Aetheria/Assets/Scripts/ServerShared/Enums.cs
Meta Vens 2102affb09 Audio 1: the simulation names no sound; delete the dead Wwise path on EquippedItem
Removes EquippedItem's SoundBank, AudioEvents/AudioParameters, every
FireAudioEvent/PlaySound/StopSound/SetAudioParameter overload and Update's
AudioStats loop, the four audio enums, WwiseMetadata and WwiseSoundBinding,
the weapon/reactor/thruster call sites, and the Wwise Sounds counters in
FireControlPerWeaponTests (Announced and Starts keep the refused-round pins).
Catalog keys 21, 22 and 13-15 stay, unread.

Builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 17:18:11 +02:00

221 lines
No EOL
3.2 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
public enum ItemRotation
{
None = 0,
CounterClockwise = 1,
Reversed = 2,
Clockwise = 3
}
public enum CauseOfDeath
{
HullDestroyed,
CockpitDestroyed,
Heatstroke,
Hypothermia
}
public enum HitType
{
Armor,
Hardpoint,
Gear,
Thermal
}
public enum LauncherCaliber
{
Micro,
Missile,
Fighter
}
public enum HardpointType
{
Hull,
Tool,
Thermal,
Thruster,
WarpDrive,
Reactor,
Radiator,
Shield,
Sensors,
Energy,
Ballistic,
Launcher,
ControlModule
}
public enum WeaponType
{
ElectromagneticallyPropelled,
ExplosivelyPropelled,
Laser,
Electrostatic,
ParticleProjection,
Missile,
MicroMissile,
SplitMissile,
Mine,
Jet
}
public enum WeaponRange
{
Melee,
Short,
Medium,
Long
}
public enum WeaponCaliber
{
Small,
Medium,
Large,
ExtraLarge
}
[Flags]
public enum WeaponFireType
{
None = 0,
Direct = 1 << 0,
Guided = 1 << 1,
Seeking = 1 << 2,
Continuous = 1 << 3,
Charged = 1 << 4
}
[Flags]
public enum WeaponModifiers
{
None = 0,
Airburst = 1 << 0,
Incendiary = 1 << 1,
ArmorPenetrating = 1 << 2,
NegativeEntropy = 1 << 3,
RapidFire = 1 << 4,
Burst = 1 << 5,
Cluster = 1 << 6
}
// Cut 12.4(a) (docs/fire-control-cut.md): what a weapon's blast radius (WeaponItemData.BlastRadius) detonates
// as. Null means no blast at all -- WeaponItemData.Fuse is frozen null unless BlastRadius > 0 (FireControl.Fire).
public enum WeaponFuse
{
Contact,
Proximity,
Delayed
}
public enum DamageType
{
Kinetic,
Corrosive,
Electric,
Thermal,
Optical,
Ionizing
}
[Flags]
public enum BodyType
{
None = 0,
Asteroid = 1 << 0,
Planetoid = 1 << 1,
Planet = 1 << 2,
GasGiant = 1 << 3,
Sun = 1 << 4
}
public enum HullType
{
Ship,
Station,
Turret
}
public enum MegaPlacementType
{
Mass = 0,
Planets = 1,
Resources = 2,
Connected = 3,
Isolated = 4
}
public enum SimpleCommodityCategory
{
Minerals = 0,
Metals = 1,
Alloys = 2,
Compounds = 3,
Organics = 4,
Ammo = 5,
Consumer = 6
}
public enum CompoundCommodityCategory
{
Wearables = 0,
Consumables = 1,
Luxuries = 2,
Tools = 3,
Manufacturing = 4,
Assemblies = 5
}
public enum LocationType
{
Station,
Asteroid,
Planet
}
public enum FactionRelationship
{
Hated = 0, // Kill on sight
Hostile = 1, // Can enter open areas
Neutral = 2, // Can dock in open areas, enter secure areas
Friendly = 3, // Can dock in secure areas, enter critical areas
Beloved = 4 // Cah dock even in critical areas
}
public enum SecurityLevel
{
Open = 0,
Secure = 1,
Critical = 2
}
public enum TemperatureUnit
{
Kelvin,
Celsius,
Fahrenheit
}
public enum MusicType
{
Overworld,
Combat,
Boss
}
[Flags]
public enum BrushLayer
{
Gravity = 1 << 0,
Displacement = 1 << 1,
FogHeight = 1 << 2,
CloudHeight = 1 << 3,
CloudDepth = 1 << 4
}