Dayz Explorer 1.29.162510
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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
126
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
163
169
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
233
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";
252
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*/
294
295
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*/
317
323 /*
324const int DEV_STATS_UPDATE = 1;
325const int DEV_MODS_UPDATE = 2;
326const int DEV_AGENTS_UPDATE = 3;
327 */
329
335const int NUM_OF_CHANNELS = 100;
336const int MSG_TEST_CHANNEL = 0;
338const int MSG_STATS_SYNCED = 2;
339const int MSG_NOTIFIERS_TICK = 3;
341
347const int MIN_TICK_MDFR_POOL_MAIN = 10000;//in ms
351const int MIN_TICK_NOTIFIERS = 1000;
353
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 const int ITEM_ATTACH = 6;
423 const int ITEM_DETACH = 7;
424
425 const int ITEM_BARREL_OPEN = 20;
426 const int ITEM_BARREL_CLOSE = 21;
427 const int ITEM_TENT_OPEN = 22;
428 const int ITEM_TENT_CLOSE = 23;
429 const int ITEM_TENT_WINDOW_OPEN = 24;
431 const int ITEM_EXPLOSIVE_ARM = 26;
432 const int ITEM_EXPLOSIVE_DISARM = 27;
434 const int ITEM_KEY_BREAK = 29;
435}
436
442const float ITEMSGEN_TICK = 10; //in seconds
443const float ITEMSGEN_MIN_DISTANCE_TO_REPOSITION = 80; //in meters
444const float ITEMSGEN_SPAWN_DISTANCE = 60; //in meters
445const float ITEMSGEN_MAX_SPREAD = 15; //in meters
448
449
456const int SAT_CRAFTING = 2;
457const int SAT_DEBUG_ACTION = 3;
459
465const int UA_NONE = 0;
466const int UA_FAILED = 1;
467const int UA_PROCESSING = 2;
468const int UA_REPEAT = 3;
469const int UA_FINISHED = 4;
470const int UA_CANCEL = 5;
471const int UA_INTERRUPT = 6;
472const int UA_START = 7;
473const int UA_STARTT = 8;
474const int UA_CANCELT = 9;
475const int UA_FINISHEDT = 10;
476const int UA_ANIM_EVENT = 11;
477const int UA_INITIALIZE = 12;
478const int UA_CHECK_CON = 13;
479const int UA_AM_PENDING = 14;
480const int UA_AM_ACCEPTED = 15;
481const int UA_AM_REJECTED = 16;
482const int UA_IN_START = 17;
483const int UA_IN_END = 18;
484const int UA_SPAWN_DUST_A = 19;
485const int UA_SPAWN_DUST_B = 20;
486const int UA_IN_CRAFTING = 21;
487
488const int UA_ERROR = 24;
489
490const int UA_SETEND_2 = 32;
492
499const int AGT_NONE = 0;
500const int AGT_INV_IN = 1;
501const int AGT_INV_OUT = 2;
503const int AGT_TRANSFER_COPY = 4;
504const int AGT_UACTION_TOUCH = 5;
505const int AGT_WATER_POND = 6;
509const int AGT_ITEM_TO_FLESH = 10;
511const int AGT_SNOW = 12;
512const int AGT_WATER_FRESH = 13;
513const int AGT_WATER_HOT_SPRING = 14;
514
515const int DEF_BIOLOGICAL = 1;
516const int DEF_CHEMICAL = 2;
518
519const int QUANTITY_HIDDEN = 0;
520const int QUANTITY_COUNT = 1;
521const int QUANTITY_PROGRESS = 2;
522
523
524
530// BEWARE ALL INDIVIDUAL LIQUID TYPES ARE ALSO REPRESENTED CONFIG-SIDE AND MUST MATCH(all changes must be made on both sides)
531// NOTE ANY NUMBER HERE MUST BE A 0 OR ANY POWER OF TWO, THERE IS A MAXIMUM OF 32 INDIVIDUAL LIQUID TYPES POSSIBLE
532const int LIQUID_NONE = 0;
533
534const int LIQUID_BLOOD_0_P = 1;
535const int LIQUID_BLOOD_0_N = 2;
536const int LIQUID_BLOOD_A_P = 4;
537const int LIQUID_BLOOD_A_N = 8;
538const int LIQUID_BLOOD_B_P = 16;
539const int LIQUID_BLOOD_B_N = 32;
540const int LIQUID_BLOOD_AB_P = 64;
541const int LIQUID_BLOOD_AB_N = 128;
542const int LIQUID_SALINE = 256;
543
544const int LIQUID_WATER = 512; // base water liquid type, LIQUID_GROUP_DRINKWATER translates into this type within script
545const int LIQUID_RIVERWATER = 1024; // unused? river surfaces are using FRESHWATER
546const int LIQUID_VODKA = 2048;
547const int LIQUID_BEER = 4096;
548const int LIQUID_GASOLINE = 8192;
549const int LIQUID_DIESEL = 16384;
550const int LIQUID_DISINFECTANT = 32768;
551const int LIQUID_SOLUTION = 65536;
552const int LIQUID_SNOW = 131072;
553const int LIQUID_SALTWATER = 262144;
554const int LIQUID_FRESHWATER = 524288; // used by river/pond surfaces
555const int LIQUID_STILLWATER = 1048576; // used for unfishable surfaces
556const int LIQUID_HOTWATER = 2097152; // hot springs
557const int LIQUID_CLEANWATER = 4194304; // clean water from wells / rain
558
561
562// these are groups which do not have to correspond with configs
563const int GROUP_LIQUID_BLOOD = 255;
564const int GROUP_LIQUID_ALL = -1;//-1 = all bits to 1
566
572const float LIQUID_THROUGHPUT_TINY = 0.1;
578const float LIQUID_THROUGHPUT_WELL = 15.0;
579const float LIQUID_THROUGHPUT_BARREL = 100.0;
580
582
588const string SYSTEM_CHAT_MSG = "system_chat_msg";
589const string GLOBAL_CHAT_MSG = "global_chat_msg";
590const string DIRECT_CHAT_MSG = "direct_chat_msg";
591const string VEHICLE_CHAT_MSG = "vehicle_chat_msg";
592const string RADIO_CHAT_MSG = "radio_chat_msg";
593const string GAME_CHAT_MSG = "game_chat_msg";
594const string ADMIN_CHAT_MSG = "admin_chat_msg";
595const string PLAYER_CHAT_MSG = "player_chat_msg";
597
603const string SHOW_QUICKBAR = "show_quickbar";
604const string SHOW_HUD = "show_hud";
605const string SHOW_HUD_VEHICLE = "show_hud_vehicle";
606const string HUD_BRIGHTNESS = "hud_brightness";
607const string ENABLE_BLEEDINGINDICATION = "enable_bleedingindication";
608const string SHOW_CONNECTIVITYINFO = "show_connectivityinfo";
609//const string SHOW_HUD_AUTOHIDE = "hud_autohide";
610const string SHOW_CROSSHAIR = "show_crosshair";
611const string SHOW_SERVERINFO = "show_serverinfo";
613
614const string OPTIONS_SOUND_AMBIENT_SOUND_MODE = "ambient_sound_mode";
615
621const string LOCK_SPRINT = "lock_sprint";
622const string LOCK_FREELOOK = "lock_freelook";
623const string LOCK_ZOOM = "lock_zoom";
625
631const int VARIABLE_QUANTITY = 1;
632const int VARIABLE_ENERGY = 2;
634const int VARIABLE_WET = 8;
635const int VARIABLE_LIQUIDTYPE = 16;
636const int VARIABLE_ISLIT = 32;
637const int VARIABLE_COLOR = 64;
638const int VARIABLE_CLEANNESS = 128;
640
641const float CRAFTING_TIME_UNIT_SIZE = 4.0;// time unit size for crafting, this value is multiplied by the length given by a recipe
642
643const float PROJECTED_CURSOR_DISTANCE = 5;//how long is the raycast from the weapon for projected cursor
644
645
649
651const float MELEE_ITEM_DAMAGE = 0.35;
652
653const int HAIR_SELECTION_COUNT = 45;
657const int INPUT_EXCLUDE_ALL = 0;
661const int INPUT_EXCLUDE_MAP = 4;
662
664{
670 // unit = currently percent (stamina max is 100)
671 const int STAMINA_DRAIN_STANDING_SPRINT_PER_SEC = 4; //in units (how much sprint depletes stamina)
672 const int STAMINA_DRAIN_CROUCHED_SPRINT_PER_SEC = 1; //in units (how much sprint in crouch depletes stamina)
673 const int STAMINA_DRAIN_PRONE_SPRINT_PER_SEC = 3; //in units (how much sprint in prone depletes stamina)
674 const int STAMINA_DRAIN_SWIM_FAST_PER_SEC = 5; //in units (how much fast swimming depletes stamina)
675 const int STAMINA_DRAIN_LADDER_FAST_PER_SEC = 8; //in units (how much fast ladder climb depletes stamina)
676
677 const float STAMINA_DRAIN_HOLD_BREATH_START = 0.2; //in units (how much holding breath depletes stamina at the start)
678 const float STAMINA_DRAIN_HOLD_BREATH_END = 1.0; //in units (how much holding breath depletes stamina at the end)
679 const float STAMINA_DRAIN_JUMP = 25; // in units (how much jumping depletes stamina)
680 const float STAMINA_DRAIN_VAULT = 20; // in units (how much jumping depletes stamina)
681 const float STAMINA_DRAIN_CLIMB = 42; // in units (how much jumping depletes stamina)
682 const float STAMINA_DRAIN_MELEE_LIGHT = 5; //in units (how much light melee punch depletes stamina)
683 const float STAMINA_DRAIN_MELEE_HEAVY = 25; //in units (how much heavy melee punch depletes stamina)
684 const float STAMINA_DRAIN_MELEE_EVADE = 8; // in units (how much evade depletes stamina)
685 const float STAMINA_DRAIN_ROLL = 5; // in units (how much roll depletes stamina)
686
687 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
688 const float STAMINA_DRAIN_HOLD_BREATH_EXPONENT = 3; //holding breath exponent
689
690 const int STAMINA_GAIN_JOG_PER_SEC = 2; //in units (how much of stamina units is gained while jogging)
691 const int STAMINA_GAIN_WALK_PER_SEC = 4; //in units (how much of stamina units is gained while walking)
692 const int STAMINA_GAIN_IDLE_PER_SEC = 5; //in units (how much of stamina units is gained while iddling)
693 const int STAMINA_GAIN_SWIM_PER_SEC = 1; //in units (how much of stamina units is gained while slowly swim)
694 const int STAMINA_GAIN_LADDER_PER_SEC = 1; //in units (how much of stamina units is gained while slowly swim)
695 const int STAMINA_GAIN_ROLL_PER_SEC = 0; //in units (how much of stamina units is gained while rolling)
696 const float STAMINA_GAIN_BONUS_CAP = 3.0; //in units (tells how much extra units can be added at best to stamina regain)
697
698 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)
699 const float STAMINA_MIN_CAP = 5; //in units (overload won't reduce max stamina bar under this value)
700 const float STAMINA_HOLD_BREATH_THRESHOLD_ACTIVATE = 10; // in units
701 const float STAMINA_HOLD_BREATH_THRESHOLD_DRAIN = 0; // in units
702 const float STAMINA_JUMP_THRESHOLD = 25; // in units
703 const float STAMINA_VAULT_THRESHOLD = 20; // in units
704 const float STAMINA_CLIMB_THRESHOLD = 42; // in units
705 const float STAMINA_ROLL_THRESHOLD = 5; // in units
706
707
708 const float STAMINA_MELEE_HEAVY_THRESHOLD = STAMINA_DRAIN_MELEE_HEAVY; // in units (how many units we need to make a heavy hit in melee)
709 const float STAMINA_MELEE_EVADE_THRESHOLD = 8; // in units
710 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)
711 const float STAMINA_REGEN_COOLDOWN_EXHAUSTION = 0.5;
712 const float STAMINA_WEIGHT_LIMIT_THRESHOLD = 6000;
713 const float STAMINA_KG_TO_GRAMS = 1000; //for kg to g conversion
714 const float STAMINA_SYNC_RATE = 0.5; //in secs
715 const float STAMINA_MAX = 100;
717
723 const float ENVIRO_TICK_RATE = 3;
724 const float ENVIRO_TICKS_TO_WETNESS_CALCULATION = 2;
725 const float ENVIRO_TICK_ROOF_RC_CHECK = 10;
726 const float ENVIRO_WET_INCREMENT = 0.01;
727 const float ENVIRO_DRY_INCREMENT = 0.00005;
728 const float ENVIRO_SUN_INCREMENT = 0.002;
729 const float ENVIRO_FIRE_INCREMENT = 23.5;
730 const float ENVIRO_CLOUD_DRY_EFFECT = 0.7;
731 const float ENVIRO_FOG_DRY_EFFECT = 0.9;
732 const float ENVIRO_FOG_TEMP_EFFECT = -2;
733 const float ENVIRO_WET_PENALTY = 0.5;
734 const float ENVIRO_WET_PASSTHROUGH_COEF = 0.1;
735 const float ENVIRO_DEFAULT_ENTITY_HEAT = 2.5;
736 const float ENVIRO_TEMPERATURE_INSIDE_VEHICLE_COEF = 0.051;
737 const float ENVIRO_TEMPERATURE_UNDERROOF_COEF = 0.75;
738 const float ENVIRO_TEMPERATURE_WIND_COEF = 2.5;
739 const float ENVIRO_WIND_EFFECT = 0.25;
740 const float ENVIRO_HIGH_NOON = 12;
741
742 const float ENVIRO_HEATCOMFORT_MAX_STEP_SIZE = 0.25;
743
744 static const float ENVIRO_HEATCOMFORT_HEADGEAR_WEIGHT = 0.05;
745 static const float ENVIRO_HEATCOMFORT_MASK_WEIGHT = 0.05;
746 static const float ENVIRO_HEATCOMFORT_VEST_WEIGHT = 0.04;
747 static const float ENVIRO_HEATCOMFORT_BODY_WEIGHT = 0.12;
748 static const float ENVIRO_HEATCOMFORT_BACK_WEIGHT = 0.03;
749 static const float ENVIRO_HEATCOMFORT_GLOVES_WEIGHT = 0.04;
750 static const float ENVIRO_HEATCOMFORT_LEGS_WEIGHT = 0.12;
751 static const float ENVIRO_HEATCOMFORT_FEET_WEIGHT = 0.06;
752 static const float ENVIRO_HEATCOMFORT_HIPS_WEIGHT = 0.00;
754 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;
755
756 const float ENVIRO_STOMACH_WEIGHT = 0.2;
757 const float ENVIRO_LOW_TEMP_LIMIT = -20;
758 const float ENVIRO_HIGH_TEMP_LIMIT = 70;
759 const float ENVIRO_PLAYER_COMFORT_TEMP = 24;
760 const float ENVIRO_TEMP_EFFECT_ON_PLAYER = 40;
761 const float ENVIRO_PLAYER_HEATBUFFER_WATEREFFECT = 20;
762 const float ENVIRO_PLAYER_HEATBUFFER_DECREASE = 0.01;
763 const float ENVIRO_PLAYER_HEATBUFFER_INCREASE = 0.18;
764 const float ENVIRO_PLAYER_HEATBUFFER_TEMP_AFFECT = 0.4;
765 const float ENVIRO_PLAYER_HEATBUFFER_CAPACITY_MIN = 0.35;
766
768 static ref array<ref TFloatArray> ENVIRO_PLAYER_HEATBUFFER_STAGE_RATELIMIT = {
769 {1.0, 1.0}, // not used now
770 {1.82, 4.0},
771 {0.8, 1.6},
772 {1.0, 1.0}, // not used now
773 };
774
776 const float ENVIRO_ISOLATION_WETFACTOR_DRY = 1.0;
777 const float ENVIRO_ISOLATION_WETFACTOR_DAMP = 0.9;
778 const float ENVIRO_ISOLATION_WETFACTOR_WET = 0.5;
779 const float ENVIRO_ISOLATION_WETFACTOR_SOAKED = 0.1;
780 const float ENVIRO_ISOLATION_WETFACTOR_DRENCHED = -0.15;
782 const float ENVIRO_ISOLATION_HEALTHFACTOR_PRISTINE = 1.0;
783 const float ENVIRO_ISOLATION_HEALTHFACTOR_WORN = 0.9;
784 const float ENVIRO_ISOLATION_HEALTHFACTOR_DAMAGED = 0.8;
785 const float ENVIRO_ISOLATION_HEALTHFACTOR_B_DAMAGED = 0.5;
786 const float ENVIRO_ISOLATION_HEALTHFACTOR_RUINED = 0.0;
787
788 const float ENVIRO_TEMP_SOURCES_LOOKUP_RADIUS = 20.0;
789
790 const float ENVIRO_NAKED_BODY_PENALTY_RAIN_MIN_VALUE = 0.2;
791 const float ENVIRO_NAKED_BODY_PENALTY_SNOWFALL_MIN_VALUE = 0.4;
792
793 const float LIQUID_RAIN_AMOUNT_COEF_BASE = 10.0;
794 const float COLD_AREA_TEMPERATURE_THRESHOLD = 5;
795 const float COLD_AREA_DIG_WORMS_MODIF = 1.5;
796
797 const float ENVIRO_WIND_EFFECT_SLOPE = -35.0;
798 const float ENVIRO_WIND_CHILL_LIMIT = 30.0;
799
800 const float ENVIRO_SNOW_WET_COEF = 0.1;
801
802 // --
804 const float FIRE_ATTACHMENT_DAMAGE_PER_SECOND = 0.07;
805
806 const float ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT = 15.0;
807 const float ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT = 35.0;
808
809 const float ITEM_TEMPERATURE_QUANTITY_WEIGHT_MULTIPLIER = 0.04;
810
811 static const float ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE = (GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_UPPER_LIMIT + GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_LOWER_LIMIT) * 0.5;
812
814
820
821 const float VEHICLE_FLIP_ANGLE_TOLERANCE = 45;
822 const bool VEHICLE_FLIP_WHEELS_LIMITED = true;
824
830 const int CARS_FLUIDS_TICK = 1;
831 const int CARS_LEAK_TICK_MIN = 0.02;
832 const int CARS_LEAK_TICK_MAX = 0.05;
833 const int CARS_LEAK_THRESHOLD = 0.5;
835
841 const float CARS_CONTACT_DMG_THRESHOLD = 750.0;
842 const float CARS_CONTACT_DMG_MIN = 150.0;
843 const float CARS_CONTACT_DMG_KILLCREW = 1200.0;
845
851 const int STATE_RUINED = 4;
852 const int STATE_BADLY_DAMAGED = 3;
853 const int STATE_DAMAGED = 2;
854 const int STATE_WORN = 1;
855 const int STATE_PRISTINE = 0;
857
863 const float DAMAGE_PRISTINE_VALUE = 1.0;
864 const float DAMAGE_WORN_VALUE = 0.7;
865 const float DAMAGE_DAMAGED_VALUE = 0.5;
866 const float DAMAGE_BADLY_DAMAGED_VALUE = 0.3;
867 const float DAMAGE_RUINED_VALUE = 0.0;
869
875 const float STATE_DRENCHED = 0.8;
876 const float STATE_SOAKING_WET = 0.5;
877 const float STATE_WET = 0.25;
878 const float STATE_DAMP = 0.05;
879 const float STATE_DRY = 0;
881
887 const int STATE_HOT_LVL_FOUR = 600;
888 const int STATE_HOT_LVL_THREE = 250;
889 const int STATE_HOT_LVL_TWO = 70;
890 const int STATE_HOT_LVL_ONE = 35;
891 const int STATE_NEUTRAL_TEMP = 15;
892 const int STATE_COLD_LVL_ONE = 3;
893 const int STATE_COLD_LVL_TWO = -10;
894 const int STATE_COLD_LVL_THREE = -50;
895 const int STATE_COLD_LVL_FOUR = -100;
897
903 const float WEIGHT_DRENCHED = 2.0;
904 const float WEIGHT_SOAKING_WET = 1.66;
905 const float WEIGHT_WET = 1.33;
906 const float WEIGHT_DAMP = 1.0;
907 const float WEIGHT_DRY = 1.0;
909
910 const int OPTICS_STATE_DAY = 0; //default state for most optics
911 const int OPTICS_STATE_NIGHTVISION = 1;
912 //const int OPTICS_STATE_OTHER = 2;
913
914 const float WETNESS_RATE_WETTING_INSIDE = 0.0020;
915 const float WETNESS_RATE_WETTING_LIQUID = 0.015;
916 const float WETNESS_RATE_DRYING_INSIDE = -0.0016;
917 const float WETNESS_RATE_DRYING_GROUND = -0.0008;
918
924
925 static const float TEMPERATURE_RATE_AVERAGE_ABS = 0.17; // °C/s
926 static const float TEMPERATURE_RATE_MAX_ABS = TEMPERATURE_RATE_AVERAGE_ABS * 6; // °C/s
927 //static const float TEMPERATURE_INTERPOLATION_EXPONENT_MAX = 3.0;
928 static const float TEMPERATURE_INTERPOLATION_THRESHOLD_MIN_ABS = 1.0; //difference in current - target temperatures
929 static const float TEMPERATURE_INTERPOLATION_THRESHOLD_MAX_ABS = 300.0; //difference in current - target temperatures
930
931 static const float TEMPERATURE_FREEZETHAW_LEGACY_COEF = 0.2; //artificially lowers the freeze/thaw progression on reverse-calculated time values
932 static const float TEMPERATURE_FREEZETHAW_ACCELERATION_COEF = 20.0; //accelerates 'lowering' of the FT progress in the oposite direction
933
934 static const float TEMPERATURE_TIME_OVERHEAT_MIN = 180; //minimal time in seconds to overheat any overheatable entity
935 static const float TEMPERATURE_TIME_FREEZE_MIN = 120; //minimal time in seconds to freeze entity
936 static const float TEMPERATURE_TIME_THAW_MIN = 120; //minimal time in seconds to thaw entity
937
938 static const float TEMPERATURE_FREEZE_TIME_COEF_DRIED = 0.25;
939 static const float TEMPERATURE_FREEZE_TIME_COEF_BURNED = 0.25;
940 static const float TEMPERATURE_THAW_TIME_COEF_BURNED = 0.25;
941 static const float TEMPERATURE_THAW_TIME_COEF_DRIED = 0.25;
942
943 static const float TEMPERATURE_SENSITIVITY_THRESHOLD = 0.1; //changes lower than this will usually not be processed (absolute)
944
945 const float TEMP_COEF_WORLD = 1; //entities on the ground
946 const float TEMP_COEF_INVENTORY = 1;
947 const float TEMP_COEF_FIREPLACE_COOLING = 2.0;
948 const float TEMP_COEF_FIREPLACE_HEATING = 2.0;
949 const float TEMP_COEF_GAS_STOVE = 1.0;
950 const float TEMP_COEF_UTS = 6.0; //universal temperature sources
951 const float TEMP_COEF_COOKING_DEFAULT = 2.0;
952 const float TEMP_COEF_COOLING_GLOBAL = 1.0; //one universal coef for item cooling
953 const float TEMP_COEF_SWIMMING = 5.0; //speed of change for items in player's inventory during swimming
954
955
956 const float HEATISO_THRESHOLD_BAD = 0.2;
957 const float HEATISO_THRESHOLD_LOW = 0.4;
958 const float HEATISO_THRESHOLD_MEDIUM = 0.6;
959 const float HEATISO_THRESHOLD_HIGH = 0.8;
960
961 //Deprecated temperature constants
962 const float TEMP_COEF_COOKING_CATCHUP = 3.0; //DEPRECEATED, heating of child items that are below minimal cooking temperature (catching up)
964
970 const int BAREL_LIME_PER_PELT = 100; //grams per pelt
971 const int BAREL_BLEACH_PER_CLOTH = 50; //ml per item
972 const float BAREL_LIME_PER_PLANT = 50; //grams per gram
974
979
981 const float DZPLAYER_CAMERA_FOV_EYEZOOM = 0.3926; // 45deg
982 const float DZPLAYER_CAMERA_FOV_EYEZOOM_SHALLOW = 0.610865; // 70deg
983 const float DZPLAYER_CAMERA_FOV_IRONSIGHTS = 0.5236; // 60deg
984
985 const string DEFAULT_CHARACTER_NAME = "#str_cfgvehicles_survivor0"; //experiment, used to be "Survivor"
986
987 const int DEFAULT_CHARACTER_MENU_ID = -1;
988
989 const float CLEAN_UNRESTRAIN_DAMAGE = 10;
990
992 const int CAMERA_SHAKE_GRENADE_DISTANCE = 40;
993 const int CAMERA_SHAKE_ARTILLERY_DISTANCE = 200;
994 const int CAMERA_SHAKE_ARTILLERY_DISTANCE2 = 40000; // Square distance used for distance check
995
997 const float MINING_WOOD_FAST = 2.0;
998 const float MINING_WOOD_MEDIUM = 2.0;
999 const float MINING_WOOD_SLOW = 3.0;
1000
1002 const float PROJECTILE_CONVERSION_ANIMALS = 0.1;
1003 const float PROJECTILE_CONVERSION_INFECTED = 0.44;
1004 const float PROJECTILE_CONVERSION_PLAYERS = 0.1;
1005
1006 const float NL_DAMAGE_FIREARM_CONVERSION_ANIMALS = PROJECTILE_CONVERSION_ANIMALS;
1007 const float NL_DAMAGE_FIREARM_CONVERSION_INFECTED = PROJECTILE_CONVERSION_INFECTED;
1008 const float NL_DAMAGE_FIREARM_CONVERSION_PLAYERS = PROJECTILE_CONVERSION_PLAYERS;
1009
1010 const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_ANIMALS = 0.20;
1011 const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_INFECTED = 0.20;
1012 const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_PLAYERS = 0;
1013
1014 const float ROOF_CHECK_RAYCAST_DIST = 20.0;
1015
1017 const float ITEM_TEMPERATURE_TO_EXPLODE_MIN = 100;
1018 const float LOADING_SCREEN_HINT_INTERVAL = 14;//the time that elapses before a hint is switched during loading in screens that support hint switching
1019 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)
1020
1021
1026 const int REFRESHER_MAX_DURATION_DEFAULT = 3600 * 24 * 40; //max duration of refresher in seconds - 40 days (+ 5 days final refresh )
1027 const int REFRESHER_FREQUENCY_DEFAULT = 3600 * 24 * 5; //frequency of lifetime refreshes/refresher time decreases - 5 days
1028 const float REFRESHER_RADIUS = 60; //meters
1029 // lifetime of refresher itself is in db (3600 * 24 * 7 = 604800 )
1030
1031 const float SALMONELLA_RETENTION_PREDATOR = 0.6; //60% chance cooked predator meat will retain salmonella
1032
1037 const float DECAY_FOOD_RAW_MEAT = 21600;
1038 const float DECAY_FOOD_RAW_CORPSE = 32400;
1039 const float DECAY_FOOD_RAW_FRVG = 43200;
1040 const float DECAY_FOOD_BOILED_MEAT = 259200;
1041 const float DECAY_FOOD_BOILED_FRVG = 172800;
1042 const float DECAY_FOOD_BAKED_MEAT = 345600;
1043 const float DECAY_FOOD_BAKED_FRVG = 259200;
1044 const float DECAY_FOOD_DRIED_MEAT = 691200;
1045 const float DECAY_FOOD_CAN_OPEN = 172800;
1046 const int DECAY_FOOD_FRVG_DRIED_CHANCE = 43;
1047 const int DECAY_TIMER_RANDOM_PERCENTAGE = 25;
1048 const float DECAY_RATE_ON_PLAYER = 2.5;
1049
1050 const int RESPAWN_MODE_CUSTOM = 0;
1051 const int RESPAWN_MODE_RANDOM = 1;
1052
1057 const int INVENTORY_ENTITY_DROP_OVERLAP_DEPTH = 2; // How deep should it go looking for a free spot to drop an entity
1062 const int INVENTORY_MAX_REACHABLE_DEPTH_ATT = 2;
1063
1064 //----------------------------------------------------------
1065 // AI
1066 //----------------------------------------------------------
1067
1068 const float AI_ATTACKSPEED = 1.5;
1069 const float AI_MAX_BLOCKABLE_ANGLE = 60; // The angle under which an infected must be relative to player to be blockable
1070 const float AI_CONTAMINATION_DMG_PER_SEC = 3; // The amount of damage AI agents take per contaminated area damage event
1071
1072 /*
1073 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.
1074 noise = (NoiseMultiplier - NoiseReduction) * NOISE_LEVEL_MAX
1075
1076 Reduction is substracted from multiplier before the noise conversion happens, meaning that if:
1077 RAIN_NOISE_REDUCTION_WEIGHT == 1 && rain instensity == 1, any noise would be reduced to 0
1078 RAIN_NOISE_REDUCTION_WEIGHT == 0.5, max possible reduction of noise would be by half
1079
1080 In case of multiple phenomenons happening at the same time, the noise reduction does not stack and the stronger one is picked for calculation
1081 */
1082 static float RAIN_NOISE_REDUCTION_WEIGHT = 0.5;
1083 static float SNOWFALL_NOISE_REDUCTION_WEIGHT = 0.25;
1084
1085 //----------------------------------------------------------
1086 // MELEE
1087 //----------------------------------------------------------
1088
1089 const float PVP_MAX_BLOCKABLE_ANGLE = 60; // The angle under which a Player must be relative to player to be blockable
1090
1094 const float ENVIRO_HEATCOMFORT_HEADPARTS_WEIGHT = 0.3;
1095 const float ENVIRO_HEATCOMFORT_BODYPARTS_WEIGHT = 0.8;
1096 const float ENVIRO_HEATCOMFORT_FEETPARTS_WEIGHT = 0.4;
1097
1098 const float ENVIRO_HEATISOLATION_BACK_WEIGHT = 0.3;
1099 const float ENVIRO_HEATISOLATION_VEST_WEIGHT = 0.5;
1100
1101 const float ENVIRO_ITEM_HEAT_TRANSFER_COEF = 0.01;
1102 const float ENVIRO_TEMPERATURE_HEIGHT_REDUCTION = 0.02;
1103 const float ENVIRO_CLOUDS_TEMP_EFFECT = 0.35;
1104 const float ENVIRO_TEMPERATURE_INSIDE_COEF = 0.085;
1105 const float ENVIRO_WATER_TEMPERATURE_COEF = 1.5;
1106
1107 const float ENVIRO_PLAYER_HEATBUFFER_TICK = 0.011;
1108
1109 const float TEMPERATURE_RATE_COOLING_INSIDE = -0.17;
1110 const float TEMPERATURE_RATE_COOLING_GROUND = -0.34;
1111 const float TEMPERATURE_RATE_COOLING_PLAYER = -0.35;
1112}
1113
1115const 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
#define LIQUID_RIVERWATER
#define LIQUID_FRESHWATER
#define LIQUID_BEER
#define LIQUID_VODKA
#define LIQUID_SNOW
#define LIQUID_GASOLINE
#define LIQUID_SALINE
#define LIQUID_BLOOD_0_P
#define LIQUID_DISINFECTANT
#define LIQUID_BLOOD_AB_N
#define LIQUID_BLOOD_B_N
#define LIQUID_WATER
#define LIQUID_BLOOD_B_P
#define LIQUID_SALTWATER
#define LIQUID_CLEANWATER
#define LIQUID_BLOOD_0_N
#define LIQUID_BLOOD_A_N
#define LIQUID_HOTWATER
#define LIQUID_SOLUTION
#define LIQUID_DIESEL
#define LIQUID_BLOOD_AB_P
#define LIQUID_BLOOD_A_P
#define LIQUID_STILLWATER
@ MAP
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
const int AGT_UACTION_CONSUME
Definition constants.c:502
const int AGT_WATER_FRESH
Definition constants.c:512
const int AGT_ITEM_TO_FLESH
Definition constants.c:509
const int AGT_UACTION_TOUCH
Definition constants.c:504
const int DEF_BIOLOGICAL
Definition constants.c:515
const int DEF_CHEMICAL
Definition constants.c:516
const int AGT_AIRBOURNE_BIOLOGICAL
Definition constants.c:506
const int AGT_NONE
Definition constants.c:499
const int AGT_TRANSFER_COPY
Definition constants.c:503
const int AGT_WATER_HOT_SPRING
Definition constants.c:513
const int AGT_WATER_POND
Definition constants.c:505
const int AGT_INV_OUT
Definition constants.c:501
const int AGT_UACTION_TO_PLAYER
Definition constants.c:507
const int AGT_AIRBOURNE_CHEMICAL
Definition constants.c:510
const int AGT_UACTION_TO_ITEM
Definition constants.c:508
const int AGT_SNOW
Definition constants.c:511
const int AGT_INV_IN
Definition constants.c:500
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:593
const string VEHICLE_CHAT_MSG
Definition constants.c:591
const string SYSTEM_CHAT_MSG
Definition constants.c:588
const string GLOBAL_CHAT_MSG
Definition constants.c:589
const string RADIO_CHAT_MSG
Definition constants.c:592
const string PLAYER_CHAT_MSG
Definition constants.c:595
const string DIRECT_CHAT_MSG
Definition constants.c:590
const string ADMIN_CHAT_MSG
Definition constants.c:594
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 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.
@ 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:614
const int INPUT_EXCLUDE_MOUSE_RADIAL
Definition constants.c:660
const int ITEM_KEY_BREAK
Definition constants.c:434
const int QUANTITY_PROGRESS
Definition constants.c:521
const int ITEM_FOLD
Definition constants.c:421
const int INPUT_EXCLUDE_ALL
Definition constants.c:657
const int ITEM_BARREL_OPEN
Definition constants.c:425
const float CRAFTING_TIME_UNIT_SIZE
Definition constants.c:641
const int ITEM_EXPLOSIVE_ARM
Definition constants.c:431
const int HAIR_SELECTION_COUNT
Definition constants.c:653
const float PROJECTED_CURSOR_DISTANCE
Definition constants.c:643
const int ITEM_ATTACH
Definition constants.c:422
const int ITEM_BARREL_CLOSE
Definition constants.c:426
const float DEBUG_QUICK_UNRESTRAIN_TIME
Definition constants.c:650
const int ITEM_DEPLOY_LOOP
Definition constants.c:418
const int ITEM_TENT_WINDOW_OPEN
Definition constants.c:429
const int INPUT_EXCLUDE_INVENTORY
Definition constants.c:658
const int INPUT_EXCLUDE_MAP
Definition constants.c:661
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:659
const int QUANTITY_COUNT
Definition constants.c:520
const int ITEM_EXPLOSIVE_DISARM
Definition constants.c:432
const int ITEM_TENT_CLOSE
Definition constants.c:428
const float MELEE_ITEM_DAMAGE
Definition constants.c:651
const int ITEM_DETACH
Definition constants.c:423
const int QUANTITY_HIDDEN
Definition constants.c:519
const int ITEM_TENT_OPEN
Definition constants.c:427
const int ITEM_DEPLOY
Definition constants.c:419
const int ITEM_EXPLOSIVE_DISARM_UNPAIRED
Definition constants.c:433
class GameConstants CFG_FILE_ADDITIONAL_INFO
DEPRECATED.
const int ITEM_TENT_WINDOW_CLOSE
Definition constants.c:430
const int ITEM_FOLD_LOOP
Definition constants.c:420
@ STATIC
Static objects are included in the query.
Definition enentity.c:150
const string SHOW_QUICKBAR
Definition constants.c:603
const string SHOW_SERVERINFO
Definition constants.c:611
const string SHOW_HUD_VEHICLE
Definition constants.c:605
const string SHOW_HUD
Definition constants.c:604
const string SHOW_CONNECTIVITYINFO
Definition constants.c:608
const string HUD_BRIGHTNESS
Definition constants.c:606
const string ENABLE_BLEEDINGINDICATION
Definition constants.c:607
const string SHOW_CROSSHAIR
Definition constants.c:610
const float ITEMSGEN_MIN_DISTANCE_TO_REPOSITION
Definition constants.c:443
const float ITEMSGEN_TICK
Definition constants.c:442
const float ITEMSGEN_SPAWN_DISTANCE
Definition constants.c:444
const float ITEMSGEN_MAX_SPREAD
Definition constants.c:445
const int ITEMSGEN_ITEMS_AMOUNT
Definition constants.c:446
const int VARIABLE_LIQUIDTYPE
Definition constants.c:635
const int VARIABLE_ISLIT
Definition constants.c:636
const int VARIABLE_CLEANNESS
Definition constants.c:638
const int VARIABLE_COLOR
Definition constants.c:637
const int VARIABLE_TEMPERATURE
Definition constants.c:633
const int VARIABLE_QUANTITY
Definition constants.c:631
const int VARIABLE_WET
Definition constants.c:634
const int VARIABLE_ENERGY
Definition constants.c:632
@ DYNAMIC
Dynamic objects are included in the query.
Definition enworld.c:139
const float LIQUID_THROUGHPUT_FUELSTATION
Definition constants.c:577
const float LIQUID_THROUGHPUT_CAR_DEFAULT
Definition constants.c:575
const float LIQUID_THROUGHPUT_DEFAULT
Definition constants.c:573
const float LIQUID_THROUGHPUT_GENERATOR
Definition constants.c:576
const float LIQUID_THROUGHPUT_GASOLINECANISTER
Definition constants.c:574
const float LIQUID_THROUGHPUT_WELL
Definition constants.c:578
const float LIQUID_THROUGHPUT_TINY
Definition constants.c:572
const float LIQUID_THROUGHPUT_BARREL
Definition constants.c:579
const int LIQUID_NONE
Definition constants.c:532
const int GROUP_LIQUID_BLOOD
Definition constants.c:563
const int LIQUID_GROUP_DRINKWATER
Definition constants.c:559
const int LIQUID_GROUP_WATER
Definition constants.c:560
const int GROUP_LIQUID_ALL
Definition constants.c:564
const string LOCK_FREELOOK
Definition constants.c:622
const string LOCK_SPRINT
Definition constants.c:621
const string LOCK_ZOOM
Definition constants.c:623
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
@ NONE
body is not in simulation, nor in collision world
const int SAT_INTERACT_ACTION
Definition constants.c:455
const int SAT_CRAFTING
Definition constants.c:456
const int SAT_DEBUG_ACTION
Definition constants.c:457
const int UA_STARTT
Definition constants.c:473
const int UA_IN_START
Definition constants.c:482
const int UA_FINISHED
Definition constants.c:469
const int UA_ERROR
Definition constants.c:488
const int UA_START
Definition constants.c:472
const int UA_CHECK_CON
Definition constants.c:478
const int UA_AM_ACCEPTED
Definition constants.c:480
const int UA_REPEAT
Definition constants.c:468
const int UA_AM_REJECTED
Definition constants.c:481
const int UA_FAILED
Definition constants.c:466
const int UA_INITIALIZE
Definition constants.c:477
const int UA_ANIM_EVENT
Definition constants.c:476
const int UA_SETEND_2
Definition constants.c:490
const int UA_NONE
Definition constants.c:465
const int UA_AM_PENDING
Definition constants.c:479
const int UA_CANCELT
Definition constants.c:474
const int UA_SPAWN_DUST_B
Definition constants.c:485
const int UA_SPAWN_DUST_A
Definition constants.c:484
const int UA_INTERRUPT
Definition constants.c:471
const int UA_FINISHEDT
Definition constants.c:475
const int UA_IN_END
Definition constants.c:483
const int UA_IN_CRAFTING
Definition constants.c:486
const int UA_PROCESSING
Definition constants.c:467
const int UA_CANCEL
Definition constants.c:470
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
@ DISABLED
Definition enwidgets.c:79