7 float FL_INWATER = 16;
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8 float FL_MONSTER = 32;
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9 float FL_GODMODE = 64;
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10 float FL_NOTARGET = 128;
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11 float FL_ITEM = 256;
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12 float FL_ONGROUND = 512;
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13 float FL_PARTIALGROUND = 1024;
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14 float FL_WATERJUMP = 2048;
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15 float FL_JUMPRELEASED = 4096;
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16 float FL_WEAPON = 8192;
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17 float FL_POWERUP = 16384;
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18 float FL_PROJECTILE = 32768;
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19 float FL_TOSSED = 65536;
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20 float FL_NO_WEAPON_STAY = 131072;
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21 float FL_SPAWNING = 262144;
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23 float MOVETYPE_NONE = 0;
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24 float MOVETYPE_ANGLENOCLIP = 1;
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25 float MOVETYPE_ANGLECLIP = 2;
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26 float MOVETYPE_WALK = 3;
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27 float MOVETYPE_STEP = 4;
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28 float MOVETYPE_FLY = 5;
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29 float MOVETYPE_TOSS = 6;
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30 float MOVETYPE_PUSH = 7;
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31 float MOVETYPE_NOCLIP = 8;
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32 float MOVETYPE_FLYMISSILE = 9;
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33 float MOVETYPE_BOUNCE = 10;
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34 float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
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35 //float MOVETYPE_FOLLOW = 12; // 'Attaches' the entity to its aim_ent
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37 float SOLID_NOT = 0;
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38 float SOLID_TRIGGER = 1;
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39 float SOLID_BBOX = 2;
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40 float SOLID_SLIDEBOX = 3;
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41 float SOLID_BSP = 4;
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44 float DEAD_DYING = 1;
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45 float DEAD_DEAD = 2;
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46 float DEAD_RESPAWNABLE = 3;
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47 float DEAD_RESPAWNING = 4;
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49 float DAMAGE_NO = 0;
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50 float DAMAGE_YES = 1;
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51 float DAMAGE_AIM = 2;
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53 float CONTENT_EMPTY = -1;
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54 float CONTENT_SOLID = -2;
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55 float CONTENT_WATER = -3;
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56 float CONTENT_SLIME = -4;
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57 float CONTENT_LAVA = -5;
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58 float CONTENT_SKY = -6;
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62 float SVC_DISCONNECT = 2;
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63 float SVC_UPDATESTAT = 3;
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64 float SVC_VERSION = 4;
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65 float SVC_SETVIEW = 5;
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66 float SVC_SOUND = 6;
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68 float SVC_PRINT = 8;
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69 float SVC_STUFFTEXT = 9;
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70 float SVC_SETANGLE = 10;
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71 float SVC_SERVERINFO = 11;
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72 float SVC_LIGHTSTYLE = 12;
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73 float SVC_UPDATENAME = 13;
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74 float SVC_UPDATEFRAGS = 14;
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75 float SVC_CLIENTDATA = 15;
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76 float SVC_STOPSOUND = 16;
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77 float SVC_UPDATECOLORS = 17;
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78 float SVC_PARTICLE = 18;
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79 float SVC_DAMAGE = 19;
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80 float SVC_SPAWNSTATIC = 20;
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81 float SVC_SPAWNBINARY = 21;
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82 float SVC_SPAWNBASELINE = 22;
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83 float SVC_TEMPENTITY = 23;
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84 float SVC_SETPAUSE = 24;
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85 float SVC_SIGNONNUM = 25;
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86 float SVC_CENTERPRINT = 26;
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87 float SVC_KILLEDMONSTER = 27;
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88 float SVC_FOUNDSECRET = 28;
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89 float SVC_SPAWNSTATICSOUND = 29;
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90 float SVC_INTERMISSION = 30;
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91 float SVC_FINALE = 31;
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92 float SVC_CDTRACK = 32;
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93 float SVC_SELLSCREEN = 33;
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94 float SVC_CUTSCENE = 34;
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97 float TE_SUPERSPIKE = 1;
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98 float TE_GUNSHOT = 2;
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99 float TE_EXPLOSION = 3;
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100 float TE_TAREXPLOSION = 4;
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101 float TE_LIGHTNING1 = 5;
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102 float TE_LIGHTNING2 = 6;
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103 float TE_WIZSPIKE = 7;
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104 float TE_KNIGHTSPIKE = 8;
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105 float TE_LIGHTNING3 = 9;
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106 float TE_LAVASPLASH = 10;
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107 float TE_TELEPORT = 11;
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109 float UPDATE_GENERAL = 0;
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110 float UPDATE_STATIC = 1;
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111 float UPDATE_BINARY = 2;
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112 float UPDATE_TEMP = 3;
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114 float EF_BRIGHTFIELD = 1;
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115 float EF_MUZZLEFLASH = 2;
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116 float EF_BRIGHTLIGHT = 4;
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117 float EF_DIMLIGHT = 8;
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119 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT)
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121 float MSG_BROADCAST = 0; // unreliable
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122 float MSG_ONE = 1; // reliable
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123 float MSG_ALL = 2; // reliable
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124 float MSG_INIT = 3; // initialization
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125 float MSG_ENTITY = 5; // csqc
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127 vector PL_VIEW_OFS = '0 0 35';
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128 vector PL_MIN = '-16 -16 -24';
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129 vector PL_MAX = '16 16 45';
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130 vector PL_CROUCH_VIEW_OFS = '0 0 15';
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131 vector PL_CROUCH_MIN = '-16 -16 -24';
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132 vector PL_CROUCH_MAX = '16 16 25';
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133 vector PL_PREY_VIEW_OFS = '0 0 35';
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135 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
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136 // did this so at least they worked
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137 //float GAME_FULLBRIGHT_PLAYERS = 64; /// makes the players model fullbright
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138 //float GAME_TEAMS = 128; /// Teams, red/green/yellow/blue
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140 float game; // set to "gamecfg" on spawnfunc_worldspawn
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143 //float POWERUP_STRENGTH_DAMAGE = 2; // damage multiplier for strength powerup
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144 //float POWERUP_STRENGTH_FORCE = 4; // force multiplier for strength powerup
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146 //float POWERUP_INVINCIBLE_TAKEDAMAGE = 0.2; // received damage multiplier for invincible powerup
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149 float TE_BEAM = 13; // grabber
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152 float FLAG_BASE = 1;
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153 float FLAG_CARRY = 2;
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154 float FLAG_DROPPED = 3;
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156 float COLOR_TEAM1 = 5; // red
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157 float COLOR_TEAM2 = 14; // blue
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158 float COLOR_TEAM3 = 13; // yellow
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159 float COLOR_TEAM4 = 10; // pink
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161 float NUM_PLAYERSKINS_TEAMPLAY = 3;
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163 float ASSAULT_VALUE_INACTIVE = 1000;
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165 float DOOR_NOSPLASH = 256; // generic anti-splashdamage spawnflag
\r