//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Shared code for XBox Rumble Effects // // $NoKeywords: $ // //=============================================================================// #pragma once #ifndef RUMBLE_SHARED_H #define RUMBLE_SHARED_H #define RUMBLE_FLAGS_NONE 0x0000 #define RUMBLE_FLAG_STOP 0x0001 // Stop any instance of this type of effect that's already playing. #define RUMBLE_FLAG_LOOP 0x0002 // Make this effect loop. #define RUMBLE_FLAG_RESTART 0x0004 // If this effect is already playing, restart it. #define RUMBLE_FLAG_UPDATE_SCALE 0x0008 // Apply DATA to this effect if already playing, but don't restart. #define RUMBLE_FLAG_ONLYONE 0x0010 // Don't play this effect if it is already playing. #define RUMBLE_FLAG_RANDOM_AMPLITUDE 0x0020 // Amplitude scale will be randomly chosen. Between 10% and 100% #define RUMBLE_FLAG_INITIAL_SCALE 0x0040 // Data is the initial scale to start this effect ( * 100 ) enum { // DO NOT CHANGE THE ORDER OF ANY OF THESE ENUMS // DO NOT INSERT ANY ITEMS RUMBLE_INVALID = -1, RUMBLE_STOP_ALL = 0, // Cease all current rumbling effects. // Weapons RUMBLE_PISTOL, RUMBLE_357, RUMBLE_SMG1, RUMBLE_AR2, RUMBLE_SHOTGUN_SINGLE, RUMBLE_SHOTGUN_DOUBLE, RUMBLE_AR2_ALT_FIRE, // YOU MAY INSERT/REARRANGE ITEMS FROM HERE DOWN, AS YOU SEE FIT RUMBLE_RPG_MISSILE, RUMBLE_CROWBAR_SWING, // Vehicles RUMBLE_AIRBOAT_GUN, RUMBLE_JEEP_ENGINE_LOOP, RUMBLE_FLAT_LEFT, RUMBLE_FLAT_RIGHT, RUMBLE_FLAT_BOTH, // Damage RUMBLE_DMG_LOW, RUMBLE_DMG_MED, RUMBLE_DMG_HIGH, // Fall damage RUMBLE_FALL_LONG, RUMBLE_FALL_SHORT, RUMBLE_PHYSCANNON_OPEN, RUMBLE_PHYSCANNON_PUNT, RUMBLE_PHYSCANNON_LOW, RUMBLE_PHYSCANNON_MEDIUM, RUMBLE_PHYSCANNON_HIGH, RUMBLE_PORTALGUN_LEFT, RUMBLE_PORTALGUN_RIGHT, RUMBLE_PORTAL_PLACEMENT_FAILURE, NUM_RUMBLE_EFFECTS, // THIS MUST BE LAST!!! }; #endif//RUMBLE_SHARED_H