const entity NULL = world; // Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask) const float MASK_ENGINE = 1; const float MASK_ENGINEVIEWMODELS = 2; const float MASK_NORMAL = 4; // Renderflag Constants (used for CSQC entities) const float RF_VIEWMODEL = 1; const float RF_EXTERNALMODEL = 2; const float RF_DEPTHHACK = 4; const float RF_ADDITIVE = 8; const float RF_USEAXIS = 16; // Viewflag Constants (use with R_SetView) const float VF_MIN = 1; //(vector) const float VF_MIN_X = 2; //(float) const float VF_MIN_Y = 3; //(float) const float VF_SIZE = 4; //(vector) (viewport size) const float VF_SIZE_Y = 5; //(float) const float VF_SIZE_X = 6; //(float) const float VF_VIEWPORT = 7; //(vector, vector) const float VF_FOV = 8; //(vector) const float VF_FOVX = 9; //(float) const float VF_FOVY = 10; //(float) const float VF_ORIGIN = 11; //(vector) const float VF_ORIGIN_X = 12; //(float) const float VF_ORIGIN_Y = 13; //(float) const float VF_ORIGIN_Z = 14; //(float) const float VF_ANGLES = 15; //(vector) const float VF_ANGLES_X = 16; //(float) const float VF_ANGLES_Y = 17; //(float) const float VF_ANGLES_Z = 18; //(float) const float VF_DRAWWORLD = 19; //(float) const float VF_DRAWENGINEHUD = 20; //(float) const float VF_DRAWCROSSHAIR = 21; //(float) const float VF_PERSPECTIVE = 200; //(float) const float VF_CL_VIEWANGLES = 33; //(vector) const float VF_CL_VIEWANGLES_X = 34; //(float) const float VF_CL_VIEWANGLES_Y = 35; //(float) const float VF_CL_VIEWANGLES_Z = 36; //(float) // Server Autosent Stat Constants const float STAT_HEALTH = 0; const float STAT_WEAPONMODEL = 2; const float STAT_AMMO = 3; const float STAT_ARMOR = 4; const float STAT_WEAPONFRAME = 5; const float STAT_SHELLS = 6; const float STAT_NAILS = 7; const float STAT_ROCKETS = 8; const float STAT_CELLS = 9; const float STAT_ACTIVEWEAPON = 10; const float STAT_TOTALSECRETS = 11; const float STAT_TOTALMONSTERS = 12; const float STAT_SECRETS = 13; const float STAT_MONSTERS = 14; const float STAT_ITEMS = 15; const float STAT_VIEWHEIGHT = 16; const float STAT_MOVEVARS_TICRATE = 240; const float STAT_MOVEVARS_TIMESCALE = 241; const float STAT_FRAGLIMIT = 235; const float STAT_TIMELIMIT = 236; const float STAT_MOVEVARS_GRAVITY = 242; // Sound Constants //const float CHAN_AUTO = 0; //const float CHAN_WEAPON = 1; //const float CHAN_VOICE = 2; //const float CHAN_ITEM = 3; //const float CHAN_BODY = 4; //const float ATTN_NONE = 0; //const float ATTN_NORM = 1; //const float ATTN_IDLE = 2; //const float ATTN_STATIC = 3; // Quake-style Point Contents const float CONTENT_EMPTY = -1; const float CONTENT_SOLID = -2; const float CONTENT_WATER = -3; const float CONTENT_SLIME = -4; const float CONTENT_LAVA = -5; const float CONTENT_SKY = -6; // Boolean Constants const float true = 1; const float false = 0; const float TRUE = 1; const float FALSE = 0; // Vector / Hull Constants const vector VEC_1 = '1 1 1'; const vector VEC_0 = '0 0 0'; const vector VEC_M1 = '-1 -1 -1'; const vector VEC_HULL_MIN = '-16 -16 -24'; const vector VEC_HULL_MAX = '16 16 32'; // Effect Constants const float EF_NODRAW = 16; const float EF_ADDITIVE = 32; const float EF_BLUE = 64; const float EF_RED = 128; const float EF_FULLBRIGHT = 512; const float EF_FLAME = 1024; const float EF_STARDUST = 2048; const float EF_NOSHADOW = 4096; const float EF_NODEPTHTEST = 8192; // Quake Player Flag Constants const float PFL_ONGROUND = 1; const float PFL_CROUCH = 2; const float PFL_DEAD = 4; const float PFL_GIBBED = 8; // Quake Temporary Entity Constants const float TE_SPIKE = 0; const float TE_SUPERSPIKE = 1; const float TE_GUNSHOT = 2; const float TE_EXPLOSION = 3; const float TE_TAREXPLOSION = 4; const float TE_LIGHTNING1 = 5; const float TE_LIGHTNING2 = 6; const float TE_WIZSPIKE = 7; const float TE_KNIGHTSPIKE = 8; const float TE_LIGHTNING3 = 9; const float TE_LAVASPLASH = 10; const float TE_TELEPORT = 11; const float TE_EXPLOSION2 = 12; // Darkplaces Additions const float TE_EXPLOSIONRGB = 53; const float TE_GUNSHOTQUAD = 57; const float TE_EXPLOSIONQUAD = 70; // Math Constants const float EXTRA_LOW = -99999999; const float EXTRA_HIGH = 99999999; // Frik File Constants const float FILE_READ = 0; const float FILE_APPEND = 1; const float FILE_WRITE = 2; // Button values used by input_buttons const float BUTTON_ATTACK = 1; const float BUTTON_JUMP = 2; const float BUTTON_3 = 4; const float BUTTON_4 = 8; const float BUTTON_5 = 16; const float BUTTON_6 = 32; const float BUTTON7 = 64; const float BUTTON8 = 128; const float BUTTON_USE = 256; const float BUTTON_CHAT = 512; const float BUTTON_PRYDONCURSOR = 1024; const float BUTTON_9 = 2048; const float BUTTON_10 = 4096; const float BUTTON_11 = 8192; const float BUTTON_12 = 16384; const float BUTTON_13 = 32768; const float BUTTON_14 = 65536; const float BUTTON_15 = 131072; const float BUTTON_16 = 262144; const float DRAWFLAG_NORMAL = 0; const float DRAWFLAG_ADDITIVE = 1; const float DRAWFLAG_MODULATE = 2; const float DRAWFLAG_2XMODULATE = 3; const float DRAWFLAG_SCREEN = 4; const float DRAWFLAG_MIPMAP = 0x100; // only for R_BeginPolygon #define SOLID_NOT 0 // no interaction with other objects #define SOLID_TRIGGER 1 // touch on edge, but not blocking #define SOLID_BBOX 2 // touch on edge, block #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground #define SOLID_BSP 4 // bsp clip, touch on edge, block #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters) float MOVE_NORMAL = 0; // same as FALSE float MOVE_NOMONSTERS = 1; // same as TRUE float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE float MOVE_HITMODEL = 4; float MOVE_WORLDONLY = 3; float CAMERA_FREE = 1; float CAMERA_CHASE = 2; float EF_NOMODELFLAGS = 8388608;