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Require re-pressing the stomach kick key by default
[voretournament/voretournament.git] / data / qcsrc / client / csqc_constants.qc
1 const entity    NULL                                                    = world;\r
2 \r
3 // Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)\r
4 const float             MASK_ENGINE                                             = 1;\r
5 const float             MASK_ENGINEVIEWMODELS                   = 2;\r
6 const float             MASK_NORMAL                                             = 4;\r
7 \r
8 // Renderflag Constants (used for CSQC entities)\r
9 const float             RF_VIEWMODEL                                    = 1;\r
10 const float             RF_EXTERNALMODEL                                = 2;\r
11 const float             RF_DEPTHHACK                                    = 4;\r
12 const float             RF_ADDITIVE                                             = 8;\r
13 const float             RF_USEAXIS                                              = 16;\r
14 \r
15 // Viewflag Constants (use with R_SetView)\r
16 const float             VF_MIN                                                  = 1;    //(vector)\r
17 const float             VF_MIN_X                                                = 2;    //(float)\r
18 const float             VF_MIN_Y                                                = 3;    //(float)\r
19 const float             VF_SIZE                                                 = 4;    //(vector) (viewport size)\r
20 const float             VF_SIZE_Y                                               = 5;    //(float)\r
21 const float             VF_SIZE_X                                               = 6;    //(float)\r
22 const float             VF_VIEWPORT                                             = 7;    //(vector, vector)\r
23 const float             VF_FOV                                                  = 8;    //(vector)\r
24 const float             VF_FOVX                                                 = 9;    //(float)\r
25 const float             VF_FOVY                                                 = 10;   //(float)\r
26 const float             VF_ORIGIN                                               = 11;   //(vector)\r
27 const float             VF_ORIGIN_X                                             = 12;   //(float)\r
28 const float             VF_ORIGIN_Y                                             = 13;   //(float)\r
29 const float             VF_ORIGIN_Z                                             = 14;   //(float)\r
30 const float             VF_ANGLES                                               = 15;   //(vector)\r
31 const float             VF_ANGLES_X                                             = 16;   //(float)\r
32 const float             VF_ANGLES_Y                                             = 17;   //(float)\r
33 const float             VF_ANGLES_Z                                             = 18;   //(float)\r
34 const float             VF_DRAWWORLD                                    = 19;   //(float)\r
35 const float             VF_DRAWENGINESBAR                               = 20;   //(float)\r
36 const float             VF_DRAWCROSSHAIR                                = 21;   //(float)\r
37 const float             VF_PERSPECTIVE                                  = 200;  //(float)\r
38 \r
39 const float             VF_CL_VIEWANGLES                                = 33;   //(vector)\r
40 const float             VF_CL_VIEWANGLES_X                              = 34;   //(float)\r
41 const float             VF_CL_VIEWANGLES_Y                              = 35;   //(float)\r
42 const float             VF_CL_VIEWANGLES_Z                              = 36;   //(float) \r
43 \r
44 // Server Autosent Stat Constants\r
45 const float             STAT_HEALTH                                             = 0;\r
46 const float             STAT_WEAPONMODEL                                = 2;\r
47 const float             STAT_AMMO                                               = 3;\r
48 const float             STAT_ARMOR                                              = 4;\r
49 const float             STAT_WEAPONFRAME                                = 5;\r
50 // const float  STAT_SHELLS                                             = 6;\r
51 // const float  STAT_NAILS                                              = 7;\r
52 // const float  STAT_ROCKETS                                    = 8;\r
53 // const float  STAT_CELLS                                              = 9;\r
54 const float             STAT_ACTIVEWEAPON                               = 10;\r
55 const float             STAT_TOTALSECRETS                               = 11;\r
56 const float             STAT_TOTALMONSTERS                              = 12;\r
57 const float             STAT_SECRETS                                    = 13;\r
58 const float             STAT_MONSTERS                                   = 14;\r
59 const float             STAT_ITEMS                                              = 15;\r
60 const float             STAT_VIEWHEIGHT                                 = 16;\r
61 const float             STAT_MOVEVARS_TICRATE           = 240;\r
62 const float             STAT_MOVEVARS_TIMESCALE         = 241;\r
63 const float             STAT_FRAGLIMIT                                  = 235;\r
64 const float             STAT_TIMELIMIT                                  = 236;\r
65 const float     STAT_MOVEVARS_GRAVITY           = 242;\r
66 const float     STAT_MOVEVARS_MAXSPEED          = 244;\r
67 \r
68 // Sound Constants\r
69 //const float           CHAN_AUTO                                               = 0;\r
70 //const float           CHAN_WEAPON                                             = 1;\r
71 //const float           CHAN_VOICE                                              = 2;\r
72 //const float           CHAN_ITEM                                               = 3;\r
73 //const float           CHAN_BODY                                               = 4;\r
74 \r
75 //const float           ATTN_NONE                                               = 0;\r
76 //const float           ATTN_NORM                                               = 1;\r
77 //const float           ATTN_IDLE                                               = 2;\r
78 //const float           ATTN_STATIC                                             = 3;\r
79 \r
80 // Quake-style Point Contents\r
81 const float             CONTENT_EMPTY                                   = -1;\r
82 const float             CONTENT_SOLID                                   = -2;\r
83 const float             CONTENT_WATER                                   = -3;\r
84 const float             CONTENT_SLIME                                   = -4;\r
85 const float             CONTENT_LAVA                                    = -5;\r
86 const float             CONTENT_SKY                                             = -6;\r
87 \r
88 // Boolean Constants\r
89 const float             true                                                    = 1;\r
90 const float             false                                                   = 0;\r
91 const float     TRUE                                                    = 1;\r
92 const float     FALSE                                                   = 0;\r
93 \r
94 // Vector / Hull Constants\r
95 const vector    VEC_1                                                   = '1 1 1';\r
96 const vector    VEC_0                                                   = '0 0 0';\r
97 const vector    VEC_M1                                                  = '-1 -1 -1';\r
98 \r
99 const vector    VEC_HULL_MIN                                    = '-16 -16 -24';\r
100 const vector    VEC_HULL_MAX                                    = '16 16 32';\r
101 \r
102 // Effect Constants\r
103 const float     EF_NODRAW                                               = 16;\r
104 const float     EF_ADDITIVE                                             = 32;\r
105 const float     EF_BLUE                                                 = 64;\r
106 const float     EF_RED                                                  = 128;\r
107 const float     EF_FULLBRIGHT                                   = 512;\r
108 const float     EF_FLAME                                                = 1024;\r
109 const float     EF_STARDUST                                             = 2048;\r
110 const float     EF_NOSHADOW                                             = 4096;\r
111 const float     EF_NODEPTHTEST                                  = 8192;\r
112 \r
113 // Quake Player Flag Constants\r
114 const float     PFL_ONGROUND                                    = 1;\r
115 const float     PFL_CROUCH                                              = 2;\r
116 const float     PFL_DEAD                                                = 4;\r
117 const float     PFL_GIBBED                                              = 8;\r
118 \r
119 // Quake Temporary Entity Constants\r
120 const float             TE_SPIKE                                                = 0;\r
121 const float             TE_SUPERSPIKE                                   = 1;\r
122 const float             TE_GUNSHOT                                              = 2;\r
123 const float             TE_EXPLOSION                                    = 3;\r
124 const float             TE_TAREXPLOSION                                 = 4;\r
125 const float             TE_LIGHTNING1                                   = 5;\r
126 const float             TE_LIGHTNING2                                   = 6;\r
127 const float             TE_WIZSPIKE                                             = 7;\r
128 const float             TE_KNIGHTSPIKE                                  = 8;\r
129 const float             TE_LIGHTNING3                                   = 9;\r
130 const float             TE_LAVASPLASH                                   = 10;\r
131 const float             TE_TELEPORT                                             = 11;\r
132 const float     TE_EXPLOSION2                                   = 12;\r
133 // Darkplaces Additions\r
134 const float     TE_EXPLOSIONRGB                                 = 53;\r
135 const float             TE_GUNSHOTQUAD                                  = 57;\r
136 const float             TE_EXPLOSIONQUAD                                = 70;\r
137 \r
138 // Math Constants\r
139 const float     EXTRA_LOW                                               = -99999999;\r
140 const float     EXTRA_HIGH                                              = 99999999;\r
141 \r
142 // Frik File Constants\r
143 const float             FILE_READ                                               = 0;\r
144 const float             FILE_APPEND                                             = 1;\r
145 const float             FILE_WRITE                                              = 2;\r
146 \r
147 // Button values used by input_buttons\r
148 const float BUTTON_ATTACK = 1;\r
149 const float BUTTON_JUMP = 2;\r
150 const float BUTTON_3 = 4;\r
151 const float BUTTON_4 = 8;\r
152 const float BUTTON_5 = 16;\r
153 const float BUTTON_6 = 32;\r
154 const float BUTTON7 = 64;\r
155 const float BUTTON8 = 128;\r
156 const float BUTTON_USE = 256;\r
157 const float BUTTON_CHAT = 512;\r
158 const float BUTTON_PRYDONCURSOR = 1024;\r
159 const float BUTTON_9 = 2048;\r
160 const float BUTTON_10 = 4096;\r
161 const float BUTTON_11 = 8192;\r
162 const float BUTTON_12 = 16384;\r
163 const float BUTTON_13 = 32768;\r
164 const float BUTTON_14 = 65536;\r
165 const float BUTTON_15 = 131072;\r
166 const float BUTTON_16 = 262144;\r
167 \r
168 const float DRAWFLAG_NORMAL = 0;\r
169 const float DRAWFLAG_ADDITIVE = 1;\r
170 const float DRAWFLAG_MODULATE = 2;\r
171 const float DRAWFLAG_2XMODULATE = 3;\r
172 const float DRAWFLAG_SCREEN = 4;\r
173 const float DRAWFLAG_MIPMAP = 0x100; // only for R_BeginPolygon\r
174 \r
175 #define        SOLID_NOT                               0               // no interaction with other objects\r
176 #define        SOLID_TRIGGER                   1               // touch on edge, but not blocking\r
177 #define        SOLID_BBOX                              2               // touch on edge, block\r
178 #define        SOLID_SLIDEBOX                  3               // touch on edge, but not an onground\r
179 #define        SOLID_BSP                               4               // bsp clip, touch on edge, block\r
180 #define        SOLID_CORPSE                    5               // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)\r
181 \r
182 float MOVE_NORMAL = 0; // same as FALSE\r
183 float MOVE_NOMONSTERS = 1; // same as TRUE\r
184 float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE\r
185 float MOVE_HITMODEL = 4;\r
186 float MOVE_WORLDONLY = 3;\r
187 \r
188 float CAMERA_FREE = 1;\r
189 float CAMERA_CHASE = 2;\r
190 \r
191 float EF_NOMODELFLAGS = 8388608;\r