X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fconstants.qh;h=fed448fe3b5502d8a0ab7533d393b3ac5961a05d;hp=1a70b341d3d8118aef7ecff219d5c8bb13e445d0;hb=20256058c4de97b81ee5aaedaa383a99010752f0;hpb=a00d7aad132a38ac48dc4a1cd0c49aa829a0b850 diff --git a/qcsrc/common/constants.qh b/qcsrc/common/constants.qh index 1a70b341d..fed448fe3 100644 --- a/qcsrc/common/constants.qh +++ b/qcsrc/common/constants.qh @@ -23,14 +23,13 @@ // Revision 22: hook shot origin #define CSQC_REVISION 22 -const float AS_STRING = 1; -const float AS_INT = 2; -const float AS_FLOAT_TRUNCATED = 2; -const float AS_FLOAT = 8; +const float AS_STRING = 1; +const float AS_INT = 2; +const float AS_FLOAT_TRUNCATED = 2; +const float AS_FLOAT = 8; const float TE_CSQC_PICTURE = 100; const float TE_CSQC_RACE = 101; -const float TE_CSQC_ZCURVEPARTICLES = 102; const float TE_CSQC_NEXGUNBEAMPARTICLE = 103; const float TE_CSQC_LIGHTNINGARC = 104; const float TE_CSQC_TEAMNAGGER = 105; @@ -121,21 +120,21 @@ const float RADARICON_TAGGED = 1; /////////////////////////// // keys pressed -const float KEY_FORWARD = 1; -const float KEY_BACKWARD = 2; -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; +const float KEY_FORWARD = 1; +const float KEY_BACKWARD = 2; +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 -float CVAR_SAVE = 1; -float CVAR_NOTIFY = 2; -float CVAR_READONLY = 4; +const float CVAR_SAVE = 1; +const float CVAR_NOTIFY = 2; +const float CVAR_READONLY = 4; /////////////////////////// // csqc communication stuff @@ -166,12 +165,12 @@ 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; -const float STAT_VEHICLESTAT_ENERGY = 62; -const float STAT_VEHICLESTAT_AMMO1 = 63; +const float STAT_VEHICLESTAT_HEALTH = 60; +const float STAT_VEHICLESTAT_SHIELD = 61; +const float STAT_VEHICLESTAT_ENERGY = 62; +const float STAT_VEHICLESTAT_AMMO1 = 63; const float STAT_VEHICLESTAT_RELOAD1 = 64; -const float STAT_VEHICLESTAT_AMMO2 = 65; +const float STAT_VEHICLESTAT_AMMO2 = 65; const float STAT_VEHICLESTAT_RELOAD2 = 66; const float STAT_SECRETS_TOTAL = 70; @@ -180,6 +179,14 @@ const float STAT_SECRETS_FOUND = 71; const float STAT_RESPAWN_TIME = 72; const float STAT_ROUNDSTARTTIME = 73; +const float STAT_WEAPONS2 = 74; +const float STAT_WEAPONS3 = 75; + +const float STAT_MONSTERS_TOTAL = 76; +const float STAT_MONSTERS_KILLED = 77; + +const float STAT_BUFFS = 78; + // mod stats (1xx) const float STAT_REDALIVE = 100; const float STAT_BLUEALIVE = 101; @@ -197,8 +204,8 @@ 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 +//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; @@ -211,13 +218,13 @@ 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 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'; @@ -230,27 +237,27 @@ const vector eZ = '0 0 1'; /** * Lower scores are better (e.g. suicides) */ -#define SFL_LOWER_IS_BETTER 1 +#define SFL_LOWER_IS_BETTER 1 /** * Don't show zero values as scores */ -#define SFL_HIDE_ZERO 2 +#define SFL_HIDE_ZERO 2 /** * Allow a column to be hidden (do not automatically add it even if it is a sorting key) */ -#define SFL_ALLOW_HIDE 16 +#define SFL_ALLOW_HIDE 16 /** * Display as a rank (with st, nd, rd, th suffix) */ -#define SFL_RANK 32 +#define SFL_RANK 32 /** * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!) */ -#define SFL_TIME 64 +#define SFL_TIME 64 // not an extra constant yet #define SFL_ZERO_IS_WORST SFL_TIME @@ -259,8 +266,8 @@ const vector eZ = '0 0 1'; * Scoring priority (NOTE: PRIMARY is used for fraglimit) */ #define SFL_SORT_PRIO_SECONDARY 4 -#define SFL_SORT_PRIO_PRIMARY 8 -#define SFL_SORT_PRIO_MASK 12 +#define SFL_SORT_PRIO_PRIMARY 8 +#define SFL_SORT_PRIO_MASK 12 /** * Score indices @@ -275,104 +282,87 @@ const vector eZ = '0 0 1'; #define SP_SCORE 3 // game mode specific indices are not in common/, but in server/scores_rules.qc! -#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; +const float CH_INFO = 0; +const float CH_TRIGGER = -3; +const float CH_WEAPON_A = -1; +const float CH_WEAPON_SINGLE = 1; +const float CH_VOICE = -2; +const float CH_BGM_SINGLE = 8; +const float CH_AMBIENT = -9; +const float CH_TRIGGER_SINGLE = 3; +const float CH_SHOTS = -4; +const float CH_SHOTS_SINGLE = 4; +const float CH_WEAPON_B = -1; +const float CH_PAIN = -6; +const float CH_PAIN_SINGLE = 6; +const float CH_PLAYER = -7; +const float CH_PLAYER_SINGLE = 7; +const float 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; #define VOL_BASE 0.7 #define VOL_BASEVOICE 1.0 // 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 = 7; -float PROJECTILE_GRENADE_BOUNCING = 8; -float PROJECTILE_MINE = 9; -float PROJECTILE_LASER = 10; -float PROJECTILE_HLAC = 11; -float PROJECTILE_SEEKER = 12; -float PROJECTILE_FLAC = 13; -float PROJECTILE_PORTO_RED = 14; -float PROJECTILE_PORTO_BLUE = 15; -float PROJECTILE_HOOKBOMB = 16; -float PROJECTILE_HAGAR = 17; -float PROJECTILE_HAGAR_BOUNCING = 18; -float PROJECTILE_BULLET_GLOWING = 19; -float PROJECTILE_CRYLINK_BOUNCING = 20; -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 PROJECTILE_NADE_RED = 50; -float PROJECTILE_NADE_RED_BURN = 51; -float PROJECTILE_NADE_BLUE = 52; -float PROJECTILE_NADE_BLUE_BURN = 53; -float PROJECTILE_NADE_YELLOW = 54; -float PROJECTILE_NADE_YELLOW_BURN = 55; -float PROJECTILE_NADE_PINK = 56; -float PROJECTILE_NADE_PINK_BURN = 57; -float PROJECTILE_NADE = 58; -float PROJECTILE_NADE_BURN = 59; - -float SPECIES_HUMAN = 0; -float SPECIES_ROBOT_SOLID = 1; -float SPECIES_ALIEN = 2; -float SPECIES_ANIMAL = 3; -float SPECIES_ROBOT_RUSTY = 4; -float SPECIES_ROBOT_SHINY = 5; -float SPECIES_RESERVED = 15; +const float PROJECTILE_ELECTRO = 1; +const float PROJECTILE_ROCKET = 2; +const float PROJECTILE_TAG = 3; +const float PROJECTILE_CRYLINK = 5; +const float PROJECTILE_ELECTRO_BEAM = 6; +const float PROJECTILE_GRENADE = 7; +const float PROJECTILE_GRENADE_BOUNCING = 8; +const float PROJECTILE_MINE = 9; +const float PROJECTILE_LASER = 10; +const float PROJECTILE_HLAC = 11; +const float PROJECTILE_SEEKER = 12; +const float PROJECTILE_FLAC = 13; +const float PROJECTILE_PORTO_RED = 14; +const float PROJECTILE_PORTO_BLUE = 15; +const float PROJECTILE_HOOKBOMB = 16; +const float PROJECTILE_HAGAR = 17; +const float PROJECTILE_HAGAR_BOUNCING = 18; +const float PROJECTILE_CRYLINK_BOUNCING = 20; +const float PROJECTILE_FIREBALL = 21; +const float PROJECTILE_FIREMINE = 22; + +const float PROJECTILE_RAPTORCANNON = 24; +const float PROJECTILE_RAPTORBOMB = 25; +const float PROJECTILE_RAPTORBOMBLET = 26; +const float PROJECTILE_SPIDERROCKET = 27; +const float PROJECTILE_WAKIROCKET = 28; +const float PROJECTILE_WAKICANNON = 29; + +const float PROJECTILE_BUMBLE_GUN = 30; +const float PROJECTILE_BUMBLE_BEAM = 31; + +const float PROJECTILE_MAGE_SPIKE = 32; +const float PROJECTILE_SHAMBLER_LIGHTNING = 33; + +const float PROJECTILE_NADE_RED = 50; +const float PROJECTILE_NADE_RED_BURN = 51; +const float PROJECTILE_NADE_BLUE = 52; +const float PROJECTILE_NADE_BLUE_BURN = 53; +const float PROJECTILE_NADE_YELLOW = 54; +const float PROJECTILE_NADE_YELLOW_BURN = 55; +const float PROJECTILE_NADE_PINK = 56; +const float PROJECTILE_NADE_PINK_BURN = 57; +const float PROJECTILE_NADE = 58; +const float PROJECTILE_NADE_BURN = 59; + +const float SPECIES_HUMAN = 0; +const float SPECIES_ROBOT_SOLID = 1; +const float SPECIES_ALIEN = 2; +const float SPECIES_ANIMAL = 3; +const float SPECIES_ROBOT_RUSTY = 4; +const float SPECIES_ROBOT_SHINY = 5; +const float SPECIES_RESERVED = 15; #define FRAGS_PLAYER 0 #define FRAGS_SPECTATOR -666 @@ -381,28 +371,28 @@ float SPECIES_RESERVED = 15; // we can use this frags value for both // water levels -float WATERLEVEL_NONE = 0; -float WATERLEVEL_WETFEET = 1; -float WATERLEVEL_SWIMMING = 2; -float WATERLEVEL_SUBMERGED = 3; +const float WATERLEVEL_NONE = 0; +const float WATERLEVEL_WETFEET = 1; +const float WATERLEVEL_SWIMMING = 2; +const float WATERLEVEL_SUBMERGED = 3; -float MAX_SHOT_DISTANCE = 32768; +const 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) 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 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 +const float WR_SETUP = 1; // (SVQC) setup weapon data +const float WR_THINK = 2; // (SVQC) logic to run every frame +const float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon +const float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon +const float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon +const float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon +const float WR_SUICIDEMESSAGE = 7; // (SVQC) notification number for suicide message (may inspect w_deathtype for details) +const float WR_KILLMESSAGE = 8; // (SVQC) notification number for kill message (may inspect w_deathtype for details) +const float WR_RELOAD = 9; // (SVQC) does not need to do anything +const float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything +const float WR_IMPACTEFFECT = 11; // (CSQC) impact effect +const float WR_SWITCHABLE = 12; // (CSQC) impact effect +const float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything +const 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 @@ -436,17 +426,17 @@ noref var vector autocvar_sv_player_headsize = '24 24 12'; #define PL_HEAD_z autocvar_sv_player_headsize_z // spawnpoint prios -#define SPAWN_PRIO_NEAR_TEAMMATE_FOUND 200 +#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 +#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 +#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