#ifndef CONSTANTS_H #define CONSTANTS_H const int AS_STRING = 1; const int AS_INT = 2; const int AS_FLOAT_TRUNCATED = 2; const int AS_FLOAT = 8; const int TE_CSQC_PICTURE = 100; const int TE_CSQC_RACE = 101; const int TE_CSQC_VORTEXBEAMPARTICLE = 103; const int TE_CSQC_ARC = 104; const int TE_CSQC_TEAMNAGGER = 105; const int TE_CSQC_PINGPLREPORT = 106; const int TE_CSQC_TARGET_MUSIC = 107; const int TE_CSQC_WEAPONCOMPLAIN = 108; const int TE_CSQC_VORTEX_SCOPE = 109; const int TE_CSQC_MINELAYER_MAXMINES = 110; const int TE_CSQC_HAGAR_MAXROCKETS = 111; const int TE_CSQC_VEHICLESETUP = 112; const int TE_CSQC_SVNOTICE = 113; const int TE_CSQC_SHOCKWAVEPARTICLE = 114; const int RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder const int RACE_NET_CHECKPOINT_CLEAR = 1; const int RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder const int RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent const int RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent const int RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder const int RACE_NET_PENALTY_RACE = 6; // byte penaltytime, string reason const int RACE_NET_PENALTY_QUALIFYING = 7; // byte penaltytime, string reason const int RACE_NET_SERVER_RECORD = 8; // server record, sent to client const int RACE_NET_SPEED_AWARD = 9; // speed award, sent to client const int RACE_NET_SPEED_AWARD_BEST = 10; // all time best speed award, sent to client const int RACE_NET_SERVER_RANKINGS = 11; const int RACE_NET_SERVER_STATUS = 12; const int RANKINGS_CNT = 15; const int ENT_CLIENT = 0; const int ENT_CLIENT_DEAD = 1; const int ENT_CLIENT_ENTCS = 2; const int ENT_CLIENT_SCORES_INFO = 3; const int ENT_CLIENT_SCORES = 4; const int ENT_CLIENT_TEAMSCORES = 5; const int ENT_CLIENT_POINTPARTICLES = 6; const int ENT_CLIENT_RAINSNOW = 7; const int ENT_CLIENT_LASER = 8; const int ENT_CLIENT_NAGGER = 9; // flags [votecalledvote] const int ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable] const int ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor] const int ENT_CLIENT_PROJECTILE = 12; const int ENT_CLIENT_GIBSPLASH = 13; const int ENT_CLIENT_DAMAGEINFO = 14; const int ENT_CLIENT_CASING = 15; const int ENT_CLIENT_INIT = 16; const int ENT_CLIENT_MAPVOTE = 17; const int ENT_CLIENT_CLIENTDATA = 18; const int ENT_CLIENT_RANDOMSEED = 19; const int ENT_CLIENT_WALL = 20; const int ENT_CLIENT_SPIDERBOT = 21; const int ENT_CLIENT_MODELEFFECT = 22; const int ENT_CLIENT_TUBANOTE = 23; const int ENT_CLIENT_WARPZONE = 24; const int ENT_CLIENT_WARPZONE_CAMERA = 25; const int ENT_CLIENT_TRIGGER_MUSIC = 26; const int ENT_CLIENT_HOOK = 27; const int ENT_CLIENT_INVENTORY = 28; const int ENT_CLIENT_ARC_BEAM = 29; // WEAPONTODO: fix numbers const int ENT_CLIENT_ACCURACY = 30; const int ENT_CLIENT_SHOWNAMES = 31; const int ENT_CLIENT_WARPZONE_TELEPORTED = 32; const int ENT_CLIENT_MODEL = 33; const int ENT_CLIENT_ITEM = 34; const int ENT_CLIENT_BUMBLE_RAYGUN = 35; const int ENT_CLIENT_SPAWNPOINT = 36; const int ENT_CLIENT_SPAWNEVENT = 37; const int ENT_CLIENT_NOTIFICATION = 38; const int ENT_CLIENT_ELIMINATEDPLAYERS = 39; const int ENT_CLIENT_TURRET = 40; const int ENT_CLIENT_AUXILIARYXHAIR = 50; const int ENT_CLIENT_VEHICLE = 60; const int ENT_CLIENT_HEALING_ORB = 80; const int SPRITERULE_DEFAULT = 0; const int SPRITERULE_TEAMPLAY = 1; const int RADARICON_NONE = 0; const int RADARICON_FLAG = 1; const int RADARICON_FLAGCARRIER = 1; const int RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them const int RADARICON_DANGER = 1; const int RADARICON_WAYPOINT = 1; const int RADARICON_HELPME = 1; const int RADARICON_CONTROLPOINT = 1; const int RADARICON_GENERATOR = 1; const int RADARICON_OBJECTIVE = 1; const int RADARICON_DOMPOINT = 1; const int RADARICON_POWERUP = 1; const int RADARICON_TAGGED = 1; /////////////////////////// // keys pressed const int KEY_FORWARD = 1; const int KEY_BACKWARD = 2; const int KEY_LEFT = 4; const int KEY_RIGHT = 8; const int KEY_JUMP = 16; const int KEY_CROUCH = 32; const int KEY_ATCK = 64; const int KEY_ATCK2 = 128; /////////////////////////// // cvar constants const int CVAR_SAVE = 1; const int CVAR_NOTIFY = 2; const int CVAR_READONLY = 4; /////////////////////////// // csqc communication stuff const int CTF_STATE_ATTACK = 1; const int CTF_STATE_DEFEND = 2; const int CTF_STATE_COMMANDER = 3; const int HUD_NORMAL = 0; const int HUD_VEHICLE_FIRST = 10; const int HUD_SPIDERBOT = 10; const int HUD_WAKIZASHI = 11; const int HUD_RAPTOR = 12; const int HUD_BUMBLEBEE = 13; const int HUD_BUMBLEBEE_GUN = 14; const int HUD_VEHICLE_LAST = 14; const vector eX = '1 0 0'; const vector eY = '0 1 0'; const vector eZ = '0 0 1'; // moved that here so the client knows the max. // # of maps, I'll use arrays for them :P const int MAPVOTE_COUNT = 30; /** * Lower scores are better (e.g. suicides) */ const int SFL_LOWER_IS_BETTER = 1; /** * Don't show zero values as scores */ const int SFL_HIDE_ZERO = 2; /** * Allow a column to be hidden (do not automatically add it even if it is a sorting key) */ const int SFL_ALLOW_HIDE = 16; /** * Display as a rank (with st, nd, rd, th suffix) */ const int SFL_RANK = 32; /** * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!) */ const int SFL_TIME = 64; // not an extra constant yet #define SFL_ZERO_IS_WORST SFL_TIME /** * Scoring priority (NOTE: PRIMARY is used for fraglimit) */ const int SFL_SORT_PRIO_SECONDARY = 4; const int SFL_SORT_PRIO_PRIMARY = 8; const int SFL_SORT_PRIO_MASK = 12; /** * Score indices */ #define MAX_SCORE 10 #define MAX_TEAMSCORE 2 const int ST_SCORE = 0; const int SP_KILLS = 0; const int SP_DEATHS = 1; const int SP_SUICIDES = 2; const int SP_SCORE = 3; // game mode specific indices are not in common/, but in server/scores_rules.qc! const int CH_INFO = 0; const int CH_TRIGGER = -3; const int CH_WEAPON_A = -1; const int CH_WEAPON_SINGLE = 1; const int CH_VOICE = -2; const int CH_BGM_SINGLE = 8; const int CH_AMBIENT = -9; const int CH_TRIGGER_SINGLE = 3; const int CH_SHOTS = -4; const int CH_SHOTS_SINGLE = 4; const int CH_WEAPON_B = -1; const int CH_PAIN = -6; const int CH_PAIN_SINGLE = 6; const int CH_PLAYER = -7; const int CH_PLAYER_SINGLE = 7; const int CH_TUBA_SINGLE = 5; const float ATTEN_NONE = 0; const float ATTEN_MIN = 0.015625; const float ATTEN_NORM = 0.5; const float ATTEN_LARGE = 1; const float ATTEN_IDLE = 2; const float ATTEN_STATIC = 3; const float ATTEN_MAX = 3.984375; const float VOL_BASE = 0.7; const float VOL_BASEVOICE = 1.0; // WEAPONTODO: move this into separate/new projectile handling code // this sets sounds and other properties of the projectiles in csqc const int PROJECTILE_ELECTRO = 1; const int PROJECTILE_ROCKET = 2; const int PROJECTILE_TAG = 3; const int PROJECTILE_CRYLINK = 5; const int PROJECTILE_ELECTRO_BEAM = 6; const int PROJECTILE_GRENADE = 7; const int PROJECTILE_GRENADE_BOUNCING = 8; const int PROJECTILE_MINE = 9; const int PROJECTILE_BLASTER = 10; const int PROJECTILE_HLAC = 11; const int PROJECTILE_SEEKER = 12; const int PROJECTILE_FLAC = 13; const int PROJECTILE_PORTO_RED = 14; const int PROJECTILE_PORTO_BLUE = 15; const int PROJECTILE_HOOKBOMB = 16; const int PROJECTILE_HAGAR = 17; const int PROJECTILE_HAGAR_BOUNCING = 18; const int PROJECTILE_CRYLINK_BOUNCING = 20; const int PROJECTILE_FIREBALL = 21; const int PROJECTILE_FIREMINE = 22; const int PROJECTILE_RAPTORCANNON = 24; const int PROJECTILE_RAPTORBOMB = 25; const int PROJECTILE_RAPTORBOMBLET = 26; const int PROJECTILE_SPIDERROCKET = 27; const int PROJECTILE_WAKIROCKET = 28; const int PROJECTILE_WAKICANNON = 29; const int PROJECTILE_BUMBLE_GUN = 30; const int PROJECTILE_BUMBLE_BEAM = 31; const int PROJECTILE_MAGE_SPIKE = 32; const int PROJECTILE_SHAMBLER_LIGHTNING = 33; const int PROJECTILE_RPC = 60; const int SPECIES_HUMAN = 0; const int SPECIES_ROBOT_SOLID = 1; const int SPECIES_ALIEN = 2; const int SPECIES_ANIMAL = 3; const int SPECIES_ROBOT_RUSTY = 4; const int SPECIES_ROBOT_SHINY = 5; const int SPECIES_RESERVED = 15; const int FRAGS_PLAYER = 0; const int FRAGS_SPECTATOR = -666; const int FRAGS_LMS_LOSER = -616; const int FRAGS_PLAYER_NONSOLID = -616; // we can use this frags value for both // water levels const int WATERLEVEL_NONE = 0; const int WATERLEVEL_WETFEET = 1; const int WATERLEVEL_SWIMMING = 2; const int WATERLEVEL_SUBMERGED = 3; const int SERVERFLAG_ALLOW_FULLBRIGHT = 1; const int SERVERFLAG_TEAMPLAY = 2; const int SERVERFLAG_PLAYERSTATS = 4; // FIXME/EXPLAINME: why? vector autocvar_sv_player_maxs = '16 16 45'; vector autocvar_sv_player_mins = '-16 -16 -24'; vector autocvar_sv_player_viewoffset = '0 0 20'; vector autocvar_sv_player_crouch_maxs = '16 16 25'; vector autocvar_sv_player_crouch_mins = '-16 -16 -24'; vector autocvar_sv_player_crouch_viewoffset = '0 0 20'; vector autocvar_sv_player_headsize = '24 24 12'; #define PL_VIEW_OFS autocvar_sv_player_viewoffset #define PL_MIN autocvar_sv_player_mins #define PL_MAX autocvar_sv_player_maxs #define PL_CROUCH_VIEW_OFS autocvar_sv_player_crouch_viewoffset #define PL_CROUCH_MIN autocvar_sv_player_crouch_mins #define PL_CROUCH_MAX autocvar_sv_player_crouch_maxs #define PL_HEAD autocvar_sv_player_headsize // helpers #define PL_VIEW_OFS_z autocvar_sv_player_viewoffset.z #define PL_MIN_z autocvar_sv_player_mins.z #define PL_MAX_z autocvar_sv_player_maxs.z #define PL_CROUCH_VIEW_OFS_z autocvar_sv_player_crouch_viewoffset.z #define PL_CROUCH_MIN_z autocvar_sv_player_mins.z #define PL_HEAD_x autocvar_sv_player_headsize.x #define PL_HEAD_y autocvar_sv_player_headsize.y #define PL_HEAD_z autocvar_sv_player_headsize.z // spawnpoint prios const int SPAWN_PRIO_NEAR_TEAMMATE_FOUND = 200; const int SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM = 100; const int SPAWN_PRIO_RACE_PREVIOUS_SPAWN = 50; const int SPAWN_PRIO_GOOD_DISTANCE = 10; // URI handles const int URI_GET_DISCARD = 0; const int URI_GET_IPBAN = 1; const int URI_GET_IPBAN_END = 16; const int URI_GET_CURL = 17; const int URI_GET_CURL_END = 32; const int URI_GET_UPDATENOTIFICATION = 33; const int URI_GET_URLLIB = 128; const int URI_GET_URLLIB_END = 191; // gametype votes const int GTV_AVAILABLE = 0; // for later use in per-map gametype filtering const int GTV_FORBIDDEN = 2; #endif