// Revision 22: hook shot origin
#define CSQC_REVISION 22
-// probably put these in common/
-// so server/ and client/ can be synced better
-const float GAME_DEATHMATCH = 1;
-const float GAME_TEAM_DEATHMATCH = 2;
-const float GAME_DOMINATION = 3;
-const float GAME_CTF = 4;
-const float GAME_RUNEMATCH = 5;
-const float GAME_LMS = 6;
-const float GAME_ARENA = 7;
-const float GAME_KEYHUNT = 8;
-const float GAME_ASSAULT = 9;
-const float GAME_ONSLAUGHT = 10;
-const float GAME_RACE = 11;
-const float GAME_NEXBALL = 12;
-const float GAME_CTS = 13;
-const float GAME_CA = 14;
-const float GAME_FREEZETAG = 15;
-const float GAME_KEEPAWAY = 16;
-
const float AS_STRING = 1;
const float AS_INT = 2;
const float AS_FLOAT_TRUNCATED = 2;
const float TE_CSQC_LIGHTNINGARC = 105;
const float TE_CSQC_TEAMNAGGER = 106;
const float TE_CSQC_PINGPLREPORT = 107;
-const float TE_CSQC_VOTE = 108;
-const float TE_CSQC_VOTERESET = 109;
const float TE_CSQC_ANNOUNCE = 110;
const float TE_CSQC_TARGET_MUSIC = 111;
-const float TE_CSQC_NOTIFY = 112;
-const float TE_CSQC_WEAPONCOMPLAIN = 113;
-const float TE_CSQC_NEX_SCOPE = 116;
-const float TE_CSQC_MINELAYER_MAXMINES = 117;
-const float TE_CSQC_HAGAR_MAXROCKETS = 118;
-const float TE_CSQC_VEHICLESETUP = 119;
+const float TE_CSQC_KILLNOTIFY = 112;
+const float TE_CSQC_CENTERPRINT_GENERIC = 113;
+const float TE_CSQC_WEAPONCOMPLAIN = 114;
+const float TE_CSQC_NEX_SCOPE = 115;
+const float TE_CSQC_MINELAYER_MAXMINES = 116;
+const float TE_CSQC_HAGAR_MAXROCKETS = 117;
+const float TE_CSQC_VEHICLESETUP = 118;
+const float TE_CSQC_SVNOTICE = 119;
const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
const float RACE_NET_CHECKPOINT_CLEAR = 1;
const float RACE_NET_SERVER_STATUS = 12;
const float RANKINGS_CNT = 15;
-const float CSQC_KILLNOTIFY = 0;
-const float CSQC_CENTERPRINT = 1;
-
const float ENT_CLIENT = 0;
const float ENT_CLIENT_DEAD = 1;
const float ENT_CLIENT_ENTCS = 2;
const float ENT_CLIENT_ACCURACY = 30;
const float ENT_CLIENT_SHOWNAMES = 31;
const float ENT_CLIENT_WARPZONE_TELEPORTED = 32;
+const float ENT_CLIENT_MODEL = 33;
+const float ENT_CLIENT_ITEM = 34;
+const float ENT_CLIENT_BUMBLE_RAYGUN = 35;
+const float ENT_CLIENT_NOTIFICATION = 36;
const float ENT_CLIENT_TURRET = 40;
const float ENT_CLIENT_AUXILIARYXHAIR = 50;
const float RADARICON_POWERUP = 1;
const float RADARICON_TAGGED = 1;
-///////////////////////////
-// key constants
-
-//
-// these are the key numbers that should be passed to Key_Event
-//
-const float K_TAB = 9;
-const float K_ENTER = 13;
-const float K_ESCAPE = 27;
-const float K_SPACE = 32;
-
-// normal keys should be passed as lowercased ascii
-
-const float K_BACKSPACE = 127;
-const float K_UPARROW = 128;
-const float K_DOWNARROW = 129;
-const float K_LEFTARROW = 130;
-const float K_RIGHTARROW = 131;
-
-const float K_ALT = 132;
-const float K_CTRL = 133;
-const float K_SHIFT = 134;
-
-const float K_F1 = 135;
-const float K_F2 = 136;
-const float K_F3 = 137;
-const float K_F4 = 138;
-const float K_F5 = 139;
-const float K_F6 = 140;
-const float K_F7 = 141;
-const float K_F8 = 142;
-const float K_F9 = 143;
-const float K_F10 = 144;
-const float K_F11 = 145;
-const float K_F12 = 146;
-
-const float K_INS = 147;
-const float K_DEL = 148;
-const float K_PGDN = 149;
-const float K_PGUP = 150;
-const float K_HOME = 151;
-const float K_END = 152;
-
-const float K_NUMLOCK = 154;
-const float K_CAPSLOCK = 155;
-const float K_SCROLLOCK = 156;
-
-const float K_KP_0 = 157;
-const float K_KP_INS = K_KP_0;
-const float K_KP_1 = 158;
-const float K_KP_END = K_KP_1;
-const float K_KP_2 = 159;
-const float K_KP_DOWNARROW = K_KP_2;
-const float K_KP_3 = 160;
-const float K_KP_PGDN = K_KP_3;
-const float K_KP_4 = 161;
-const float K_KP_LEFTARROW = K_KP_4;
-const float K_KP_5 = 162;
-const float K_KP_6 = 163;
-const float K_KP_RIGHTARROW = K_KP_6;
-const float K_KP_7 = 164;
-const float K_KP_HOME = K_KP_7;
-const float K_KP_8 = 165;
-const float K_KP_UPARROW = K_KP_8;
-const float K_KP_9 = 166;
-const float K_KP_PGUP = K_KP_9;
-const float K_KP_PERIOD = 167;
-const float K_KP_DEL = K_KP_PERIOD;
-const float K_KP_DIVIDE = 168;
-const float K_KP_SLASH = K_KP_DIVIDE;
-const float K_KP_MULTIPLY = 169;
-const float K_KP_MINUS = 170;
-const float K_KP_PLUS = 171;
-const float K_KP_ENTER = 172;
-const float K_KP_EQUALS = 173;
-
-const float K_PAUSE = 255;
-
-//
-// joystick buttons
-//
-const float K_JOY1 = 768;
-const float K_JOY2 = 769;
-const float K_JOY3 = 770;
-const float K_JOY4 = 771;
-
-//
-// aux keys are for multi-buttoned joysticks to generate so they can use
-// the normal binding process
-//
-const float K_AUX1 = 772;
-const float K_AUX2 = 773;
-const float K_AUX3 = 774;
-const float K_AUX4 = 775;
-const float K_AUX5 = 776;
-const float K_AUX6 = 777;
-const float K_AUX7 = 778;
-const float K_AUX8 = 779;
-const float K_AUX9 = 780;
-const float K_AUX10 = 781;
-const float K_AUX11 = 782;
-const float K_AUX12 = 783;
-const float K_AUX13 = 784;
-const float K_AUX14 = 785;
-const float K_AUX15 = 786;
-const float K_AUX16 = 787;
-const float K_AUX17 = 788;
-const float K_AUX18 = 789;
-const float K_AUX19 = 790;
-const float K_AUX20 = 791;
-const float K_AUX21 = 792;
-const float K_AUX22 = 793;
-const float K_AUX23 = 794;
-const float K_AUX24 = 795;
-const float K_AUX25 = 796;
-const float K_AUX26 = 797;
-const float K_AUX27 = 798;
-const float K_AUX28 = 799;
-const float K_AUX29 = 800;
-const float K_AUX30 = 801;
-const float K_AUX31 = 802;
-const float K_AUX32 = 803;
-
-//
-// mouse buttons generate virtual keys
-//
-const float K_MOUSE1 = 512;
-const float K_MOUSE2 = 513;
-const float K_MOUSE3 = 514;
-const float K_MWHEELUP = 515;
-const float K_MWHEELDOWN = 516;
-const float K_MOUSE4 = 517;
-const float K_MOUSE5 = 518;
-const float K_MOUSE6 = 519;
-const float K_MOUSE7 = 520;
-const float K_MOUSE8 = 521;
-const float K_MOUSE9 = 522;
-const float K_MOUSE10 = 523;
-const float K_MOUSE11 = 524;
-const float K_MOUSE12 = 525;
-const float K_MOUSE13 = 526;
-const float K_MOUSE14 = 527;
-const float K_MOUSE15 = 528;
-const float K_MOUSE16 = 529;
-
///////////////////////////
// keys pressed
const float KEY_FORWARD = 1;
const float KEY_RIGHT = 8;
const float KEY_JUMP = 16;
const float KEY_CROUCH = 32;
+const float KEY_ATCK = 64;
+const float KEY_ATCK2 = 128;
///////////////////////////
// cvar constants
const float STAT_TYPEHIT_TIME = 55;
const float STAT_LAYED_MINES = 56;
const float STAT_HAGAR_LOAD = 57;
-
-// see DP source, quakedef.h
-const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
-const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
-const float STAT_MOVEVARS_MAXSPEED = 244;
-const float STAT_MOVEVARS_AIRACCEL_QW = 254;
-
-const float CTF_STATE_ATTACK = 1;
-const float CTF_STATE_DEFEND = 2;
-const float CTF_STATE_COMMANDER = 3;
-
-const float HUD_NORMAL = 0;
-const float HUD_VEHICLE_FIRST = 10;
-const float HUD_SPIDERBOT = 10;
-const float HUD_WAKIZASHI = 11;
-const float HUD_RAPTOR = 12;
-const float HUD_BUMBLEBEE = 13;
-const float HUD_VEHICLE_LAST = 13;
-
-const vector eX = '1 0 0';
-const vector eY = '0 1 0';
-const vector eZ = '0 0 1';
+const float STAT_SWITCHINGWEAPON = 58;
+const float STAT_SUPERWEAPONS_FINISHED = 59;
const float STAT_VEHICLESTAT_HEALTH = 60;
const float STAT_VEHICLESTAT_SHIELD = 61;
const float STAT_VEHICLESTAT_AMMO2 = 65;
const float STAT_VEHICLESTAT_RELOAD2 = 66;
+const float STAT_SECRETS_TOTAL = 70;
+const float STAT_SECRETS_FOUND = 71;
+
+const float STAT_RESPAWN_TIME = 72;
+
// mod stats (1xx)
const float STAT_REDALIVE = 100;
const float STAT_BLUEALIVE = 101;
const float STAT_FROZEN = 104;
const float STAT_REVIVE_PROGRESS = 105;
-
+// domination
const float STAT_DOM_TOTAL_PPS = 100;
const float STAT_DOM_PPS_RED = 101;
const float STAT_DOM_PPS_BLUE = 102;
//const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin
//const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin
+// see DP source, quakedef.h
+const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
+const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
+const float STAT_MOVEVARS_MAXSPEED = 244;
+const float STAT_MOVEVARS_AIRACCEL_QW = 254;
+
+const float CTF_STATE_ATTACK = 1;
+const float CTF_STATE_DEFEND = 2;
+const float CTF_STATE_COMMANDER = 3;
+
+const float HUD_NORMAL = 0;
+const float HUD_VEHICLE_FIRST = 10;
+const float HUD_SPIDERBOT = 10;
+const float HUD_WAKIZASHI = 11;
+const float HUD_RAPTOR = 12;
+const float HUD_BUMBLEBEE = 13;
+const float HUD_BUMBLEBEE_GUN = 14;
+const float HUD_VEHICLE_LAST = 14;
+
+const vector eX = '1 0 0';
+const vector eY = '0 1 0';
+const vector eZ = '0 0 1';
+
// moved that here so the client knows the max.
// # of maps, I'll use arrays for them :P
#define MAPVOTE_COUNT 10
float CH_INFO = 0; // only on world and csqc
float CH_TRIGGER = 0; // only on players; compat: FALSELY CONTROLLED BY "Info"
float CH_WEAPON_A = 1; // only on players and entities
-float CH_VOICE = 2; // only on players; compat: FALSELY CONTROLLED BY "BGM"
-float CH_BGM_SINGLE = 2; // only on csqc
+float CH_WEAPON_SINGLE = 5; // only on players and entities
+float CH_VOICE = 2; // only on players
+float CH_BGM_SINGLE = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
+float CH_AMBIENT = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
float CH_TRIGGER_SINGLE = 3; // only on players, entities, csqc
+float CH_SHOTS = 4; // only on players, entities, csqc
float CH_SHOTS_SINGLE = 4; // only on players, entities, csqc
float CH_WEAPON_B = 5; // only on players and entities
float CH_PAIN = 6; // only on players and csqc
float CH_PAIN_SINGLE = 6; // only on players and csqc
float CH_PLAYER = 7; // only on players and entities
+float CH_TUBA = 5; // only on csqc
#else
-float CH_INFO = 0; // only on world and csqc!
-float CH_TRIGGER = 256;
-float CH_WEAPON_A = 257;
-float CH_VOICE = 258;
-float CH_BGM_SINGLE = 2;
+float CH_INFO = 0;
+float CH_TRIGGER = -3;
+float CH_WEAPON_A = -1;
+float CH_WEAPON_SINGLE = 1;
+float CH_VOICE = -2;
+float CH_BGM_SINGLE = 8;
+float CH_AMBIENT = -9;
float CH_TRIGGER_SINGLE = 3;
+float CH_SHOTS = -4;
float CH_SHOTS_SINGLE = 4;
-float CH_WEAPON_B = 257;
-float CH_PAIN = 259;
+float CH_WEAPON_B = -1;
+float CH_PAIN = -6;
float CH_PAIN_SINGLE = 6;
-float CH_PLAYER = 260;
-#endif
-
-#ifdef LEGACY_CHANS
-// this assignment must match menu/xonotic/dialog_settings_misc.c!
-float CHAN_AUTO = 0;
- // on world: announcers, ... INFO
- // on players: item pickup ITEMS
- // on entities: UNUSED
- // on csqc: announcers INFO
-float CHAN_WEAPON = 1; // Weapon fire
- // on world: UNUSED
- // on players: weapon firing WEAPONS
- // on entities: turret firing WEAPONS
- // on csqc: UNUSED
-float CHAN_VOICE = 2; // Voice/Radio
- // on world: UNUSED
- // on players: voice VOICE
- // on entities: UNUSED
- // on csqc: background music BGM
-float CHAN_TRIGGER = 3; // Triggers/Items
- // on world: UNUSED
- // on players: item pickup ITEMS
- // on entities: platforms moving etc. ITEMS
- // on csqc: platforms moving etc. ITEMS
-float CHAN_PROJECTILE = 4; // Projectiles
- // on world: UNUSED
- // on players: projectiles hitting player SHOTS
- // on entities: projectiles SHOTS
- // on csqc: projectile sounds SHOTS
-float CHAN_WEAPON2 = 5; // Nex fire (separated as it is a very long sound)
- // on world: UNUSED
- // on players: weapon firing WEAPONS
- // on entities: turret firing WEAPONS
- // on csqc: UNUSED
-float CHAN_PAIN = 6; // Pain
- // on world: UNUSED
- // on players: pain PAIN
- // on entities: projectiles flying SHOTS
- // on csqc: player pain PAIN
-float CHAN_PLAYER = 7; // Player body
- // on world: UNUSED
- // on players: player sounds PLAYER
- // on entities: player sounds PLAYER
- // on csqc: UNUSED
+float CH_PLAYER = -7;
+float CH_TUBA = 5;
#endif
float ATTN_NONE = 0;
float ATTN_MIN = 0.015625;
float ATTN_NORM = 0.5;
+float ATTN_LARGE = 1;
float ATTN_IDLE = 2;
float ATTN_STATIC = 3;
float ATTN_MAX = 3.984375;
float PROJECTILE_WAKIROCKET = 28;
float PROJECTILE_WAKICANNON = 29;
+float PROJECTILE_BUMBLE_GUN = 30;
+float PROJECTILE_BUMBLE_BEAM = 31;
+
float SPECIES_HUMAN = 0;
float SPECIES_ROBOT_SOLID = 1;
float SPECIES_ALIEN = 2;
float SPECIES_ROBOT_SHINY = 5;
float SPECIES_RESERVED = 15;
-// Deathtypes (weapon deathtypes are the IT_* constants below)
-// NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
-float DEATH_SPECIAL_START = 10000;
-float DEATH_FALL = 10000;
-float DEATH_TELEFRAG = 10001;
-float DEATH_DROWN = 10002;
-float DEATH_HURTTRIGGER = 10003;
-float DEATH_LAVA = 10004;
-float DEATH_SLIME = 10005;
-float DEATH_KILL = 10006;
-float DEATH_NOAMMO = 10007;
-float DEATH_SWAMP = 10008;
-float DEATH_TEAMCHANGE = 10009;
-float DEATH_AUTOTEAMCHANGE = 10010;
-float DEATH_CAMP = 10011;
-float DEATH_SHOOTING_STAR = 10012;
-float DEATH_ROT = 10013;
-float DEATH_MIRRORDAMAGE = 10014;
-float DEATH_TOUCHEXPLODE = 10015;
-float DEATH_CHEAT = 10016;
-float DEATH_FIRE = 10017;
-float DEATH_QUIET = 10021;
-float DEATH_HEADSHOT = 10022;
-
-float DEATH_VHFIRST = 10030;
-float DEATH_VHCRUSH = 10030;
-float DEATH_SBMINIGUN = 10031;
-float DEATH_SBROCKET = 10032;
-float DEATH_SBBLOWUP = 10033;
-float DEATH_WAKIGUN = 10034;
-float DEATH_WAKIROCKET = 10035;
-float DEATH_WAKIBLOWUP = 10036;
-float DEATH_RAPTOR_CANNON = 10037;
-float DEATH_RAPTOR_BOMB = 10038;
-float DEATH_RAPTOR_BOMB_SPLIT = 10039;
-float DEATH_RAPTOR_DEATH = 10040;
-float DEATH_VHLAST = 10040;
-#define DEATH_ISVEHICLE(t) ((t) >= DEATH_VHFIRST && (t) <= DEATH_VHLAST)
-
-float DEATH_GENERIC = 10050;
-
-float DEATH_WEAPON = 10100;
-
-float DEATH_CUSTOM = 10300;
-
-float DEATH_TURRET = 10500;
-float DEATH_TURRET_EWHEEL = 10501;
-float DEATH_TURRET_FLAC = 10502;
-float DEATH_TURRET_MACHINEGUN = 10503;
-float DEATH_TURRET_WALKER_GUN = 10504;
-float DEATH_TURRET_WALKER_MEELE = 10505;
-float DEATH_TURRET_WALKER_ROCKET = 10506;
-float DEATH_TURRET_HELLION = 10507;
-float DEATH_TURRET_HK = 10508;
-float DEATH_TURRET_MLRS = 10509;
-float DEATH_TURRET_PLASMA = 10510;
-float DEATH_TURRET_PHASER = 10511;
-float DEATH_TURRET_TESLA = 10512;
-float DEATH_TURRET_LAST = 10512;
-
-float DEATH_WEAPONMASK = 0xFF;
-float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
-float HITTYPE_SECONDARY = 0x100;
-float HITTYPE_SPLASH = 0x200;
-float HITTYPE_BOUNCE = 0x400;
-float HITTYPE_HEADSHOT = 0x800;
-float HITTYPE_RESERVED = 0x1000; // unused yet
-
-// macros to access these
-#define DEATH_ISTURRET(t) ((t) >= DEATH_TURRET && (t) <= DEATH_TURRET_LAST)
-#define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
-#define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
-#define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
-#define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
-#define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
-
#define FRAGS_PLAYER 0
#define FRAGS_SPECTATOR -666
#define FRAGS_LMS_LOSER -616
#define FRAGS_PLAYER_NONSOLID -616
// we can use this frags value for both
-//misc. stuff
-#define NEWLINES "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"
-
// water levels
float WATERLEVEL_NONE = 0;
float WATERLEVEL_WETFEET = 1;
float MAX_SHOT_DISTANCE = 32768;
-// CSQC centerprint/notify message types
-float MSG_SUICIDE = 0;
-float MSG_KILL = 1;
-float MSG_SPREE = 2;
-float MSG_KILL_ACTION = 3;
-float MSG_KILL_ACTION_SPREE = 4;
-float MSG_INFO = 5;
-float MSG_KA = 6;
-float MSG_RACE = 10;
-
-float KILL_TEAM_RED = 10301;
-float KILL_TEAM_BLUE = 10302;
-float KILL_TEAM_SPREE = 10303;
-float KILL_FIRST_BLOOD = 10304;
-float KILL_FIRST_VICTIM = 10305;
-float KILL_TYPEFRAG = 10306;
-float KILL_TYPEFRAGGED = 10307;
-float KILL_FRAG = 10308;
-float KILL_FRAGGED = 10309;
-float KILL_SPREE = 10310;
-float KILL_END_SPREE = 10311;
-float KILL_SPREE_3 = 10312;
-float KILL_SPREE_5 = 10313;
-float KILL_SPREE_10 = 10314;
-float KILL_SPREE_15 = 10315;
-float KILL_SPREE_20 = 10316;
-float KILL_SPREE_25 = 10317;
-float KILL_SPREE_30 = 10318;
-
-float INFO_GOTFLAG = 10319;
-float INFO_PICKUPFLAG = 10320;
-float INFO_LOSTFLAG = 10321;
-float INFO_RETURNFLAG = 10322;
-float INFO_CAPTUREFLAG = 10323;
-
-float KA_PICKUPBALL = 10350;
-float KA_DROPBALL = 10351;
-
-float RACE_SERVER_RECORD = 10400;
-float RACE_NEW_TIME = 10401;
-float RACE_NEW_RANK = 10402;
-float RACE_FAIL = 10403;
+//centerprint ID list
+float CPID_CTF_CAPTURESHIELD = 2;
+float CPID_MINSTA_FINDAMMO = 3;
+float CPID_NIX_WPNCHANGE = 4;
+float CPID_ROUND_STARTING = 6;
+float CPID_GAME_STARTING = 7;
+float CPID_TIMEOUT_COUNTDOWN = 8;
+float CPID_MOTD = 9;
+float CPID_KH_MSG = 10;
// weapon requests
float WR_SETUP = 1; // (SVQC) setup weapon data
float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
float WR_SWITCHABLE = 12; // (CSQC) impact effect
float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
+float WR_GONETHINK = 14; // (SVQC) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
float HUD_PANEL_WEAPONS = 0;
float HUD_PANEL_AMMO = 1;
float HUD_PANEL_ENGINEINFO = 13;
float HUD_PANEL_INFOMESSAGES = 14;
float HUD_PANEL_PHYSICS = 15;
-float HUD_PANEL_NUM = 16; // always last panel id + 1, please increment when adding a new panel
+float HUD_PANEL_CENTERPRINT = 16;
+float HUD_PANEL_NUM = 17; // always last panel id + 1, please increment when adding a new panel
string HUD_PANELNAME_WEAPONS = "weapons";
string HUD_PANELNAME_AMMO = "ammo";
string HUD_PANELNAME_ENGINEINFO = "engineinfo";
string HUD_PANELNAME_INFOMESSAGES = "infomessages";
string HUD_PANELNAME_PHYSICS = "physics";
-
-float HUD_MENU_ENABLE = 0;
+string HUD_PANELNAME_CENTERPRINT = "centerprint";
#define SERVERFLAG_ALLOW_FULLBRIGHT 1
#define SERVERFLAG_TEAMPLAY 2
+#define SERVERFLAG_PLAYERSTATS 4
+
+// FIXME/EXPLAINME: why?
+noref var vector autocvar_sv_player_maxs = '16 16 45';
+noref var vector autocvar_sv_player_mins = '-16 -16 -24';
+noref var vector autocvar_sv_player_viewoffset = '0 0 20';
+noref var vector autocvar_sv_player_crouch_maxs = '16 16 25';
+noref var vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
+noref var vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
+noref var vector autocvar_sv_player_headsize = '24 24 12';
+
+#define PL_VIEW_OFS autocvar_sv_player_viewoffset
+#define PL_MIN autocvar_sv_player_mins
+#define PL_MAX autocvar_sv_player_maxs
+#define PL_CROUCH_VIEW_OFS autocvar_sv_player_crouch_viewoffset
+#define PL_CROUCH_MIN autocvar_sv_player_crouch_mins
+#define PL_CROUCH_MAX autocvar_sv_player_crouch_maxs
+#define PL_HEAD autocvar_sv_player_headsize
+
+// helpers
+#define PL_VIEW_OFS_z autocvar_sv_player_viewoffset_z
+#define PL_MIN_z autocvar_sv_player_mins_z
+#define PL_MAX_z autocvar_sv_player_maxs_z
+#define PL_CROUCH_VIEW_OFS_z autocvar_sv_player_crouch_viewoffset_z
+#define PL_CROUCH_MIN_z autocvar_sv_player_mins_z
+#define PL_HEAD_x autocvar_sv_player_headsize_x
+#define PL_HEAD_y autocvar_sv_player_headsize_y
+#define PL_HEAD_z autocvar_sv_player_headsize_z
+
+// spawnpoint prios
+#define SPAWN_PRIO_NEAR_TEAMMATE_FOUND 200
+#define SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM 100
+#define SPAWN_PRIO_RACE_PREVIOUS_SPAWN 50
+#define SPAWN_PRIO_GOOD_DISTANCE 10
+
+// URI handles
+#define URI_GET_DISCARD 0
+#define URI_GET_IPBAN 1
+#define URI_GET_IPBAN_END 16
+#define URI_GET_CURL 17
+#define URI_GET_CURL_END 32
+#define URI_GET_UPDATENOTIFICATION 33
+#define URI_GET_URLLIB 128
+#define URI_GET_URLLIB_END 191