/***
*
*	Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
// eventscripts.h
#if !defined ( EVENTSCRIPTSH )
#define EVENTSCRIPTSH

// defaults for clientinfo messages
#define	DEFAULT_VIEWHEIGHT	28
#define VEC_DUCK_VIEW 12

#define FTENT_FADEOUT			0x00000080

#define DMG_GENERIC			0			// generic damage was done
#define DMG_CRUSH			(1 << 0)	// crushed by falling or moving object
#define DMG_BULLET			(1 << 1)	// shot
#define DMG_SLASH			(1 << 2)	// cut, clawed, stabbed
#define DMG_BURN			(1 << 3)	// heat burned
#define DMG_FREEZE			(1 << 4)	// frozen
#define DMG_FALL			(1 << 5)	// fell too far
#define DMG_BLAST			(1 << 6)	// explosive blast damage
#define DMG_CLUB			(1 << 7)	// crowbar, punch, headbutt
#define DMG_SHOCK			(1 << 8)	// electric shock
#define DMG_SONIC			(1 << 9)	// sound pulse shockwave
#define DMG_ENERGYBEAM		(1 << 10)	// laser or other high energy beam 
#define DMG_NEVERGIB		(1 << 12)	// with this bit OR'd in, no damage type will be able to gib victims upon death
#define DMG_ALWAYSGIB		(1 << 13)	// with this bit OR'd in, any damage type can be made to gib victims upon death.

// time-based damage
//mask off TF-specific stuff too
#define DMG_TIMEBASED		(~(0xff003fff))	// mask for time-based damage

#define DMG_DROWN			(1 << 14)	// Drowning
#define DMG_FIRSTTIMEBASED  DMG_DROWN

#define DMG_PARALYZE		(1 << 15)	// slows affected creature down
#define DMG_NERVEGAS		(1 << 16)	// nerve toxins, very bad
#define DMG_POISON			(1 << 17)	// blood poisioning
#define DMG_RADIATION		(1 << 18)	// radiation exposure
#define DMG_DROWNRECOVER	(1 << 19)	// drowning recovery
#define DMG_ACID			(1 << 20)	// toxic chemicals or acid burns
#define DMG_SLOWBURN		(1 << 21)	// in an oven
#define DMG_SLOWFREEZE		(1 << 22)	// in a subzero freezer
#define DMG_MORTAR			(1 << 23)	// Hit by air raid (done to distinguish grenade from mortar)

//TF ADDITIONS
#define DMG_IGNITE			(1 << 24)	// Players hit by this begin to burn
#define DMG_RADIUS_MAX		(1 << 25)	// Radius damage with this flag doesn't decrease over distance
#define DMG_RADIUS_QUAKE	(1 << 26)	// Radius damage is done like Quake. 1/2 damage at 1/2 radius.
#define DMG_IGNOREARMOR		(1 << 27)	// Damage ignores target's armor
#define DMG_AIMED			(1 << 28)   // Does Hit location damage
#define DMG_WALLPIERCING	(1 << 29)	// Blast Damages ents through walls

#define DMG_CALTROP				(1<<30)
#define DMG_HALLUC				(1<<31)

// Some of these are HL/TFC specific?
void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype );
void EV_GetGunPosition( struct event_args_s *args, float *pos, float *origin );
void EV_GetDefaultShellInfo( struct event_args_s *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale );
qboolean EV_IsLocal( int idx );
qboolean EV_IsPlayer( int idx );
void EV_CreateTracer( float *start, float *end );

struct cl_entity_s *GetEntity( int idx );
struct cl_entity_s *GetViewEntity( void );
void EV_MuzzleFlash( void );

#endif // EVENTSCRIPTSH
