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build_config_defines.h
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77 lines (61 loc) · 3.5 KB
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#pragma once
// CALLBACKS
#define EXTENDED_ITEM_CALLBACKS // (eItemToBelt, eItemToSlot, eItemToRuck)
#define EXTENDED_WEAPON_CALLBACKS // (eOnWeaponZoomIn, eOnWeaponZoomOut, eOnWeaponJammed)
#define INVENTORY_UPGRADE_CALLBACKS // calls lua function inventory_upgrades.effect_upgrade_item
#define ACTOR_BEFORE_DEATH_CALLBACK // For extending the life of the actor to fake death or do other tasks that need to happen before actor is dead
#define INPUT_CALLBACKS // (eKeyPress, eKeyRelease, eKeyHold)
#define MOUSE_INPUT_CALLBACKS // (eMouseMove, eMouseWheel)
#define ENGINE_LUA_ALIFE_STORAGE_MANAGER_CALLBACKS // calls lua functions from engine in a script named alife_storage_manager.script (alife_storage_manager.CALifeStorageManager_save) and (alife_storage_manager.CALifeStorageManager_load)
#define ENGINE_LUA_ALIFE_UPDAGE_MANAGER_CALLBACKS // calls lua function named on_before_change_level and on_after_new_game in _G.script when enabled
//-CALLBACKS
// SCRIPTS:
#define MORE_INVENTORY_SLOTS // Adds 5 more slots CUSTOM_SLOT_1..5
#define GAME_OBJECT_EXTENDED_EXPORTS // see: script_game_object*.cpp/h
#define GAME_OBJECT_TESTING_EXPORTS // see: script_game_object4.cpp functions for object testing (ie. is_stalker(), is_heli())
#define NAMESPACE_LEVEL_EXPORTS // see: level_script.cpp
#define INI_FILE_EXTENDED_EXPORTS // see: script_ini_file_script.cpp
#define ENABLE_CAR // reimplements car along with new callbacks (eOnVehicleAttached, eOnVehicleDetached) and new game_object actor methods get_attached_vehicle(), attach_vehicle() and detach_vehicle()
//-SCRIPTS
// CORE:
#define NO_BUG_TRAP // dont use bug trap
#define USE_OWN_MINI_DUMP // create mini dump on crash
//#define USE_VERIFY_IN_RELEASE // use VERIFY macros in release builds
#define SPAWN_ANTIFREEZE // spread spawn of game objects thoughout multiple frames to prevent lags (by alpet, MT implementation by demonized)
#define NON_FATAL_VERIFY // don't crash game when VERIFY fails
//#define USE_GSC_MEM_ALLOC // when this is undefined memory allocation for luajit is handled by luajit allocator
//-CORE
// VISUAL:
#define DETAIL_RADIUS // detail draw radius (by KD)
#define VSYNC_FIX // functional VSync by avbaula
#define ECO_RENDER // limit FPS in menu to prevent video card overheat (by alpet)
#define TREE_WIND_EFFECT // configurable tree sway, can be used to have trees sway more during storms or lightly on clear days.
//-VISUAL
// TWEAKS:
//#define FP_DEATH // first person death view (Note: It's fixed to position and does not follow corpse)
#define NEW_ANIMS // use new animations. Please enclose any new animation addions with this define
//-TWEAKS
/*LAYERED_SND_SHOOT by Alundaio
When defined, it will allow you to play a group of sounds from a specified section for snd_shoot.
You can have as many layers as you want, but you must follow naming convention,
snd_1_layer
snd_2_layer
snd_3_layer
...
You can also have different variants for each layer defined,
snd_1_layer
snd_1_layer1
snd_1_layer2
...
The correct line settings are standard, (ie. snd_1_layer = sound_path, volume, delay)
ex.
Here is an example usage:
snd_shoot = new_snd_section
[new_snd_section]
snd_1_layer = weapons\new_sound_shoot1
snd_1_layer1 = weapons\new_sound_shoot2
snd_1_layer2 = weapons\new_sound_shoot3
snd_1_layer3 = weapons\new_sound_shoot4
snd_2_layer = weapons\mechanical_noise, 1.0, 0.1
snd_3_layer = weapons\gunshot_echo, 1.0, 0.8
*/