3 const int FRAGS_PLAYER = 0;
4 const int FRAGS_SPECTATOR = -666;
5 const int FRAGS_PLAYER_OUT_OF_GAME = -616;
7 ///////////////////////////
10 const int CVAR_SAVE = BIT(0);
11 const int CVAR_NOTIFY = BIT(1);
12 const int CVAR_READONLY = BIT(2);
15 // NOTE: the engine doesn't clear serverflags on map change (gotomap)
16 const int SERVERFLAG_ALLOW_FULLBRIGHT = BIT(0);
17 const int SERVERFLAG_TEAMPLAY = BIT(1);
18 const int SERVERFLAG_PLAYERSTATS = BIT(2);
19 const int SERVERFLAG_PLAYERSTATS_CUSTOM = BIT(3);
20 const int SERVERFLAG_FORBID_PICKUPTIMER = BIT(4);
22 const int SPECIES_HUMAN = 0;
23 const int SPECIES_ROBOT_SOLID = 1;
24 const int SPECIES_ALIEN = 2;
25 const int SPECIES_ANIMAL = 3;
26 const int SPECIES_ROBOT_RUSTY = 4;
27 const int SPECIES_ROBOT_SHINY = 5;
28 const int SPECIES_RESERVED = 15;
31 const int RANKINGS_CNT = 99;
33 ///////////////////////////
35 const int KEY_FORWARD = BIT(0);
36 const int KEY_BACKWARD = BIT(1);
37 const int KEY_LEFT = BIT(2);
38 const int KEY_RIGHT = BIT(3);
39 const int KEY_JUMP = BIT(4);
40 const int KEY_CROUCH = BIT(5);
41 const int KEY_ATCK = BIT(6);
42 const int KEY_ATCK2 = BIT(7);
44 ///////////////////////////
45 // csqc communication stuff
47 const int HUD_NORMAL = 0;
48 const int HUD_BUMBLEBEE_GUN = 25;
50 // moved that here so the client knows the max.
51 // # of maps, I'll use arrays for them :P
52 const int MAPVOTE_COUNT = 30;
54 // a bit more constant
55 const vector PL_MAX_CONST = '16 16 45';
56 const vector PL_MIN_CONST = '-16 -16 -24';
57 const vector PL_CROUCH_MAX_CONST = '16 16 25';
58 const vector PL_CROUCH_MIN_CONST = '-16 -16 -24';
60 // gametype vote flags
61 const int GTV_FORBIDDEN = 0; // Cannot be voted
62 const int GTV_AVAILABLE = 1; // Can be voted
63 const int GTV_CUSTOM = 2; // Custom entry
65 // generic entity flags
66 // engine flags can't be redefined as they are used by the engine (unfortunately), they are listed here for posterity
68 const int FL_FLY = 1; /* BIT(0) */
69 const int FL_SWIM = 2; /* BIT(1) */
70 const int FL_CLIENT = 8; /* BIT(2) */ // set for all client edicts
71 const int FL_INWATER = 16; /* BIT(3) */ // for enter / leave water splash
72 const int FL_MONSTER = 32; /* BIT(4) */
73 const int FL_GODMODE = 64; /* BIT(5) */ // player cheat
74 const int FL_NOTARGET = 128; /* BIT(6) */ // player cheat
75 const int FL_ITEM = 256; /* BIT(7) */ // extra wide size for bonus items
76 const int FL_ONGROUND = 512; /* BIT(8) */ // standing on something
77 const int FL_PARTIALGROUND = 1024; /* BIT(9) */ // not all corners are valid
78 const int FL_WATERJUMP = 2048; /* BIT(10) */ // player jumping out of water
79 const int FL_JUMPRELEASED = 4096; /* BIT(11) */ // for jump debouncing
81 const int FL_WEAPON = BIT(12);
82 const int FL_POWERUP = BIT(13);
83 const int FL_PROJECTILE = BIT(14);
84 const int FL_TOSSED = BIT(15);
85 const int FL_SPAWNING = BIT(16);
86 const int FL_PICKUPITEMS = BIT(17);
87 const int FL_DUCKED = BIT(18);
88 const int FL_ONSLICK = BIT(19);
90 // initialization stages
91 const int INITPRIO_FIRST = 0;
92 const int INITPRIO_GAMETYPE = 0;
93 const int INITPRIO_GAMETYPE_FALLBACK = 1;
94 const int INITPRIO_FINDTARGET = 10;
95 const int INITPRIO_DROPTOFLOOR = 20;
96 const int INITPRIO_SETLOCATION = 90;
97 const int INITPRIO_LINKDOORS = 91;
98 const int INITPRIO_LAST = 99;
101 const int EF_SHOCK = 262144;
105 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT)
107 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)