game2006/server/gameserver/constant_export.h
2021-10-21 12:10:04 +08:00

133 lines
4.1 KiB
C

#pragma once
const int kThroughWall_BUFFID = 6003;
const int FLY_BUFFID = 7001;
const int JUMP_BUFFID = 7002;
const int DRIVER_BUFFID = 7003;
const int PASSENGER_BUFFID = 7004;
const int kRecoilBuffId = 7005;
const int kInGrassBuffId = 7006;
const int kInWaterBuffId = 7007;
const int kInIceBuffId = 7008;
const int kBeRecycleBuffId = 7009;
const int kTraceBuffId = 7011;
const int kInMountainTopBuffId = 7014;
const int kDownBuffId = 7015;
const int kPoisioningBuffId = 7016;
const int kRescueBuffId = 7017;
const int kVertigoBuffId = 7018;
const int kPeaceModeBuffId = 7019;
const int kPullToWalkableBuffId = 8003;
const int kDiveBuffId = 8054;
enum BuffEffectType_e
{
kBET_Begin = 0,
kBET_ChgAttr = 1, //改变属性
kBET_TurnOver = 2, //翻滚
kBET_Car = 3, //骑乘
kBET_Invincible = 4, //无敌
kBET_Camouflage = 5, //伪装
kBET_AdPlaying = 6, //看广告中
kBET_LordMode = 7, //上帝模式
kBET_NewProtect = 8, //新手保护血量低于50%
kBET_BePull = 9, //拉人(被拉方)
kBET_JumpTo = 10, //跳跃
kBET_OnceChgAttr = 11, //一次性buff
kBET_Pull = 12, //拉人(主动方)
kBET_Terminator = 13, //终结者模式
kBET_PlayShotAni = 14, //播放射击动画
kBET_Vertigo = 15, //眩晕
kBET_DecHp = 16, //扣血
kBET_PullDone = 17, //拖拽到目的地
kBET_DelayAddBuff = 18, //延迟加buff
kBET_PlayEffect = 19, //播放特效(客户端表现用)
kBET_CliEffect2 = 20, //僵尸被动光环毒物(客户端表现用)
kBET_CliEffect3 = 21, //僵尸被动光环地震(客户端表现用)
kBET_CliEffect4 = 22, //被拖拽(客户端表现用)
kBET_HunLuan = 23, //混乱,在烟雾弹中不自动瞄准
kBET_Fly = 24, //飞行中
kBET_Jump = 25, //跳伞中
kBET_IntervalAddBuff = 26, //持续掉血
//kBET_LastAddHp = 27, //持续加血
kBET_OnceAddHp = 28, //加血
kBET_SummonHero = 29, //召唤英雄
//kBET_SummonHero = 30, //向前跳跃
kBET_Shield = 31, //护盾
kBET_Hide = 32, //隐身
kBET_CrazyMode = 33, //暴走模式
kBET_ShockWave = 34, //冲击波
kBET_Sprint = 35, //冲刺
kBET_SummonObstacle = 36, //召唤物件
kBET_FlashMove = 37, //瞬间移动
kBET_Become = 38, //变身
kBET_ShotCharge = 39, //射击蓄力
kBET_SelectTargetWithSelfPos = 40, //已自己坐标为中心范围内选取目标,并且批量添加buff
kBET_CondAddBuff = 41, //条件添加buff
kBET_AddInventory = 42, //扩充库存
kBET_Down = 43, //倒下
kBET_Poisoning = 44, //中毒(毒圈中)
kBET_Rescue = 45, //救援
kBET_AddCarBuff = 46, //给载具加buff
kBET_RemoveCarBuff = 47, //移除载具身上的buff
kBET_BulletThrough = 48, //穿透
kBET_FollowMaster = 49, //跟随主人
kBET_ThroughWall = 50, //穿墙
kBET_Driver = 51, //驾驶中
kBET_Passenger = 52, //乘座中
kBET_CarActive = 53, //激活载具
kBET_CarDeactive = 54, //载具待机
kBET_Recoil = 55, //后坐力
kBET_InGrass = 56, //在草丛
kBET_InWater = 57, //在水里
kBET_InIce = 58, //在冰里
kBET_PullToWalkable = 59, //从碰撞里以自己方向拖出来直到没有碰撞
kBET_BatchAddBuff = 60, //批量添加buff
kBET_BeRecycle = 61, //待回收
kBET_Trace = 62, //追踪玩家
kBET_MountainTop = 63, //在山顶
kBET_UseSkill = 64, //使用技能
kBET_CamouflageAddition = 65, //对抗伪装
kBET_AutoShot = 66, //自动射击
kBET_BeatBack = 67, //击退
kBET_Disperse = 68, //驱散
kBET_PeaceMode = 69, //和平模式
kBET_ClientUse1 = 70, //
kBET_ClientUse2 = 71, //
kBET_Dive = 72, //下潜模式
kBET_End
};
enum EntityType_e
{
ET_None = 0,
ET_Player = 1,
ET_Obstacle = 2,
ET_Building = 3,
//ET_LootSpawner = 4,
ET_Loot = 5,
//ET_DeadBody = 6,
//ET_Decal = 7,
//ET_Projectile = 8,
//ET_Smoke = 9,
ET_Hero = 10,
ET_Car = 11,
ET_Bullet = 20,
ET_MapBlock = 28,
ET_Dummy = 29,
ET_Unuse = 30,
ET_MAX
};
enum AIKind_e
{
kAI_Begin = 0,
kAI_Android = 1,
kAI_MineSweeper = 2,
kAI_End
};