const float TE_CSQC_VOTE = 108;
const float TE_CSQC_VOTERESET = 109;
const float TE_CSQC_ANNOUNCE = 110;
+const float TE_CSQC_TARGET_MUSIC = 111;
const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
const float RACE_NET_CHECKPOINT_CLEAR = 1;
const float ENT_CLIENT_TUBANOTE = 23;
const float ENT_CLIENT_WARPZONE = 24;
const float ENT_CLIENT_WARPZONE_CAMERA = 25;
+const float ENT_CLIENT_TRIGGER_MUSIC = 26;
const float ENT_CLIENT_TURRET = 40;
const float STAT_SHOTORG = 46; // compressShotOrigin
const float STAT_LEADLIMIT = 47;
const float STAT_BULLETS_LOADED = 48;
+
+// see DP source, quakedef.h
+const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
+const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
+const float STAT_MOVEVARS_AIRACCEL_QW = 254;
+
const float CTF_STATE_ATTACK = 1;
const float CTF_STATE_DEFEND = 2;
const float CTF_STATE_COMMANDER = 3;
// on world: UNUSED
// on players: voice VOICE
// on entities: ambient AMBIENT
- // on csqc: UNUSED
+ // on csqc: background music BGM
float CHAN_TRIGGER = 3; // Triggers/Items
// on world: UNUSED
// on players: item pickup ITEMS
// this sets sounds and other properties of the projectiles in csqc
float PROJECTILE_ELECTRO = 1;
float PROJECTILE_ROCKET = 2;
+float PROJECTILE_TAG = 3;
float PROJECTILE_BULLET = 4;
float PROJECTILE_CRYLINK = 5;
float PROJECTILE_ELECTRO_BEAM = 6;
float PROJECTILE_GRENADE_BOUNCING = 8;
float PROJECTILE_LASER = 9;
float PROJECTILE_HLAC = 10;
+float PROJECTILE_SEEKER = 11;
+float PROJECTILE_FLAC = 12;
float PROJECTILE_PORTO_RED = 13;
float PROJECTILE_PORTO_BLUE = 14;
float PROJECTILE_HOOKBOMB = 15;
float WATERLEVEL_SUBMERGED = 3;
float MAX_SHOT_DISTANCE = 32768;
+
+// weapon requests
+float WR_SETUP = 1; // (SVQC) setup weapon data
+float WR_THINK = 2; // (SVQC) logic to run every frame
+float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
+float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
+float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
+float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
+float WR_SUICIDEMESSAGE = 7; // (SVQC) sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
+float WR_KILLMESSAGE = 8; // (SVQC) sets w_deathtypestring or leaves it alone
+float WR_RELOAD = 9; // (SVQC) does not need to do anything
+float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
+float WR_IMPACTEFFECT = 11; // (CSQC) impact effect