHPUT_CAR_DEFAULT
Definition constants.c:572
const float LIQUID_THROUGHPUT_DEFAULT
Definition constants.c:570
const float LIQUID_THROUGHPUT_GENERATOR
Definition constants.c:573
const float LIQUID_THROUGHPUT_GASOLINECANISTER
Definition constants.c:571
const float LIQUID_THROUGHPUT_WELL
Definition constants.c:575
const float LIQUID_THROUGHPUT_TINY
Definition constants.c:569
const float LIQUID_THROUGHPUT_BARREL
Definition constants.c:576
const int LIQUID_BLOOD_AB_P
Definition constants.c:537
const int LIQUID_BLOOD_0_P
Definition constants.c:531
const int LIQUID_BLOOD_B_P
Definition constants.c:535
const int LIQUID_STILLWATER
Definition constants.c:552
const int LIQUID_HOTWATER
Definition constants.c:553
const int LIQUID_NONE
Definition constants.c:529
const int LIQUID_BLOOD_A_N
Definition constants.c:534
const int LIQUID_VODKA
Definition constants.c:543
const int GROUP_LIQUID_BLOOD
Definition constants.c:560
const int LIQUID_GROUP_DRINKWATER
Definition constants.c:556
const int LIQUID_FRESHWATER
Definition constants.c:551
const int LIQUID_DISINFECTANT
Definition constants.c:547
const int LIQUID_BEER
Definition constants.c:544
const int LIQUID_CLEANWATER
Definition constants.c:554
const int LIQUID_GASOLINE
Definition constants.c:545
const int LIQUID_WATER
Definition constants.c:541
const int LIQUID_RIVERWATER
Definition constants.c:542
const int LIQUID_BLOOD_0_N
Definition constants.c:532
const int LIQUID_DIESEL
Definition constants.c:546
const int LIQUID_BLOOD_B_N
Definition constants.c:536
const int LIQUID_SALTWATER
Definition constants.c:550
const int LIQUID_GROUP_WATER
Definition constants.c:557
const int GROUP_LIQUID_ALL
Definition constants.c:561
const int LIQUID_SNOW
Definition constants.c:549
const int LIQUID_BLOOD_A_P
Definition constants.c:533
const int LIQUID_SOLUTION
Definition constants.c:548
const int LIQUID_SALINE
Definition constants.c:539
const int LIQUID_BLOOD_AB_N
Definition constants.c:538
const string LOCK_FREELOOK
Definition constants.c:619
const string LOCK_SPRINT
Definition constants.c:618
const string LOCK_ZOOM
Definition constants.c:620
const int MENU_CONNECT_ERROR
Definition constants.c:211
const int MENU_NONE
Definition constants.c:171
const int MENU_TUTORIAL
Definition constants.c:204
const int MENU_HELP_SCREEN
Definition constants.c:193
const int MENU_TITLE_SCREEN
Definition constants.c:196
const int MENU_KEYBINDINGS
Definition constants.c:203
const int MENU_XBOX_CONTROLS
Definition constants.c:197
const int MENU_SCRIPTCONSOLE
Definition constants.c:185
const string CFG_SOUND_SETS
Definition constants.c:228
const string CFG_AMMO
Definition constants.c:223
const int MENU_WARNING_TELEPORT
Definition constants.c:210
const int MENU_LOGOUT
Definition constants.c:195
const int MENU_INSPECT
Definition constants.c:179
const int MENU_LOGIN_TIME
Definition constants.c:207
const int MENU_MAP
Definition constants.c:191
const int MENU_MAIN
Definition constants.c:182
const int MENU_SERVER_BROWSER
Definition constants.c:200
const string CFG_RECIPESPATH
Definition constants.c:226
const string CFG_VEHICLESPATH
Definition constants.c:220
const int MENU_WARNING_ITEMDROP
Definition constants.c:208
const string CFG_NONAI_VEHICLES
Definition constants.c:229
const int MENU_MISSION_LOADER
Definition constants.c:214
const int MENU_SCRIPTCONSOLE_UNIVERSAL_INFO_DIALOG
Definition constants.c:213
const int MENU_STARTUP
Definition constants.c:184
const string CFG_SOUND_SHADERS
Definition constants.c:227
const int MENU_RESPAWN_DIALOGUE
Definition constants.c:209
const int MENU_OPTIONS
Definition constants.c:183
const int MENU_CREDITS
Definition constants.c:205
const int MENU_CAMERA_TOOLS
Definition constants.c:201
const int MENU_CHARACTER
Definition constants.c:174
const int GUI_WINDOW_MISSION_LOADER
Definition constants.c:218
const int MENU_INVITE_TIMER
Definition constants.c:206
const int MENU_GESTURES
Definition constants.c:194
const int MENU_CONNECTION_DIALOGUE
Definition constants.c:215
const int MENU_CHAT
Definition constants.c:175
const int MENU_LOGIN_QUEUE
Definition constants.c:199
const int MENU_SCENE_EDITOR
Definition constants.c:177
const int MENU_SCRIPTCONSOLE_DIALOG_PRESET_NAME
Definition constants.c:187
const int MENU_WARNING_INPUTDEVICE_DISCONNECT
Definition constants.c:212
const int MENU_CONTROLS_PRESET
Definition constants.c:189
const int MENU_EARLYACCESS
Definition constants.c:176
const int MENU_SCRIPTCONSOLE_DIALOG_PRESET_RENAME
Definition constants.c:188
const int MENU_INVENTORY
Definition constants.c:180
const int MENU_NOTE
Definition constants.c:190
const int MENU_LOADING
Definition constants.c:181
const int MENU_RADIAL_QUICKBAR
Definition constants.c:198
const string CFG_SOUND_TABLES
Definition constants.c:230
const int MENU_BOOK
Definition constants.c:192
const string CFG_SURFACES
Definition constants.c:225
const int MENU_LOC_ADD
Definition constants.c:172
const int MENU_INGAME
Definition constants.c:178
const string CFG_WEAPONSPATH
Definition constants.c:221
const int MENU_CHAT_INPUT
Definition constants.c:186
const int MENU_UNKNOWN
Definition constants.c:173
const int MENU_VIDEO
Definition constants.c:202
const int MENU_ANY
Definition constants.c:170
const string CFG_WORLDS
Definition constants.c:224
const string CFG_MAGAZINESPATH
Definition constants.c:222
const int MSG_NOTIFIERS_TICK
Definition constants.c:339
const int NUM_OF_CHANNELS
Definition constants.c:335
const int MSG_IMMUNE_REACTION
Definition constants.c:337
const int MSG_STATS_SYNCED
Definition constants.c:338
const int MSG_TEST_CHANNEL
Definition constants.c:336
const int MIN_TICK_MDFR_POOL_MAIN
Definition constants.c:347
const int MIN_TICK_MDFR_POOL_DISEASE
Definition constants.c:350
const int MIN_TICK_NOTIFIERS
Definition constants.c:351
const int MIN_TICK_MDFR_POOL_PLAYER
Definition constants.c:348
const int MIN_TICK_MDFR_POOL_ENVIRONMENT
Definition constants.c:349
const int SAT_INTERACT_ACTION
Definition constants.c:452
const int SAT_CRAFTING
Definition constants.c:453
const int SAT_DEBUG_ACTION
Definition constants.c:454
const int UA_STARTT
Definition constants.c:470
const int UA_IN_START
Definition constants.c:479
const int UA_FINISHED
Definition constants.c:466
const int UA_ERROR
Definition constants.c:485
const int UA_START
Definition constants.c:469
const int UA_CHECK_CON
Definition constants.c:475
const int UA_AM_ACCEPTED
Definition constants.c:477
const int UA_REPEAT
Definition constants.c:465
const int UA_AM_REJECTED
Definition constants.c:478
const int UA_FAILED
Definition constants.c:463
const int UA_INITIALIZE
Definition constants.c:474
const int UA_ANIM_EVENT
Definition constants.c:473
const int UA_SETEND_2
Definition constants.c:487
const int UA_NONE
Definition constants.c:462
const int UA_AM_PENDING
Definition constants.c:476
const int UA_CANCELT
Definition constants.c:471
const int UA_SPAWN_DUST_B
Definition constants.c:482
const int UA_SPAWN_DUST_A
Definition constants.c:481
const int UA_INTERRUPT
Definition constants.c:468
const int UA_FINISHEDT
Definition constants.c:472
const int UA_IN_END
Definition constants.c:480
const int UA_IN_CRAFTING
Definition constants.c:483
const int UA_PROCESSING
Definition constants.c:464
const int UA_CANCEL
Definition constants.c:467
const int IDC_RESTART
Definition constants.c:137
const int IDC_INT_EXIT
Definition constants.c:160
const int IDC_MAIN_PREV_CHARACTER
Definition constants.c:140
const int IDC_INT_RETRY_CUSTOM
Definition constants.c:159
const int IDC_BOOK_VIEWER_PREV
Definition constants.c:154
const int IDC_MAIN_OPTIONS
Definition constants.c:142
const int IDC_MAIN_MULTIPLAYER
Definition constants.c:143
const int IDC_MULTI_INVITE
Definition constants.c:152
const int IDC_MAIN_QUIT
Definition constants.c:144
const int IDC_MAIN_CHARACTER
Definition constants.c:148
const int IDC_MAIN_CONTINUE
Definition constants.c:145
const int IDC_INT_RETRY
ingame menu
Definition constants.c:158
const int IDC_MAIN_FEEDBACK
Definition constants.c:150
const int IDC_BOOK_VIEWER_NEXT
Definition constants.c:155
const int IDC_MULTI_REFRESH
Definition constants.c:151
const int IDC_CANCEL
Definition constants.c:136
const int IDC_MAIN_TUTORIAL
Definition constants.c:146
const int IDC_MAIN_NEXT_CHARACTER
Definition constants.c:139
const int IDC_MAIN_ONLINE
Definition constants.c:149
const int IDC_MAIN_PLAY
Definition constants.c:147
const int IDC_OK
Definition constants.c:135