4452d487d1752b9c3e8ae3cce3a801bc3e26af9b
[voretournament/voretournament.git] / data / qcsrc / server / constants.qh
1 float   FALSE                                   = 0;\r
2 float   TRUE                                    = 1;\r
3 \r
4 float   FL_FLY                                  = 1;\r
5 float   FL_SWIM                                 = 2;\r
6 float   FL_CLIENT                               = 8;\r
7 float   FL_INWATER                              = 16;\r
8 float   FL_MONSTER                              = 32;\r
9 float   FL_GODMODE                              = 64;\r
10 float   FL_NOTARGET                             = 128;\r
11 float   FL_ITEM                                 = 256;\r
12 float   FL_ONGROUND                             = 512;\r
13 float   FL_PARTIALGROUND                        = 1024;\r
14 float   FL_WATERJUMP                            = 2048;\r
15 float   FL_JUMPRELEASED                         = 4096;\r
16 float   FL_WEAPON                               = 8192;\r
17 float   FL_POWERUP                              = 16384;\r
18 float   FL_PROJECTILE                           = 32768;\r
19 float   FL_TOSSED                               = 65536;\r
20 float   FL_NO_WEAPON_STAY       = 131072;\r
21 float   FL_SPAWNING       = 262144;\r
22 \r
23 float   MOVETYPE_NONE                           = 0;\r
24 float   MOVETYPE_ANGLENOCLIP                    = 1;\r
25 float   MOVETYPE_ANGLECLIP                      = 2;\r
26 float   MOVETYPE_WALK                           = 3;\r
27 float   MOVETYPE_STEP                           = 4;\r
28 float   MOVETYPE_FLY                            = 5;\r
29 float   MOVETYPE_TOSS                           = 6;\r
30 float   MOVETYPE_PUSH                           = 7;\r
31 float   MOVETYPE_NOCLIP                         = 8;\r
32 float   MOVETYPE_FLYMISSILE                     = 9;\r
33 float   MOVETYPE_BOUNCE                         = 10;\r
34 float   MOVETYPE_BOUNCEMISSILE  = 11;   // Like bounce but doesn't lose speed on bouncing\r
35 //float MOVETYPE_FOLLOW                         = 12;   // 'Attaches' the entity to its aim_ent\r
36 \r
37 float   SOLID_NOT                               = 0;\r
38 float   SOLID_TRIGGER                           = 1;\r
39 float   SOLID_BBOX                              = 2;\r
40 float   SOLID_SLIDEBOX                          = 3;\r
41 float   SOLID_BSP                               = 4;\r
42 \r
43 float   DEAD_NO                                 = 0;\r
44 float   DEAD_DYING                              = 1;\r
45 float   DEAD_DEAD                               = 2;\r
46 float   DEAD_RESPAWNABLE                        = 3;\r
47 float   DEAD_RESPAWNING                 = 4;\r
48 \r
49 float   DAMAGE_NO                               = 0;\r
50 float   DAMAGE_YES                              = 1;\r
51 float   DAMAGE_AIM                              = 2;\r
52 \r
53 float   CONTENT_EMPTY                           = -1;\r
54 float   CONTENT_SOLID                           = -2;\r
55 float   CONTENT_WATER                           = -3;\r
56 float   CONTENT_SLIME                           = -4;\r
57 float   CONTENT_LAVA                            = -5;\r
58 float   CONTENT_SKY                             = -6;\r
59 \r
60 float   SVC_BAD                                 = 0;\r
61 float   SVC_NOP                                 = 1;\r
62 float   SVC_DISCONNECT                          = 2;\r
63 float   SVC_UPDATESTAT                          = 3;\r
64 float   SVC_VERSION                             = 4;\r
65 float   SVC_SETVIEW                             = 5;\r
66 float   SVC_SOUND                               = 6;\r
67 float   SVC_TIME                                = 7;\r
68 float   SVC_PRINT                               = 8;\r
69 float   SVC_STUFFTEXT                           = 9;\r
70 float   SVC_SETANGLE                            = 10;\r
71 float   SVC_SERVERINFO                          = 11;\r
72 float   SVC_LIGHTSTYLE                          = 12;\r
73 float   SVC_UPDATENAME                          = 13;\r
74 float   SVC_UPDATEFRAGS                         = 14;\r
75 float   SVC_CLIENTDATA                          = 15;\r
76 float   SVC_STOPSOUND                           = 16;\r
77 float   SVC_UPDATECOLORS                        = 17;\r
78 float   SVC_PARTICLE                            = 18;\r
79 float   SVC_DAMAGE                              = 19;\r
80 float   SVC_SPAWNSTATIC                         = 20;\r
81 float   SVC_SPAWNBINARY                         = 21;\r
82 float   SVC_SPAWNBASELINE                       = 22;\r
83 float   SVC_TEMPENTITY                          = 23;\r
84 float   SVC_SETPAUSE                            = 24;\r
85 float   SVC_SIGNONNUM                           = 25;\r
86 float   SVC_CENTERPRINT                         = 26;\r
87 float   SVC_KILLEDMONSTER                       = 27;\r
88 float   SVC_FOUNDSECRET                         = 28;\r
89 float   SVC_SPAWNSTATICSOUND                    = 29;\r
90 float   SVC_INTERMISSION                        = 30;\r
91 float   SVC_FINALE                              = 31;\r
92 float   SVC_CDTRACK                             = 32;\r
93 float   SVC_SELLSCREEN                          = 33;\r
94 float   SVC_CUTSCENE                            = 34;\r
95 \r
96 float   TE_SPIKE                                = 0;\r
97 float   TE_SUPERSPIKE                           = 1;\r
98 float   TE_GUNSHOT                              = 2;\r
99 float   TE_EXPLOSION                            = 3;\r
100 float   TE_TAREXPLOSION                         = 4;\r
101 float   TE_LIGHTNING1                           = 5;\r
102 float   TE_LIGHTNING2                           = 6;\r
103 float   TE_WIZSPIKE                             = 7;\r
104 float   TE_KNIGHTSPIKE                          = 8;\r
105 float   TE_LIGHTNING3                           = 9;\r
106 float   TE_LAVASPLASH                           = 10;\r
107 float   TE_TELEPORT                             = 11;\r
108 \r
109 float   UPDATE_GENERAL                          = 0;\r
110 float   UPDATE_STATIC                           = 1;\r
111 float   UPDATE_BINARY                           = 2;\r
112 float   UPDATE_TEMP                             = 3;\r
113 \r
114 float   EF_BRIGHTFIELD                          = 1;\r
115 float   EF_MUZZLEFLASH                          = 2;\r
116 float   EF_BRIGHTLIGHT                          = 4;\r
117 float   EF_DIMLIGHT                             = 8;\r
118 \r
119 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT)\r
120 \r
121 float   MSG_BROADCAST                           = 0; // unreliable\r
122 float   MSG_ONE                                 = 1; // reliable\r
123 float   MSG_ALL                                 = 2; // reliable\r
124 float   MSG_INIT                                = 3; // initialization\r
125 float   MSG_ENTITY                              = 5; // csqc\r
126 \r
127 vector  PL_VIEW_OFS                             = '0 0 35';\r
128 vector  PL_MIN                                  = '-16 -16 -24';\r
129 vector  PL_MAX                                  = '16 16 45';\r
130 vector  PL_CROUCH_VIEW_OFS                      = '0 0 15';\r
131 vector  PL_CROUCH_MIN                           = '-16 -16 -24';\r
132 vector  PL_CROUCH_MAX                           = '16 16 25';\r
133 vector  PL_PREY_VIEW_OFS                        = '0 0 15';\r
134 \r
135 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just\r
136 // did this so at least they worked\r
137 //float GAME_FULLBRIGHT_PLAYERS                 = 64; /// makes the players model fullbright\r
138 //float GAME_TEAMS                              = 128; /// Teams, red/green/yellow/blue\r
139 \r
140 float   game;   // set to "gamecfg" on spawnfunc_worldspawn\r
141 \r
142 \r
143 //float POWERUP_STRENGTH_DAMAGE                 = 2; // damage multiplier for strength powerup\r
144 //float POWERUP_STRENGTH_FORCE                  = 4; // force multiplier for strength powerup\r
145 \r
146 //float POWERUP_INVINCIBLE_TAKEDAMAGE           = 0.2; // received damage multiplier for invincible powerup\r
147 \r
148 \r
149 float TE_BEAM                                   = 13;           // grabber\r
150 \r
151 // CTF\r
152 float FLAG_BASE = 1;\r
153 float FLAG_CARRY = 2;\r
154 float FLAG_DROPPED = 3;\r
155 \r
156 float COLOR_TEAM1       = 5;  // red\r
157 float COLOR_TEAM2       = 14; // blue\r
158 float COLOR_TEAM3       = 13; // yellow\r
159 float COLOR_TEAM4       = 10; // pink\r
160 \r
161 float NUM_PLAYERSKINS_TEAMPLAY = 3;\r
162 \r
163 float ASSAULT_VALUE_INACTIVE = 1000;\r
164 \r
165 float DOOR_NOSPLASH = 256; // generic anti-splashdamage spawnflag\r