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gmqcc has vector bit operations now. Switch to using them.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / constants.qh
index cb3c34fdc4de8a5fd6e4ef2f8c716a7d650381ad..ada2acd1adf3a183c76aed99298521e4711a8b83 100644 (file)
-float  FALSE                                   = 0;
-float  TRUE                                    = 1;
+const float FL_WEAPON = 8192;
+const float FL_POWERUP = 16384;
+const float FL_PROJECTILE = 32768;
+const float FL_TOSSED = 65536;
+const float FL_NO_WEAPON_STAY = 131072;
+const float FL_SPAWNING = 262144;
 
-float  FL_FLY                                  = 1;
-float  FL_SWIM                                 = 2;
-float  FL_CLIENT                               = 8;
-float  FL_INWATER                              = 16;
-float  FL_MONSTER                              = 32;
-float  FL_GODMODE                              = 64;
-float  FL_NOTARGET                             = 128;
-float  FL_ITEM                                 = 256;
-float  FL_ONGROUND                             = 512;
-float  FL_PARTIALGROUND                        = 1024;
-float  FL_WATERJUMP                            = 2048;
-float  FL_JUMPRELEASED                         = 4096;
-float  FL_WEAPON                               = 8192;
-float  FL_POWERUP                              = 16384;
-float  FL_PROJECTILE                           = 32768;
-float  FL_TOSSED                               = 65536;
-float   FL_NO_WEAPON_STAY       = 131072;
-float   FL_SPAWNING       = 262144;
+const float SVC_SOUND = 6;
+const float SVC_STOPSOUND = 16;
+const float SVC_SETVIEW = 5;
 
-float  MOVETYPE_NONE                           = 0;
-float  MOVETYPE_ANGLENOCLIP                    = 1;
-float  MOVETYPE_ANGLECLIP                      = 2;
-float  MOVETYPE_WALK                           = 3;
-float  MOVETYPE_STEP                           = 4;
-float  MOVETYPE_FLY                            = 5;
-float  MOVETYPE_TOSS                           = 6;
-float  MOVETYPE_PUSH                           = 7;
-float  MOVETYPE_NOCLIP                         = 8;
-float  MOVETYPE_FLYMISSILE                     = 9;
-float  MOVETYPE_BOUNCE                         = 10;
-float  MOVETYPE_BOUNCEMISSILE  = 11;   // Like bounce but doesn't lose speed on bouncing
-//float        MOVETYPE_FOLLOW                         = 12;   // 'Attaches' the entity to its aim_ent
-//float MOVETYPE_FLY_WORLDONLY = 33;
-
-float  SOLID_NOT                               = 0;
-float  SOLID_TRIGGER                           = 1;
-float  SOLID_BBOX                              = 2;
-float  SOLID_SLIDEBOX                          = 3;
-float  SOLID_BSP                               = 4;
-
-float  DEAD_NO                                 = 0;
-float  DEAD_DYING                              = 1;
-float  DEAD_DEAD                               = 2;
-float  DEAD_RESPAWNABLE                        = 3;
-float  DEAD_RESPAWNING                 = 4;
-
-float  RESPAWN_FORCE                   = 1;
-float  RESPAWN_SILENT                  = 2;
-
-float  DAMAGE_NO                               = 0;
-float  DAMAGE_YES                              = 1;
-float  DAMAGE_AIM                              = 2;
-
-float  CONTENT_EMPTY                           = -1;
-float  CONTENT_SOLID                           = -2;
-float  CONTENT_WATER                           = -3;
-float  CONTENT_SLIME                           = -4;
-float  CONTENT_LAVA                            = -5;
-float  CONTENT_SKY                             = -6;
-
-float  SVC_BAD                                 = 0;
-float  SVC_NOP                                 = 1;
-float  SVC_DISCONNECT                          = 2;
-float  SVC_UPDATESTAT                          = 3;
-float  SVC_VERSION                             = 4;
-float  SVC_SETVIEW                             = 5;
-float  SVC_SOUND                               = 6;
-float  SVC_TIME                                = 7;
-float  SVC_PRINT                               = 8;
-float  SVC_STUFFTEXT                           = 9;
-float  SVC_SETANGLE                            = 10;
-float  SVC_SERVERINFO                          = 11;
-float  SVC_LIGHTSTYLE                          = 12;
-float  SVC_UPDATENAME                          = 13;
-float  SVC_UPDATEFRAGS                         = 14;
-float  SVC_CLIENTDATA                          = 15;
-float  SVC_STOPSOUND                           = 16;
-float  SVC_UPDATECOLORS                        = 17;
-float  SVC_PARTICLE                            = 18;
-float  SVC_DAMAGE                              = 19;
-float  SVC_SPAWNSTATIC                         = 20;
-float  SVC_SPAWNBINARY                         = 21;
-float  SVC_SPAWNBASELINE                       = 22;
-float  SVC_TEMPENTITY                          = 23;
-float  SVC_SETPAUSE                            = 24;
-float  SVC_SIGNONNUM                           = 25;
-float  SVC_CENTERPRINT                         = 26;
-float  SVC_KILLEDMONSTER                       = 27;
-float  SVC_FOUNDSECRET                         = 28;
-float  SVC_SPAWNSTATICSOUND                    = 29;
-float  SVC_INTERMISSION                        = 30;
-float  SVC_FINALE                              = 31;
-float  SVC_CDTRACK                             = 32;
-float  SVC_SELLSCREEN                          = 33;
-float  SVC_CUTSCENE                            = 34;
-
-float  TE_SPIKE                                = 0;
-float  TE_SUPERSPIKE                           = 1;
-float  TE_GUNSHOT                              = 2;
-float  TE_EXPLOSION                            = 3;
-float  TE_TAREXPLOSION                         = 4;
-float  TE_LIGHTNING1                           = 5;
-float  TE_LIGHTNING2                           = 6;
-float  TE_WIZSPIKE                             = 7;
-float  TE_KNIGHTSPIKE                          = 8;
-float  TE_LIGHTNING3                           = 9;
-float  TE_LAVASPLASH                           = 10;
-float  TE_TELEPORT                             = 11;
-float TE_BEAM                                  = 13;           // grappling hook
-
-float  UPDATE_GENERAL                          = 0;
-float  UPDATE_STATIC                           = 1;
-float  UPDATE_BINARY                           = 2;
-float  UPDATE_TEMP                             = 3;
-
-float  EF_BRIGHTFIELD                          = 1;
-float  EF_MUZZLEFLASH                          = 2;
-float  EF_BRIGHTLIGHT                          = 4;
-float  EF_DIMLIGHT                             = 8;
+const float RESPAWN_FORCE = 1;
+const float RESPAWN_SILENT = 2;
 
 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT)
 
-float  MSG_BROADCAST                           = 0; // unreliable
-float  MSG_ONE                                 = 1; // reliable
-float  MSG_ALL                                 = 2; // reliable
-float  MSG_INIT                                = 3; // initialization
-float  MSG_ENTITY                              = 5; // csqc
-
-// Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
-// did this so at least they worked
-// NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu
-//float        GAME_INSTAGIB                           = 1;   /// everyone gets the nex gun with infinite ammo, and one shot kills
-//float        GAME_ROCKET_ARENA                       = 16;  /// Everyone starts with a rocket launcher
-//float        GAME_FULLBRIGHT_PLAYERS                 = 64; /// makes the players model fullbright
-//float        GAME_TEAMS                              = 128; /// Teams, red/green/yellow/blue
-
-
-//float        POWERUP_STRENGTH_DAMAGE                 = 2; // damage multiplier for strength powerup
-//float        POWERUP_STRENGTH_FORCE                  = 4; // force multiplier for strength powerup
-
-//float        POWERUP_INVINCIBLE_TAKEDAMAGE           = 0.2; // received damage multiplier for invincible powerup
+const float MSG_ENTITY = 5; // csqc
 
-float NUM_PLAYERSKINS_TEAMPLAY = 3;
+const float NUM_PLAYERSKINS_TEAMPLAY = 3;
 
-float ASSAULT_VALUE_INACTIVE = 1000;
+const float ASSAULT_VALUE_INACTIVE = 1000;
 
-float DOOR_NOSPLASH = 256; // generic anti-splashdamage spawnflag
+const float DOOR_NOSPLASH = 256; // generic anti-splashdamage spawnflag