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Merge branch 'TimePath/qc_updates' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqc_constants.qh
1 #ifndef CSQC_CONSTANTS
2 #define CSQC_CONSTANTS
3
4 // MenuQC redefines world, change define it here to be safe
5 #define world world
6
7 // Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)
8 const int               MASK_ENGINE                                             = 1;
9 const int               MASK_ENGINEVIEWMODELS                   = 2;
10 const int               MASK_NORMAL                                             = 4;
11
12 // Renderflag Constants (used for CSQC entities)
13 const int               RF_VIEWMODEL                                    = 1;
14 const int               RF_EXTERNALMODEL                                = 2;
15 const int               RF_DEPTHHACK                                    = 4;
16 const int               RF_ADDITIVE                                             = 8;
17 const int               RF_USEAXIS                                              = 16;
18
19 // Viewflag Constants (use with R_SetView)
20 const int               VF_MIN                                                  = 1;    //(vector)
21 const int               VF_MIN_X                                                = 2;    //(float)
22 const int               VF_MIN_Y                                                = 3;    //(float)
23 const int               VF_SIZE                                                 = 4;    //(vector) (viewport size)
24 const int               VF_SIZE_Y                                               = 5;    //(float)
25 const int               VF_SIZE_X                                               = 6;    //(float)
26 const int               VF_VIEWPORT                                             = 7;    //(vector, vector)
27 const int               VF_FOV                                                  = 8;    //(vector)
28 const int               VF_FOVX                                                 = 9;    //(float)
29 const int               VF_FOVY                                                 = 10;   //(float)
30 const int               VF_ORIGIN                                               = 11;   //(vector)
31 const int               VF_ORIGIN_X                                             = 12;   //(float)
32 const int               VF_ORIGIN_Y                                             = 13;   //(float)
33 const int               VF_ORIGIN_Z                                             = 14;   //(float)
34 const int               VF_ANGLES                                               = 15;   //(vector)
35 const int               VF_ANGLES_X                                             = 16;   //(float)
36 const int               VF_ANGLES_Y                                             = 17;   //(float)
37 const int               VF_ANGLES_Z                                             = 18;   //(float)
38 const int               VF_DRAWWORLD                                    = 19;   //(float)
39 const int               VF_DRAWENGINEHUD                                = 20;   //(float)
40 const int               VF_DRAWCROSSHAIR                                = 21;   //(float)
41 const int               VF_PERSPECTIVE                                  = 200;  //(float)
42
43 const int               VF_CL_VIEWANGLES                                = 33;   //(vector)
44 const int               VF_CL_VIEWANGLES_X                              = 34;   //(float)
45 const int               VF_CL_VIEWANGLES_Y                              = 35;   //(float)
46 const int               VF_CL_VIEWANGLES_Z                              = 36;   //(float)
47
48 // Quake-style Point Contents
49 const int               CONTENT_EMPTY                                   = -1;
50 const int               CONTENT_SOLID                                   = -2;
51 const int               CONTENT_WATER                                   = -3;
52 const int               CONTENT_SLIME                                   = -4;
53 const int               CONTENT_LAVA                                    = -5;
54 const int               CONTENT_SKY                                             = -6;
55
56 // Vector / Hull Constants
57 const vector    VEC_1                                                   = '1 1 1';
58 const vector    VEC_0                                                   = '0 0 0';
59 const vector    VEC_M1                                                  = '-1 -1 -1';
60
61 const vector    VEC_HULL_MIN                                    = '-16 -16 -24';
62 const vector    VEC_HULL_MAX                                    = '16 16 32';
63
64 // Effect Constants
65 const int       EF_NODRAW                                               = 16;
66 const int       EF_ADDITIVE                                             = 32;
67 const int       EF_BLUE                                                 = 64;
68 const int       EF_RED                                                  = 128;
69 const int       EF_FULLBRIGHT                                   = 512;
70 const int       EF_FLAME                                                = 1024;
71 const int       EF_STARDUST                                             = 2048;
72 const int       EF_NOSHADOW                                             = 4096;
73 const int       EF_NODEPTHTEST                                  = 8192;
74
75 // Quake Player Flag Constants
76 const int       PFL_ONGROUND                                    = 1;
77 const int       PFL_CROUCH                                              = 2;
78 const int       PFL_DEAD                                                = 4;
79 const int       PFL_GIBBED                                              = 8;
80
81 // Quake Temporary Entity Constants
82 const int               TE_SPIKE                                                = 0;
83 const int               TE_SUPERSPIKE                                   = 1;
84 const int               TE_GUNSHOT                                              = 2;
85 const int               TE_EXPLOSION                                    = 3;
86 const int               TE_TAREXPLOSION                                 = 4;
87 const int               TE_LIGHTNING1                                   = 5;
88 const int               TE_LIGHTNING2                                   = 6;
89 const int               TE_WIZSPIKE                                             = 7;
90 const int               TE_KNIGHTSPIKE                                  = 8;
91 const int               TE_LIGHTNING3                                   = 9;
92 const int               TE_LAVASPLASH                                   = 10;
93 const int               TE_TELEPORT                                             = 11;
94 const int       TE_EXPLOSION2                                   = 12;
95 // Darkplaces Additions
96 const int       TE_EXPLOSIONRGB                                 = 53;
97 const int               TE_GUNSHOTQUAD                                  = 57;
98 const int               TE_EXPLOSIONQUAD                                = 70;
99
100 // Math Constants
101 const int       EXTRA_LOW                                               = -99999999;
102 const int       EXTRA_HIGH                                              = 99999999;
103
104 // Frik File Constants
105 const int               FILE_READ                                               = 0;
106 const int               FILE_APPEND                                             = 1;
107 const int               FILE_WRITE                                              = 2;
108
109 // Button values used by input_buttons
110 const int BUTTON_ATTACK = 1;
111 const int BUTTON_JUMP = 2;
112 const int BUTTON_3 = 4;
113 const int BUTTON_4 = 8;
114 const int BUTTON_5 = 16;
115 const int BUTTON_6 = 32;
116 const int BUTTON7 = 64;
117 const int BUTTON8 = 128;
118 const int BUTTON_USE = 256;
119 const int BUTTON_CHAT = 512;
120 const int BUTTON_PRYDONCURSOR = 1024;
121 const int BUTTON_9 = 2048;
122 const int BUTTON_10 = 4096;
123 const int BUTTON_11 = 8192;
124 const int BUTTON_12 = 16384;
125 const int BUTTON_13 = 32768;
126 const int BUTTON_14 = 65536;
127 const int BUTTON_15 = 131072;
128 const int BUTTON_16 = 262144;
129
130 const int SOLID_NOT             = 0; // no interaction with other objects
131 const int SOLID_TRIGGER         = 1; // touch on edge, but not blocking
132 const int SOLID_BBOX            = 2; // touch on edge, block
133 const int SOLID_SLIDEBOX        = 3; // touch on edge, but not an onground
134 const int SOLID_BSP             = 4; // bsp clip, touch on edge, block
135 const int SOLID_CORPSE  = 5; // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
136
137 const int MOVE_NORMAL = 0; // same as false
138 const int MOVE_NOMONSTERS = 1; // same as true
139 const int MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
140 const int MOVE_HITMODEL = 4;
141 const int MOVE_WORLDONLY = 3;
142
143 const int CAMERA_FREE = 1;
144 const int CAMERA_CHASE = 2;
145
146 const int EF_NOMODELFLAGS = 8388608;
147
148 #endif