X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqc_constants.qh;h=d8906b12ba466a2f0bef24b191e4935e0e30a58e;hb=f43ca1bbd52918a437936caf013329010923594c;hp=09d217bc2c0075fea962f918a59516f557390597;hpb=9eb82dd6fc682e3ddecd471835f9047816236342;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/csqc_constants.qh b/qcsrc/client/csqc_constants.qh index 09d217bc2c..d8906b12ba 100644 --- a/qcsrc/client/csqc_constants.qh +++ b/qcsrc/client/csqc_constants.qh @@ -1,20 +1,16 @@ -#ifndef CSQC_CONSTANTS -#define CSQC_CONSTANTS - -// MenuQC redefines world, change define it here to be safe -#define world world +#pragma once // Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask) -const int MASK_ENGINE = 1; -const int MASK_ENGINEVIEWMODELS = 2; -const int MASK_NORMAL = 4; +const int MASK_ENGINE = BIT(0); +const int MASK_ENGINEVIEWMODELS = BIT(1); +const int MASK_NORMAL = BIT(2); // Renderflag Constants (used for CSQC entities) -const int RF_VIEWMODEL = 1; -const int RF_EXTERNALMODEL = 2; -const int RF_DEPTHHACK = 4; -const int RF_ADDITIVE = 8; -const int RF_USEAXIS = 16; +const int RF_VIEWMODEL = BIT(0); +const int RF_EXTERNALMODEL = BIT(1); +const int RF_DEPTHHACK = BIT(2); +const int RF_ADDITIVE = BIT(3); +const int RF_USEAXIS = BIT(4); // Viewflag Constants (use with R_SetView) const int VF_MIN = 1; //(vector) @@ -62,21 +58,21 @@ const vector VEC_HULL_MIN = '-16 -16 -24'; const vector VEC_HULL_MAX = '16 16 32'; // Effect Constants -const int EF_NODRAW = 16; -const int EF_ADDITIVE = 32; -const int EF_BLUE = 64; -const int EF_RED = 128; -const int EF_FULLBRIGHT = 512; -const int EF_FLAME = 1024; -const int EF_STARDUST = 2048; -const int EF_NOSHADOW = 4096; -const int EF_NODEPTHTEST = 8192; +const int EF_NODRAW = BIT(4); +const int EF_ADDITIVE = BIT(5); +const int EF_BLUE = BIT(6); +const int EF_RED = BIT(7); +const int EF_FULLBRIGHT = BIT(9); +const int EF_FLAME = BIT(10); +const int EF_STARDUST = BIT(11); +const int EF_NOSHADOW = BIT(12); +const int EF_NODEPTHTEST = BIT(13); // Quake Player Flag Constants -const int PFL_ONGROUND = 1; -const int PFL_CROUCH = 2; -const int PFL_DEAD = 4; -const int PFL_GIBBED = 8; +const int PFL_ONGROUND = BIT(0); +const int PFL_CROUCH = BIT(1); +const int PFL_DEAD = BIT(2); +const int PFL_GIBBED = BIT(3); // Quake Temporary Entity Constants const int TE_SPIKE = 0; @@ -107,25 +103,25 @@ const int FILE_APPEND = 1; const int FILE_WRITE = 2; // Button values used by input_buttons -const int BUTTON_ATTACK = 1; -const int BUTTON_JUMP = 2; -const int BUTTON_3 = 4; -const int BUTTON_4 = 8; -const int BUTTON_5 = 16; -const int BUTTON_6 = 32; -const int BUTTON7 = 64; -const int BUTTON8 = 128; -const int BUTTON_USE = 256; -const int BUTTON_CHAT = 512; -const int BUTTON_PRYDONCURSOR = 1024; -const int BUTTON_9 = 2048; -const int BUTTON_10 = 4096; -const int BUTTON_11 = 8192; -const int BUTTON_12 = 16384; -const int BUTTON_13 = 32768; -const int BUTTON_14 = 65536; -const int BUTTON_15 = 131072; -const int BUTTON_16 = 262144; +const int BUTTON_ATTACK = BIT(0); +const int BUTTON_JUMP = BIT(1); +const int BUTTON_3 = BIT(2); +const int BUTTON_4 = BIT(3); +const int BUTTON_5 = BIT(4); +const int BUTTON_6 = BIT(5); +const int BUTTON7 = BIT(6); +const int BUTTON8 = BIT(7); +const int BUTTON_USE = BIT(8); +const int BUTTON_CHAT = BIT(9); +const int BUTTON_PRYDONCURSOR = BIT(10); +const int BUTTON_9 = BIT(11); +const int BUTTON_10 = BIT(12); +const int BUTTON_11 = BIT(13); +const int BUTTON_12 = BIT(14); +const int BUTTON_13 = BIT(15); +const int BUTTON_14 = BIT(16); +const int BUTTON_15 = BIT(17); +const int BUTTON_16 = BIT(18); const int SOLID_NOT = 0; // no interaction with other objects const int SOLID_TRIGGER = 1; // touch on edge, but not blocking @@ -136,13 +132,11 @@ const int SOLID_CORPSE = 5; // same as SOLID_BBOX, except it behaves as SOLID_N const int MOVE_NORMAL = 0; // same as false const int MOVE_NOMONSTERS = 1; // same as true -const int MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE +const int MOVE_MISSILE = 2; // save as movement with .move_movetype == MOVETYPE_FLYMISSILE const int MOVE_HITMODEL = 4; const int MOVE_WORLDONLY = 3; const int CAMERA_FREE = 1; const int CAMERA_CHASE = 2; -const int EF_NOMODELFLAGS = 8388608; - -#endif +const int EF_NOMODELFLAGS = BIT(23);