X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fconstants.qh;h=6e3e8027dc33f86d01f17f1c049538fa7cd3e3c6;hp=c10961a39f9dba862bc05d1a271761740d28568d;hb=9226d2a17f8329b6964cf4be5c5433e7e763c240;hpb=3ef9e333ee3efbfcbb17d7dd842655402971d291 diff --git a/qcsrc/common/constants.qh b/qcsrc/common/constants.qh index c10961a39f..6e3e8027dc 100644 --- a/qcsrc/common/constants.qh +++ b/qcsrc/common/constants.qh @@ -23,25 +23,6 @@ // Revision 22: hook shot origin #define CSQC_REVISION 22 -// probably put these in common/ -// so server/ and client/ can be synced better -const float GAME_DEATHMATCH = 1; -const float GAME_TEAM_DEATHMATCH = 2; -const float GAME_DOMINATION = 3; -const float GAME_CTF = 4; -const float GAME_RUNEMATCH = 5; -const float GAME_LMS = 6; -const float GAME_ARENA = 7; -const float GAME_KEYHUNT = 8; -const float GAME_ASSAULT = 9; -const float GAME_ONSLAUGHT = 10; -const float GAME_RACE = 11; -const float GAME_NEXBALL = 12; -const float GAME_CTS = 13; -const float GAME_CA = 14; -const float GAME_FREEZETAG = 15; -const float GAME_KEEPAWAY = 16; - const float AS_STRING = 1; const float AS_INT = 2; const float AS_FLOAT_TRUNCATED = 2; @@ -49,21 +30,18 @@ const float AS_FLOAT = 8; const float TE_CSQC_PICTURE = 100; const float TE_CSQC_RACE = 101; -const float TE_CSQC_SPAWN = 102; -const float TE_CSQC_ZCURVEPARTICLES = 103; -const float TE_CSQC_NEXGUNBEAMPARTICLE = 104; -const float TE_CSQC_LIGHTNINGARC = 105; -const float TE_CSQC_TEAMNAGGER = 106; -const float TE_CSQC_PINGPLREPORT = 107; -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 TE_CSQC_NOTIFY = 112; -const float TE_CSQC_WEAPONCOMPLAIN = 113; -const float TE_CSQC_NEX_SCOPE = 116; -const float TE_CSQC_CR_MAXBULLETS = 117; -const float TE_CSQC_MINELAYER_MAXMINES = 118; +const float TE_CSQC_ZCURVEPARTICLES = 102; +const float TE_CSQC_NEXGUNBEAMPARTICLE = 103; +const float TE_CSQC_LIGHTNINGARC = 104; +const float TE_CSQC_TEAMNAGGER = 105; +const float TE_CSQC_PINGPLREPORT = 106; +const float TE_CSQC_TARGET_MUSIC = 107; +const float TE_CSQC_WEAPONCOMPLAIN = 108; +const float TE_CSQC_NEX_SCOPE = 109; +const float TE_CSQC_MINELAYER_MAXMINES = 110; +const float TE_CSQC_HAGAR_MAXROCKETS = 111; +const float TE_CSQC_VEHICLESETUP = 112; +const float TE_CSQC_SVNOTICE = 113; const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder const float RACE_NET_CHECKPOINT_CLEAR = 1; @@ -80,9 +58,6 @@ const float RACE_NET_SERVER_RANKINGS = 11; const float RACE_NET_SERVER_STATUS = 12; const float RANKINGS_CNT = 15; -const float CSQC_KILLNOTIFY = 0; -const float CSQC_CENTERPRINT = 1; - const float ENT_CLIENT = 0; const float ENT_CLIENT_DEAD = 1; const float ENT_CLIENT_ENTCS = 2; @@ -115,12 +90,23 @@ const float ENT_CLIENT_ELECTRO_BEAM = 28; const float ENT_CLIENT_LIGHTNING_BEAM = 29; const float ENT_CLIENT_GAUNTLET = 30; const float ENT_CLIENT_ACCURACY = 31; +const float ENT_CLIENT_SHOWNAMES = 32; +const float ENT_CLIENT_WARPZONE_TELEPORTED = 33; +const float ENT_CLIENT_MODEL = 34; +const float ENT_CLIENT_ITEM = 35; +const float ENT_CLIENT_BUMBLE_RAYGUN = 36; +const float ENT_CLIENT_SPAWNPOINT = 37; +const float ENT_CLIENT_SPAWNEVENT = 38; +const float ENT_CLIENT_NOTIFICATION = 39; const float ENT_CLIENT_TURRET = 40; +const float ENT_CLIENT_AUXILIARYXHAIR = 50; +const float ENT_CLIENT_VEHICLE = 60; const float SPRITERULE_DEFAULT = 0; const float SPRITERULE_TEAMPLAY = 1; +const float RADARICON_NONE = 0; const float RADARICON_FLAG = 1; const float RADARICON_FLAGCARRIER = 1; const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them @@ -132,151 +118,7 @@ const float RADARICON_GENERATOR = 1; const float RADARICON_OBJECTIVE = 1; const float RADARICON_DOMPOINT = 1; const float RADARICON_POWERUP = 1; - -/////////////////////////// -// key constants - -// -// these are the key numbers that should be passed to Key_Event -// -const float K_TAB = 9; -const float K_ENTER = 13; -const float K_ESCAPE = 27; -const float K_SPACE = 32; - -// normal keys should be passed as lowercased ascii - -const float K_BACKSPACE = 127; -const float K_UPARROW = 128; -const float K_DOWNARROW = 129; -const float K_LEFTARROW = 130; -const float K_RIGHTARROW = 131; - -const float K_ALT = 132; -const float K_CTRL = 133; -const float K_SHIFT = 134; - -const float K_F1 = 135; -const float K_F2 = 136; -const float K_F3 = 137; -const float K_F4 = 138; -const float K_F5 = 139; -const float K_F6 = 140; -const float K_F7 = 141; -const float K_F8 = 142; -const float K_F9 = 143; -const float K_F10 = 144; -const float K_F11 = 145; -const float K_F12 = 146; - -const float K_INS = 147; -const float K_DEL = 148; -const float K_PGDN = 149; -const float K_PGUP = 150; -const float K_HOME = 151; -const float K_END = 152; - -const float K_NUMLOCK = 154; -const float K_CAPSLOCK = 155; -const float K_SCROLLOCK = 156; - -const float K_KP_0 = 157; -const float K_KP_INS = K_KP_0; -const float K_KP_1 = 158; -const float K_KP_END = K_KP_1; -const float K_KP_2 = 159; -const float K_KP_DOWNARROW = K_KP_2; -const float K_KP_3 = 160; -const float K_KP_PGDN = K_KP_3; -const float K_KP_4 = 161; -const float K_KP_LEFTARROW = K_KP_4; -const float K_KP_5 = 162; -const float K_KP_6 = 163; -const float K_KP_RIGHTARROW = K_KP_6; -const float K_KP_7 = 164; -const float K_KP_HOME = K_KP_7; -const float K_KP_8 = 165; -const float K_KP_UPARROW = K_KP_8; -const float K_KP_9 = 166; -const float K_KP_PGUP = K_KP_9; -const float K_KP_PERIOD = 167; -const float K_KP_DEL = K_KP_PERIOD; -const float K_KP_DIVIDE = 168; -const float K_KP_SLASH = K_KP_DIVIDE; -const float K_KP_MULTIPLY = 169; -const float K_KP_MINUS = 170; -const float K_KP_PLUS = 171; -const float K_KP_ENTER = 172; -const float K_KP_EQUALS = 173; - -const float K_PAUSE = 255; - -// -// joystick buttons -// -const float K_JOY1 = 768; -const float K_JOY2 = 769; -const float K_JOY3 = 770; -const float K_JOY4 = 771; - -// -// aux keys are for multi-buttoned joysticks to generate so they can use -// the normal binding process -// -const float K_AUX1 = 772; -const float K_AUX2 = 773; -const float K_AUX3 = 774; -const float K_AUX4 = 775; -const float K_AUX5 = 776; -const float K_AUX6 = 777; -const float K_AUX7 = 778; -const float K_AUX8 = 779; -const float K_AUX9 = 780; -const float K_AUX10 = 781; -const float K_AUX11 = 782; -const float K_AUX12 = 783; -const float K_AUX13 = 784; -const float K_AUX14 = 785; -const float K_AUX15 = 786; -const float K_AUX16 = 787; -const float K_AUX17 = 788; -const float K_AUX18 = 789; -const float K_AUX19 = 790; -const float K_AUX20 = 791; -const float K_AUX21 = 792; -const float K_AUX22 = 793; -const float K_AUX23 = 794; -const float K_AUX24 = 795; -const float K_AUX25 = 796; -const float K_AUX26 = 797; -const float K_AUX27 = 798; -const float K_AUX28 = 799; -const float K_AUX29 = 800; -const float K_AUX30 = 801; -const float K_AUX31 = 802; -const float K_AUX32 = 803; - -// -// mouse buttons generate virtual keys -// -const float K_MOUSE1 = 512; -const float K_MOUSE2 = 513; -const float K_MOUSE3 = 514; -const float K_MWHEELUP = 515; -const float K_MWHEELDOWN = 516; -const float K_MOUSE4 = 517; -const float K_MOUSE5 = 518; -const float K_MOUSE6 = 519; -const float K_MOUSE7 = 520; -const float K_MOUSE8 = 521; -const float K_MOUSE9 = 522; -const float K_MOUSE10 = 523; -const float K_MOUSE11 = 524; -const float K_MOUSE12 = 525; -const float K_MOUSE13 = 526; -const float K_MOUSE14 = 527; -const float K_MOUSE15 = 528; -const float K_MOUSE16 = 529; +const float RADARICON_TAGGED = 1; /////////////////////////// // keys pressed @@ -286,6 +128,8 @@ const float KEY_LEFT = 4; const float KEY_RIGHT = 8; const float KEY_JUMP = 16; const float KEY_CROUCH = 32; +const float KEY_ATCK = 64; +const float KEY_ATCK2 = 128; /////////////////////////// // cvar constants @@ -310,32 +154,18 @@ const float STAT_FUEL = 44; const float STAT_NB_METERSTART = 45; const float STAT_SHOTORG = 46; // compressShotOrigin const float STAT_LEADLIMIT = 47; -const float STAT_BULLETS_LOADED = 48; -const float STAT_NEX_CHARGE = 49; -const float STAT_LAST_PICKUP = 50; -const float STAT_HUD = 51; -const float STAT_NEX_CHARGEPOOL = 52; -const float STAT_HIT_TIME = 53; -const float STAT_TYPEHIT_TIME = 54; -const float STAT_LAYED_MINES = 55; - -// see DP source, quakedef.h -const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222; -const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223; -const float STAT_MOVEVARS_MAXSPEED = 244; -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; - -const float HUD_NORMAL = 0; -const float HUD_SPIDERBOT = 10; -const float HUD_WAKIZASHI = 11; -const float HUD_RAPTOR = 12; -const vector eX = '1 0 0'; -const vector eY = '0 1 0'; -const vector eZ = '0 0 1'; +const float STAT_WEAPON_CLIPLOAD = 48; +const float STAT_WEAPON_CLIPSIZE = 49; +const float STAT_NEX_CHARGE = 50; +const float STAT_LAST_PICKUP = 51; +const float STAT_HUD = 52; +const float STAT_NEX_CHARGEPOOL = 53; +const float STAT_HIT_TIME = 54; +const float STAT_TYPEHIT_TIME = 55; +const float STAT_LAYED_MINES = 56; +const float STAT_HAGAR_LOAD = 57; +const float STAT_SWITCHINGWEAPON = 58; +const float STAT_SUPERWEAPONS_FINISHED = 59; const float STAT_VEHICLESTAT_HEALTH = 60; const float STAT_VEHICLESTAT_SHIELD = 61; @@ -345,6 +175,12 @@ const float STAT_VEHICLESTAT_RELOAD1 = 64; const float STAT_VEHICLESTAT_AMMO2 = 65; const float STAT_VEHICLESTAT_RELOAD2 = 66; +const float STAT_SECRETS_TOTAL = 70; +const float STAT_SECRETS_FOUND = 71; + +const float STAT_RESPAWN_TIME = 72; +const float STAT_ROUNDSTARTTIME = 73; + // mod stats (1xx) const float STAT_REDALIVE = 100; const float STAT_BLUEALIVE = 101; @@ -355,11 +191,38 @@ const float STAT_PINKALIVE = 103; const float STAT_FROZEN = 104; const float STAT_REVIVE_PROGRESS = 105; +// domination +const float STAT_DOM_TOTAL_PPS = 100; +const float STAT_DOM_PPS_RED = 101; +const float STAT_DOM_PPS_BLUE = 102; +const float STAT_DOM_PPS_PINK = 103; +const float STAT_DOM_PPS_YELLOW = 104; + //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin +// see DP source, quakedef.h +const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222; +const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223; +const float STAT_MOVEVARS_MAXSPEED = 244; +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; +const float HUD_NORMAL = 0; +const float HUD_VEHICLE_FIRST = 10; +const float HUD_SPIDERBOT = 10; +const float HUD_WAKIZASHI = 11; +const float HUD_RAPTOR = 12; +const float HUD_BUMBLEBEE = 13; +const float HUD_BUMBLEBEE_GUN = 14; +const float 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 @@ -413,51 +276,44 @@ const float STAT_REVIVE_PROGRESS = 105; #define SP_SCORE 3 // game mode specific indices are not in common/, but in server/scores_rules.qc! -// this assignment must match menu/xonotic/dialog_settings_misc.c! -float CHAN_AUTO = 0; - // on world: announcers, ... INFO - // on players: item pickup ITEMS - // on entities: UNUSED - // on csqc: announcers INFO -float CHAN_WEAPON = 1; // Weapon fire - // on world: UNUSED - // on players: weapon firing WEAPONS - // on entities: turret firing WEAPONS - // on csqc: UNUSED -float CHAN_VOICE = 2; // Voice/Radio - // on world: UNUSED - // on players: voice VOICE - // on entities: ambient AMBIENT - // on csqc: background music BGM -float CHAN_TRIGGER = 3; // Triggers/Items - // on world: UNUSED - // on players: item pickup ITEMS - // on entities: platforms moving etc. ITEMS - // on csqc: platforms moving etc. ITEMS -float CHAN_PROJECTILE = 4; // Projectiles - // on world: UNUSED - // on players: projectiles hitting player SHOTS - // on entities: projectiles SHOTS - // on csqc: projectile sounds SHOTS -float CHAN_WEAPON2 = 5; // Nex fire (separated as it is a very long sound) - // on world: UNUSED - // on players: weapon firing WEAPONS - // on entities: turret firing WEAPONS - // on csqc: UNUSED -float CHAN_PAIN = 6; // Pain - // on world: UNUSED - // on players: pain PAIN - // on entities: projectiles flying SHOTS - // on csqc: player pain PAIN -float CHAN_PLAYER = 7; // Player body - // on world: UNUSED - // on players: player sounds PLAYER - // on entities: player sounds PLAYER - // on csqc: UNUSED +#ifdef COMPAT_XON010_CHANNELS +float CH_INFO = 0; // only on world and csqc +float CH_TRIGGER = 0; // only on players; compat: FALSELY CONTROLLED BY "Info" +float CH_WEAPON_A = 1; // only on players and entities +float CH_WEAPON_SINGLE = 5; // only on players and entities +float CH_VOICE = 2; // only on players +float CH_BGM_SINGLE = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice" +float CH_AMBIENT = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice" +float CH_TRIGGER_SINGLE = 3; // only on players, entities, csqc +float CH_SHOTS = 4; // only on players, entities, csqc +float CH_SHOTS_SINGLE = 4; // only on players, entities, csqc +float CH_WEAPON_B = 5; // only on players and entities +float CH_PAIN = 6; // only on players and csqc +float CH_PAIN_SINGLE = 6; // only on players and csqc +float CH_PLAYER = 7; // only on players and entities +float CH_TUBA = 5; // only on csqc +#else +float CH_INFO = 0; +float CH_TRIGGER = -3; +float CH_WEAPON_A = -1; +float CH_WEAPON_SINGLE = 1; +float CH_VOICE = -2; +float CH_BGM_SINGLE = 8; +float CH_AMBIENT = -9; +float CH_TRIGGER_SINGLE = 3; +float CH_SHOTS = -4; +float CH_SHOTS_SINGLE = 4; +float CH_WEAPON_B = -1; +float CH_PAIN = -6; +float CH_PAIN_SINGLE = 6; +float CH_PLAYER = -7; +float CH_TUBA = 5; +#endif float ATTN_NONE = 0; float ATTN_MIN = 0.015625; float ATTN_NORM = 0.5; +float ATTN_LARGE = 1; float ATTN_IDLE = 2; float ATTN_STATIC = 3; float ATTN_MAX = 3.984375; @@ -490,6 +346,16 @@ float PROJECTILE_FIREBALL = 21; float PROJECTILE_FIREMINE = 22; float PROJECTILE_BULLET_GLOWING_TRACER = 23; +float PROJECTILE_RAPTORCANNON = 24; +float PROJECTILE_RAPTORBOMB = 25; +float PROJECTILE_RAPTORBOMBLET = 26; +float PROJECTILE_SPIDERROCKET = 27; +float PROJECTILE_WAKIROCKET = 28; +float PROJECTILE_WAKICANNON = 29; + +float PROJECTILE_BUMBLE_GUN = 30; +float PROJECTILE_BUMBLE_BEAM = 31; + float SPECIES_HUMAN = 0; float SPECIES_ROBOT_SOLID = 1; float SPECIES_ALIEN = 2; @@ -498,71 +364,12 @@ float SPECIES_ROBOT_RUSTY = 4; float SPECIES_ROBOT_SHINY = 5; float SPECIES_RESERVED = 15; -// Deathtypes (weapon deathtypes are the IT_* constants below) -// NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too. -float DEATH_SPECIAL_START = 10000; -float DEATH_FALL = 10000; -float DEATH_TELEFRAG = 10001; -float DEATH_DROWN = 10002; -float DEATH_HURTTRIGGER = 10003; -float DEATH_LAVA = 10004; -float DEATH_SLIME = 10005; -float DEATH_KILL = 10006; -float DEATH_NOAMMO = 10007; -float DEATH_SWAMP = 10008; -float DEATH_TEAMCHANGE = 10009; -float DEATH_AUTOTEAMCHANGE = 10010; -float DEATH_CAMP = 10011; -float DEATH_SHOOTING_STAR = 10012; -float DEATH_ROT = 10013; -float DEATH_MIRRORDAMAGE = 10014; -float DEATH_TOUCHEXPLODE = 10015; -float DEATH_CHEAT = 10016; -float DEATH_FIRE = 10017; -float DEATH_TURRET = 10020; -float DEATH_QUIET = 10021; -float DEATH_HEADSHOT = 10022; - -float DEATH_SBMINIGUN = 10030; -float DEATH_SBROCKET = 10031; -float DEATH_SBCRUSH = 10032; -float DEATH_SBBLOWUP = 10033; - -float DEATH_WAKIGUN = 10040; -float DEATH_WAKIROCKET = 10041; -float DEATH_WAKIBLOWUP = 10042; - -float DEATH_GENERIC = 10050; - -float DEATH_WEAPON = 10100; - -float DEATH_CUSTOM = 10300; - - -float DEATH_WEAPONMASK = 0xFF; -float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths -float HITTYPE_SECONDARY = 0x100; -float HITTYPE_SPLASH = 0x200; -float HITTYPE_BOUNCE = 0x400; -float HITTYPE_HEADSHOT = 0x800; -float HITTYPE_RESERVED = 0x1000; // unused yet - -// macros to access these -#define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START) -#define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK) -#define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w)) -#define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t)) -#define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST) - #define FRAGS_PLAYER 0 #define FRAGS_SPECTATOR -666 #define FRAGS_LMS_LOSER -616 #define FRAGS_PLAYER_NONSOLID -616 // we can use this frags value for both -//misc. stuff -#define NEWLINES "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n" - // water levels float WATERLEVEL_NONE = 0; float WATERLEVEL_WETFEET = 1; @@ -571,49 +378,6 @@ float WATERLEVEL_SUBMERGED = 3; float MAX_SHOT_DISTANCE = 32768; -// CSQC centerprint/notify message types -float MSG_SUICIDE = 0; -float MSG_KILL = 1; -float MSG_SPREE = 2; -float MSG_KILL_ACTION = 3; -float MSG_KILL_ACTION_SPREE = 4; -float MSG_INFO = 5; -float MSG_KA = 6; -float MSG_RACE = 10; - -float KILL_TEAM_RED = 10301; -float KILL_TEAM_BLUE = 10302; -float KILL_TEAM_SPREE = 10303; -float KILL_FIRST_BLOOD = 10304; -float KILL_FIRST_VICTIM = 10305; -float KILL_TYPEFRAG = 10306; -float KILL_TYPEFRAGGED = 10307; -float KILL_FRAG = 10308; -float KILL_FRAGGED = 10309; -float KILL_SPREE = 10310; -float KILL_END_SPREE = 10311; -float KILL_SPREE_3 = 10312; -float KILL_SPREE_5 = 10313; -float KILL_SPREE_10 = 10314; -float KILL_SPREE_15 = 10315; -float KILL_SPREE_20 = 10316; -float KILL_SPREE_25 = 10317; -float KILL_SPREE_30 = 10318; - -float INFO_GOTFLAG = 10319; -float INFO_PICKUPFLAG = 10320; -float INFO_LOSTFLAG = 10321; -float INFO_RETURNFLAG = 10322; -float INFO_CAPTUREFLAG = 10323; - -float KA_PICKUPBALL = 10350; -float KA_DROPBALL = 10351; - -float RACE_SERVER_RECORD = 10400; -float RACE_NEW_TIME = 10401; -float RACE_NEW_RANK = 10402; -float RACE_FAIL = 10403; - // weapon requests float WR_SETUP = 1; // (SVQC) setup weapon data float WR_THINK = 2; // (SVQC) logic to run every frame @@ -621,47 +385,58 @@ 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; // (CSQC) sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details) -float WR_KILLMESSAGE = 8; // (CSQC) sets w_deathtypestring or leaves it alone +float WR_SUICIDEMESSAGE = 7; // (SVQC) notification number for suicide message (may inspect w_deathtype for details) +float WR_KILLMESSAGE = 8; // (SVQC) notification number for kill message (may inspect w_deathtype for details) 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 - - -float HUD_PANEL_WEAPONS = 0; -float HUD_PANEL_AMMO = 1; -float HUD_PANEL_POWERUPS = 2; -float HUD_PANEL_HEALTHARMOR = 3; -float HUD_PANEL_NOTIFY = 4; -float HUD_PANEL_TIMER = 5; -float HUD_PANEL_RADAR = 6; -float HUD_PANEL_SCORE = 7; -float HUD_PANEL_RACETIMER = 8; -float HUD_PANEL_VOTE = 9; -float HUD_PANEL_MODICONS = 10; -float HUD_PANEL_PRESSEDKEYS = 11; -float HUD_PANEL_CHAT = 12; -float HUD_PANEL_ENGINEINFO = 13; -float HUD_PANEL_INFOMESSAGES = 14; -float HUD_PANEL_NUM = 15; // always last panel id + 1, please increment when adding a new panel - -string HUD_PANELNAME_WEAPONS = "weapons"; -string HUD_PANELNAME_AMMO = "ammo"; -string HUD_PANELNAME_POWERUPS = "powerups"; -string HUD_PANELNAME_HEALTHARMOR = "healtharmor"; -string HUD_PANELNAME_NOTIFY = "notify"; -string HUD_PANELNAME_TIMER = "timer"; -string HUD_PANELNAME_RADAR = "radar"; -string HUD_PANELNAME_SCORE = "score"; -string HUD_PANELNAME_RACETIMER = "racetimer"; -string HUD_PANELNAME_VOTE = "vote"; -string HUD_PANELNAME_MODICONS = "modicons"; -string HUD_PANELNAME_PRESSEDKEYS = "pressedkeys"; -string HUD_PANELNAME_CHAT = "chat"; -string HUD_PANELNAME_ENGINEINFO = "engineinfo"; -string HUD_PANELNAME_INFOMESSAGES = "infomessages"; - -float HUD_MENU_ENABLE = 0; +float WR_SWITCHABLE = 12; // (CSQC) impact effect +float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything +float WR_GONETHINK = 14; // (SVQC) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed #define SERVERFLAG_ALLOW_FULLBRIGHT 1 #define SERVERFLAG_TEAMPLAY 2 +#define SERVERFLAG_PLAYERSTATS 4 + +// FIXME/EXPLAINME: why? +noref var vector autocvar_sv_player_maxs = '16 16 45'; +noref var vector autocvar_sv_player_mins = '-16 -16 -24'; +noref var vector autocvar_sv_player_viewoffset = '0 0 20'; +noref var vector autocvar_sv_player_crouch_maxs = '16 16 25'; +noref var vector autocvar_sv_player_crouch_mins = '-16 -16 -24'; +noref var vector autocvar_sv_player_crouch_viewoffset = '0 0 20'; +noref var 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 +#define SPAWN_PRIO_NEAR_TEAMMATE_FOUND 200 +#define SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM 100 +#define SPAWN_PRIO_RACE_PREVIOUS_SPAWN 50 +#define SPAWN_PRIO_GOOD_DISTANCE 10 + +// URI handles +#define URI_GET_DISCARD 0 +#define URI_GET_IPBAN 1 +#define URI_GET_IPBAN_END 16 +#define URI_GET_CURL 17 +#define URI_GET_CURL_END 32 +#define URI_GET_UPDATENOTIFICATION 33 +#define URI_GET_URLLIB 128 +#define URI_GET_URLLIB_END 191