X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fconstants.qh;h=2d0c83a498584a4f247a5ff76c893ac9f3c73e38;hb=c9cbe64c334fbed4d1f1282378b8ea8cfe9dd8d8;hp=fed448fe3b5502d8a0ab7533d393b3ac5961a05d;hpb=20256058c4de97b81ee5aaedaa383a99010752f0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/constants.qh b/qcsrc/common/constants.qh index fed448fe3..2d0c83a49 100644 --- a/qcsrc/common/constants.qh +++ b/qcsrc/common/constants.qh @@ -30,17 +30,18 @@ const float AS_FLOAT = 8; const float TE_CSQC_PICTURE = 100; const float TE_CSQC_RACE = 101; -const float TE_CSQC_NEXGUNBEAMPARTICLE = 103; -const float TE_CSQC_LIGHTNINGARC = 104; +const float TE_CSQC_VORTEXBEAMPARTICLE = 103; +const float TE_CSQC_ARC = 104; const float TE_CSQC_TEAMNAGGER = 105; const float TE_CSQC_PINGPLREPORT = 106; const float TE_CSQC_TARGET_MUSIC = 107; const float TE_CSQC_WEAPONCOMPLAIN = 108; -const float TE_CSQC_NEX_SCOPE = 109; +const float TE_CSQC_VORTEX_SCOPE = 109; const float TE_CSQC_MINELAYER_MAXMINES = 110; const float TE_CSQC_HAGAR_MAXROCKETS = 111; const float TE_CSQC_VEHICLESETUP = 112; const float TE_CSQC_SVNOTICE = 113; +const float TE_CSQC_SHOCKWAVEPARTICLE = 114; const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder const float RACE_NET_CHECKPOINT_CLEAR = 1; @@ -85,8 +86,7 @@ const float ENT_CLIENT_WARPZONE = 24; const float ENT_CLIENT_WARPZONE_CAMERA = 25; const float ENT_CLIENT_TRIGGER_MUSIC = 26; const float ENT_CLIENT_HOOK = 27; -const float ENT_CLIENT_LGBEAM = 28; -const float ENT_CLIENT_GAUNTLET = 29; +const float ENT_CLIENT_ARC_BEAM = 29; // WEAPONTODO: fix numbers const float ENT_CLIENT_ACCURACY = 30; const float ENT_CLIENT_SHOWNAMES = 31; const float ENT_CLIENT_WARPZONE_TELEPORTED = 32; @@ -101,6 +101,8 @@ const float ENT_CLIENT_TURRET = 40; const float ENT_CLIENT_AUXILIARYXHAIR = 50; const float ENT_CLIENT_VEHICLE = 60; +const float ENT_CLIENT_HEALING_ORB = 80; + const float SPRITERULE_DEFAULT = 0; const float SPRITERULE_TEAMPLAY = 1; @@ -139,80 +141,6 @@ const float CVAR_READONLY = 4; /////////////////////////// // csqc communication stuff -const float STAT_KH_KEYS = 32; -const float STAT_CTF_STATE = 33; -const float STAT_WEAPONS = 35; -const float STAT_SWITCHWEAPON = 36; -const float STAT_GAMESTARTTIME = 37; -const float STAT_STRENGTH_FINISHED = 38; -const float STAT_INVINCIBLE_FINISHED = 39; -const float STAT_PRESSED_KEYS = 42; -const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config -const float STAT_FUEL = 44; -const float STAT_NB_METERSTART = 45; -const float STAT_SHOTORG = 46; // compressShotOrigin -const float STAT_LEADLIMIT = 47; -const float STAT_WEAPON_CLIPLOAD = 48; -const float STAT_WEAPON_CLIPSIZE = 49; -const float STAT_NEX_CHARGE = 50; -const float STAT_LAST_PICKUP = 51; -const float STAT_HUD = 52; -const float STAT_NEX_CHARGEPOOL = 53; -const float STAT_HIT_TIME = 54; -const float STAT_TYPEHIT_TIME = 55; -const float STAT_LAYED_MINES = 56; -const float STAT_HAGAR_LOAD = 57; -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_ENERGY = 62; -const float STAT_VEHICLESTAT_AMMO1 = 63; -const float STAT_VEHICLESTAT_RELOAD1 = 64; -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; -const float STAT_ROUNDSTARTTIME = 73; - -const float STAT_WEAPONS2 = 74; -const float STAT_WEAPONS3 = 75; - -const float STAT_MONSTERS_TOTAL = 76; -const float STAT_MONSTERS_KILLED = 77; - -const float STAT_BUFFS = 78; - -// mod stats (1xx) -const float STAT_REDALIVE = 100; -const float STAT_BLUEALIVE = 101; -const float STAT_YELLOWALIVE = 102; -const float STAT_PINKALIVE = 103; - -// freeze tag -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_DOM_PPS_PINK = 103; -const float STAT_DOM_PPS_YELLOW = 104; - -//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; @@ -232,7 +160,7 @@ 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 +#define MAPVOTE_COUNT 30 /** * Lower scores are better (e.g. suicides) @@ -310,7 +238,7 @@ const float ATTEN_MAX = 3.984375; #define VOL_BASE 0.7 #define VOL_BASEVOICE 1.0 -// this sets sounds and other properties of the projectiles in csqc +// WEAPONTODO: move this into separate/new projectile handling code // this sets sounds and other properties of the projectiles in csqc const float PROJECTILE_ELECTRO = 1; const float PROJECTILE_ROCKET = 2; const float PROJECTILE_TAG = 3; @@ -319,7 +247,7 @@ const float PROJECTILE_ELECTRO_BEAM = 6; const float PROJECTILE_GRENADE = 7; const float PROJECTILE_GRENADE_BOUNCING = 8; const float PROJECTILE_MINE = 9; -const float PROJECTILE_LASER = 10; +const float PROJECTILE_BLASTER = 10; const float PROJECTILE_HLAC = 11; const float PROJECTILE_SEEKER = 12; const float PROJECTILE_FLAC = 13; @@ -345,17 +273,6 @@ const float PROJECTILE_BUMBLE_BEAM = 31; const float PROJECTILE_MAGE_SPIKE = 32; const float PROJECTILE_SHAMBLER_LIGHTNING = 33; -const float PROJECTILE_NADE_RED = 50; -const float PROJECTILE_NADE_RED_BURN = 51; -const float PROJECTILE_NADE_BLUE = 52; -const float PROJECTILE_NADE_BLUE_BURN = 53; -const float PROJECTILE_NADE_YELLOW = 54; -const float PROJECTILE_NADE_YELLOW_BURN = 55; -const float PROJECTILE_NADE_PINK = 56; -const float PROJECTILE_NADE_PINK_BURN = 57; -const float PROJECTILE_NADE = 58; -const float PROJECTILE_NADE_BURN = 59; - const float SPECIES_HUMAN = 0; const float SPECIES_ROBOT_SOLID = 1; const float SPECIES_ALIEN = 2; @@ -375,25 +292,6 @@ const float WATERLEVEL_NONE = 0; const float WATERLEVEL_WETFEET = 1; const float WATERLEVEL_SWIMMING = 2; const float WATERLEVEL_SUBMERGED = 3; - -const float MAX_SHOT_DISTANCE = 32768; - -// weapon requests -const float WR_SETUP = 1; // (SVQC) setup weapon data -const float WR_THINK = 2; // (SVQC) logic to run every frame -const float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon -const float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon -const float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon -const float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon -const float WR_SUICIDEMESSAGE = 7; // (SVQC) notification number for suicide message (may inspect w_deathtype for details) -const float WR_KILLMESSAGE = 8; // (SVQC) notification number for kill message (may inspect w_deathtype for details) -const float WR_RELOAD = 9; // (SVQC) does not need to do anything -const float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything -const float WR_IMPACTEFFECT = 11; // (CSQC) impact effect -const float WR_SWITCHABLE = 12; // (CSQC) impact effect -const float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything -const 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 - #define SERVERFLAG_ALLOW_FULLBRIGHT 1 #define SERVERFLAG_TEAMPLAY 2 #define SERVERFLAG_PLAYERSTATS 4 @@ -440,3 +338,8 @@ noref var vector autocvar_sv_player_headsize = '24 24 12'; #define URI_GET_UPDATENOTIFICATION 33 #define URI_GET_URLLIB 128 #define URI_GET_URLLIB_END 191 + +// gametype votes +#define GTV_AVAILABLE 0 +// for later use in per-map gametype filtering +#define GTV_FORBIDDEN 2