3 // Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)
4 const float MASK_ENGINE = 1;
5 const float MASK_ENGINEVIEWMODELS = 2;
6 const float MASK_NORMAL = 4;
8 // Renderflag Constants (used for CSQC entities)
9 const float RF_VIEWMODEL = 1;
10 const float RF_EXTERNALMODEL = 2;
11 const float RF_DEPTHHACK = 4;
12 const float RF_ADDITIVE = 8;
13 const float RF_USEAXIS = 16;
15 // Viewflag Constants (use with R_SetView)
16 const float VF_MIN = 1; //(vector)
17 const float VF_MIN_X = 2; //(float)
18 const float VF_MIN_Y = 3; //(float)
19 const float VF_SIZE = 4; //(vector) (viewport size)
20 const float VF_SIZE_Y = 5; //(float)
21 const float VF_SIZE_X = 6; //(float)
22 const float VF_VIEWPORT = 7; //(vector, vector)
23 const float VF_FOV = 8; //(vector)
24 const float VF_FOVX = 9; //(float)
25 const float VF_FOVY = 10; //(float)
26 const float VF_ORIGIN = 11; //(vector)
27 const float VF_ORIGIN_X = 12; //(float)
28 const float VF_ORIGIN_Y = 13; //(float)
29 const float VF_ORIGIN_Z = 14; //(float)
30 const float VF_ANGLES = 15; //(vector)
31 const float VF_ANGLES_X = 16; //(float)
32 const float VF_ANGLES_Y = 17; //(float)
33 const float VF_ANGLES_Z = 18; //(float)
34 const float VF_DRAWWORLD = 19; //(float)
35 const float VF_DRAWENGINEHUD = 20; //(float)
36 const float VF_DRAWCROSSHAIR = 21; //(float)
37 const float VF_PERSPECTIVE = 200; //(float)
39 const float VF_CL_VIEWANGLES = 33; //(vector)
40 const float VF_CL_VIEWANGLES_X = 34; //(float)
41 const float VF_CL_VIEWANGLES_Y = 35; //(float)
42 const float VF_CL_VIEWANGLES_Z = 36; //(float)
44 // Server Autosent Stat Constants
45 const float STAT_HEALTH = 0;
46 const float STAT_WEAPONMODEL = 2;
47 const float STAT_AMMO = 3;
48 const float STAT_ARMOR = 4;
49 const float STAT_WEAPONFRAME = 5;
50 const float STAT_SHELLS = 6;
51 const float STAT_NAILS = 7;
52 const float STAT_ROCKETS = 8;
53 const float STAT_CELLS = 9;
54 const float STAT_ACTIVEWEAPON = 10;
55 const float STAT_TOTALSECRETS = 11;
56 const float STAT_TOTALMONSTERS = 12;
57 const float STAT_SECRETS = 13;
58 const float STAT_MONSTERS = 14;
59 const float STAT_ITEMS = 15;
60 const float STAT_VIEWHEIGHT = 16;
61 const float STAT_MOVEVARS_TICRATE = 240;
62 const float STAT_MOVEVARS_TIMESCALE = 241;
63 const float STAT_FRAGLIMIT = 235;
64 const float STAT_TIMELIMIT = 236;
65 const float STAT_MOVEVARS_GRAVITY = 242;
67 // Quake-style Point Contents
68 const float CONTENT_EMPTY = -1;
69 const float CONTENT_SOLID = -2;
70 const float CONTENT_WATER = -3;
71 const float CONTENT_SLIME = -4;
72 const float CONTENT_LAVA = -5;
73 const float CONTENT_SKY = -6;
77 const float false = 0;
79 const float FALSE = 0;
81 // Vector / Hull Constants
82 const vector VEC_1 = '1 1 1';
83 const vector VEC_0 = '0 0 0';
84 const vector VEC_M1 = '-1 -1 -1';
86 const vector VEC_HULL_MIN = '-16 -16 -24';
87 const vector VEC_HULL_MAX = '16 16 32';
90 const float EF_NODRAW = 16;
91 const float EF_ADDITIVE = 32;
92 const float EF_BLUE = 64;
93 const float EF_RED = 128;
94 const float EF_FULLBRIGHT = 512;
95 const float EF_FLAME = 1024;
96 const float EF_STARDUST = 2048;
97 const float EF_NOSHADOW = 4096;
98 const float EF_NODEPTHTEST = 8192;
100 // Quake Player Flag Constants
101 const float PFL_ONGROUND = 1;
102 const float PFL_CROUCH = 2;
103 const float PFL_DEAD = 4;
104 const float PFL_GIBBED = 8;
106 // Quake Temporary Entity Constants
107 const float TE_SPIKE = 0;
108 const float TE_SUPERSPIKE = 1;
109 const float TE_GUNSHOT = 2;
110 const float TE_EXPLOSION = 3;
111 const float TE_TAREXPLOSION = 4;
112 const float TE_LIGHTNING1 = 5;
113 const float TE_LIGHTNING2 = 6;
114 const float TE_WIZSPIKE = 7;
115 const float TE_KNIGHTSPIKE = 8;
116 const float TE_LIGHTNING3 = 9;
117 const float TE_LAVASPLASH = 10;
118 const float TE_TELEPORT = 11;
119 const float TE_EXPLOSION2 = 12;
120 // Darkplaces Additions
121 const float TE_EXPLOSIONRGB = 53;
122 const float TE_GUNSHOTQUAD = 57;
123 const float TE_EXPLOSIONQUAD = 70;
126 const float EXTRA_LOW = -99999999;
127 const float EXTRA_HIGH = 99999999;
129 // Frik File Constants
130 const float FILE_READ = 0;
131 const float FILE_APPEND = 1;
132 const float FILE_WRITE = 2;
134 // Button values used by input_buttons
135 const float BUTTON_ATTACK = 1;
136 const float BUTTON_JUMP = 2;
137 const float BUTTON_3 = 4;
138 const float BUTTON_4 = 8;
139 const float BUTTON_5 = 16;
140 const float BUTTON_6 = 32;
141 const float BUTTON7 = 64;
142 const float BUTTON8 = 128;
143 const float BUTTON_USE = 256;
144 const float BUTTON_CHAT = 512;
145 const float BUTTON_PRYDONCURSOR = 1024;
146 const float BUTTON_9 = 2048;
147 const float BUTTON_10 = 4096;
148 const float BUTTON_11 = 8192;
149 const float BUTTON_12 = 16384;
150 const float BUTTON_13 = 32768;
151 const float BUTTON_14 = 65536;
152 const float BUTTON_15 = 131072;
153 const float BUTTON_16 = 262144;
155 #define SOLID_NOT 0 // no interaction with other objects
156 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
157 #define SOLID_BBOX 2 // touch on edge, block
158 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
159 #define SOLID_BSP 4 // bsp clip, touch on edge, block
160 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
162 const float MOVE_NORMAL = 0; // same as FALSE
163 const float MOVE_NOMONSTERS = 1; // same as TRUE
164 const float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
165 const float MOVE_HITMODEL = 4;
166 const float MOVE_WORLDONLY = 3;
168 const float CAMERA_FREE = 1;
169 const float CAMERA_CHASE = 2;
171 const float EF_NOMODELFLAGS = 8388608;