1 // COMMIT-TODO: Update if necessary before committing
2 // Revision 1: additional statistics sent (flag caps, returns, deaths)
3 // Revision 2: Mapvote preview pictures
4 // Revision 3: optimized map vote protocol
5 // Revision 4: CSQC config var system
6 // Revision 5: mapvote time fix
7 // Revision 6: more robust against packet loss/delays, also show not yet connected clients
8 // Revision 7: packet loss column
10 // Revision 9: race delta
11 // Revision 10: scoreboard force
12 // Revision 11: scoreboard unforce; spectator support beginning
13 // Revision 12: smaller scores updates (SERVER: requires new engine)
14 // Revision 13: pointparticles
17 // Revision 16: multi-weapons
18 // Revision 17: multi-weaponimpulses
19 // Revision 18: warmup
21 // Revision 20: naggers
22 // Revision 21: entcs for players optimized (position data down from 12 to 7 bytes); waypointsprites in csqc for team radar
23 // Revision 22: hook shot origin
24 #define CSQC_REVISION 22
26 // probably put these in common/
27 // so server/ and client/ can be synced better
28 const float GAME_DEATHMATCH = 1;
29 const float GAME_TEAM_DEATHMATCH = 2;
30 const float GAME_DOMINATION = 3;
31 const float GAME_CTF = 4;
32 const float GAME_RUNEMATCH = 5;
33 const float GAME_LMS = 6;
34 const float GAME_ARENA = 7;
35 const float GAME_KEYHUNT = 8;
36 const float GAME_ASSAULT = 9;
37 const float GAME_ONSLAUGHT = 10;
38 const float GAME_RACE = 11;
39 const float GAME_NEXBALL = 12;
40 const float GAME_CTS = 13;
41 const float GAME_CA = 14;
43 const float AS_STRING = 1;
44 const float AS_INT = 2;
45 const float AS_FLOAT_TRUNCATED = 2;
46 const float AS_FLOAT = 8;
48 const float TE_CSQC_PICTURE = 100;
49 const float TE_CSQC_RACE = 101;
50 const float TE_CSQC_SPAWN = 102;
51 const float TE_CSQC_ZCURVEPARTICLES = 103;
52 const float TE_CSQC_NEXGUNBEAMPARTICLE = 104;
53 const float TE_CSQC_LIGHTNINGARC = 105;
54 const float TE_CSQC_TEAMNAGGER = 106;
55 const float TE_CSQC_PINGPLREPORT = 107;
56 const float TE_CSQC_VOTE = 108;
57 const float TE_CSQC_VOTERESET = 109;
58 const float TE_CSQC_ANNOUNCE = 110;
59 const float TE_CSQC_TARGET_MUSIC = 111;
60 const float TE_CSQC_NOTIFY = 112;
61 const float TE_CSQC_WEAPONCOMPLAIN = 113;
62 const float TE_CSQC_CAMPINGRIFLE_SCOPE = 115;
63 const float TE_CSQC_NEX_SCOPE = 116;
64 const float TE_CSQC_CR_MAXBULLETS = 117;
66 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
67 const float RACE_NET_CHECKPOINT_CLEAR = 1;
68 const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder
69 const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent
70 const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent
71 const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder
72 const float RACE_NET_PENALTY_RACE = 6; // byte penaltytime, string reason
73 const float RACE_NET_PENALTY_QUALIFYING = 7; // byte penaltytime, string reason
74 const float RACE_NET_SERVER_RECORD = 8; // server record, sent to client
75 const float RACE_NET_SPEED_AWARD = 9; // speed award, sent to client
76 const float RACE_NET_SPEED_AWARD_BEST = 10; // all time best speed award, sent to client
77 const float RACE_NET_SERVER_RANKINGS = 11;
78 const float RACE_NET_SERVER_STATUS = 12;
79 const float RANKINGS_CNT = 15;
81 const float CSQC_KILLNOTIFY = 0;
82 const float CSQC_CENTERPRINT = 1;
84 const float ENT_CLIENT = 0;
85 const float ENT_CLIENT_DEAD = 1;
86 const float ENT_CLIENT_ENTCS = 2;
87 const float ENT_CLIENT_SCORES_INFO = 3;
88 const float ENT_CLIENT_SCORES = 4;
89 const float ENT_CLIENT_TEAMSCORES = 5;
90 const float ENT_CLIENT_POINTPARTICLES = 6;
91 const float ENT_CLIENT_RAINSNOW = 7;
92 const float ENT_CLIENT_LASER = 8;
93 const float ENT_CLIENT_NAGGER = 9; // flags [votecalledvote]
94 const float ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable]
95 const float ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor]
96 const float ENT_CLIENT_PROJECTILE = 12;
97 const float ENT_CLIENT_GIBSPLASH = 13;
98 const float ENT_CLIENT_DAMAGEINFO = 14;
99 const float ENT_CLIENT_CASING = 15;
100 const float ENT_CLIENT_INIT = 16;
101 const float ENT_CLIENT_MAPVOTE = 17;
102 const float ENT_CLIENT_CLIENTDATA = 18;
103 const float ENT_CLIENT_RANDOMSEED = 19;
104 const float ENT_CLIENT_WALL = 20;
105 const float ENT_CLIENT_SPIDERBOT = 21;
106 const float ENT_CLIENT_MODELEFFECT = 22;
107 const float ENT_CLIENT_TUBANOTE = 23;
108 const float ENT_CLIENT_WARPZONE = 24;
109 const float ENT_CLIENT_WARPZONE_CAMERA = 25;
110 const float ENT_CLIENT_TRIGGER_MUSIC = 26;
111 const float ENT_CLIENT_HOOK = 27;
112 const float ENT_CLIENT_LGBEAM = 28;
113 const float ENT_CLIENT_GAUNTLET = 29;
115 const float ENT_CLIENT_TURRET = 40;
117 const float SPRITERULE_DEFAULT = 0;
118 const float SPRITERULE_TEAMPLAY = 1;
120 const float RADARICON_FLAG = 1;
121 const float RADARICON_FLAGCARRIER = 1;
122 const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them
123 const float RADARICON_DANGER = 1;
124 const float RADARICON_WAYPOINT = 1;
125 const float RADARICON_HELPME = 1;
126 const float RADARICON_CONTROLPOINT = 1;
127 const float RADARICON_GENERATOR = 1;
128 const float RADARICON_OBJECTIVE = 1;
129 const float RADARICON_DOMPOINT = 1;
130 const float RADARICON_POWERUP = 1;
132 ///////////////////////////
136 // these are the key numbers that should be passed to Key_Event
138 const float K_TAB = 9;
139 const float K_ENTER = 13;
140 const float K_ESCAPE = 27;
141 const float K_SPACE = 32;
143 // normal keys should be passed as lowercased ascii
145 const float K_BACKSPACE = 127;
146 const float K_UPARROW = 128;
147 const float K_DOWNARROW = 129;
148 const float K_LEFTARROW = 130;
149 const float K_RIGHTARROW = 131;
151 const float K_ALT = 132;
152 const float K_CTRL = 133;
153 const float K_SHIFT = 134;
155 const float K_F1 = 135;
156 const float K_F2 = 136;
157 const float K_F3 = 137;
158 const float K_F4 = 138;
159 const float K_F5 = 139;
160 const float K_F6 = 140;
161 const float K_F7 = 141;
162 const float K_F8 = 142;
163 const float K_F9 = 143;
164 const float K_F10 = 144;
165 const float K_F11 = 145;
166 const float K_F12 = 146;
168 const float K_INS = 147;
169 const float K_DEL = 148;
170 const float K_PGDN = 149;
171 const float K_PGUP = 150;
172 const float K_HOME = 151;
173 const float K_END = 152;
175 const float K_NUMLOCK = 154;
176 const float K_CAPSLOCK = 155;
177 const float K_SCROLLOCK = 156;
179 const float K_KP_0 = 157;
180 const float K_KP_INS = K_KP_0;
181 const float K_KP_1 = 158;
182 const float K_KP_END = K_KP_1;
183 const float K_KP_2 = 159;
184 const float K_KP_DOWNARROW = K_KP_2;
185 const float K_KP_3 = 160;
186 const float K_KP_PGDN = K_KP_3;
187 const float K_KP_4 = 161;
188 const float K_KP_LEFTARROW = K_KP_4;
189 const float K_KP_5 = 162;
190 const float K_KP_6 = 163;
191 const float K_KP_RIGHTARROW = K_KP_6;
192 const float K_KP_7 = 164;
193 const float K_KP_HOME = K_KP_7;
194 const float K_KP_8 = 165;
195 const float K_KP_UPARROW = K_KP_8;
196 const float K_KP_9 = 166;
197 const float K_KP_PGUP = K_KP_9;
198 const float K_KP_PERIOD = 167;
199 const float K_KP_DEL = K_KP_PERIOD;
200 const float K_KP_DIVIDE = 168;
201 const float K_KP_SLASH = K_KP_DIVIDE;
202 const float K_KP_MULTIPLY = 169;
203 const float K_KP_MINUS = 170;
204 const float K_KP_PLUS = 171;
205 const float K_KP_ENTER = 172;
206 const float K_KP_EQUALS = 173;
208 const float K_PAUSE = 255;
213 const float K_JOY1 = 768;
214 const float K_JOY2 = 769;
215 const float K_JOY3 = 770;
216 const float K_JOY4 = 771;
219 // aux keys are for multi-buttoned joysticks to generate so they can use
220 // the normal binding process
222 const float K_AUX1 = 772;
223 const float K_AUX2 = 773;
224 const float K_AUX3 = 774;
225 const float K_AUX4 = 775;
226 const float K_AUX5 = 776;
227 const float K_AUX6 = 777;
228 const float K_AUX7 = 778;
229 const float K_AUX8 = 779;
230 const float K_AUX9 = 780;
231 const float K_AUX10 = 781;
232 const float K_AUX11 = 782;
233 const float K_AUX12 = 783;
234 const float K_AUX13 = 784;
235 const float K_AUX14 = 785;
236 const float K_AUX15 = 786;
237 const float K_AUX16 = 787;
238 const float K_AUX17 = 788;
239 const float K_AUX18 = 789;
240 const float K_AUX19 = 790;
241 const float K_AUX20 = 791;
242 const float K_AUX21 = 792;
243 const float K_AUX22 = 793;
244 const float K_AUX23 = 794;
245 const float K_AUX24 = 795;
246 const float K_AUX25 = 796;
247 const float K_AUX26 = 797;
248 const float K_AUX27 = 798;
249 const float K_AUX28 = 799;
250 const float K_AUX29 = 800;
251 const float K_AUX30 = 801;
252 const float K_AUX31 = 802;
253 const float K_AUX32 = 803;
256 // mouse buttons generate virtual keys
258 const float K_MOUSE1 = 512;
259 const float K_MOUSE2 = 513;
260 const float K_MOUSE3 = 514;
261 const float K_MWHEELUP = 515;
262 const float K_MWHEELDOWN = 516;
263 const float K_MOUSE4 = 517;
264 const float K_MOUSE5 = 518;
265 const float K_MOUSE6 = 519;
266 const float K_MOUSE7 = 520;
267 const float K_MOUSE8 = 521;
268 const float K_MOUSE9 = 522;
269 const float K_MOUSE10 = 523;
270 const float K_MOUSE11 = 524;
271 const float K_MOUSE12 = 525;
272 const float K_MOUSE13 = 526;
273 const float K_MOUSE14 = 527;
274 const float K_MOUSE15 = 528;
275 const float K_MOUSE16 = 529;
277 ///////////////////////////
279 const float KEY_FORWARD = 1;
280 const float KEY_BACKWARD = 2;
281 const float KEY_LEFT = 4;
282 const float KEY_RIGHT = 8;
283 const float KEY_JUMP = 16;
284 const float KEY_CROUCH = 32;
286 ///////////////////////////
290 float CVAR_NOTIFY = 2;
291 float CVAR_READONLY = 4;
293 ///////////////////////////
294 // csqc communication stuff
296 const float STAT_KH_KEYS = 32;
297 const float STAT_CTF_STATE = 33;
298 const float STAT_WEAPONS = 35;
299 const float STAT_SWITCHWEAPON = 36;
300 const float STAT_GAMESTARTTIME = 37;
301 const float STAT_STRENGTH_FINISHED = 38;
302 const float STAT_INVINCIBLE_FINISHED = 39;
303 const float STAT_DAMAGE_HITS = 40; // Used by the weapon stats code, represents the total amount of damage done to other players
304 const float STAT_DAMAGE_FIRED = 41;// Used by the weapon stats code, represents the total amount of potential damage fired
305 const float STAT_PRESSED_KEYS = 42;
306 const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
307 const float STAT_FUEL = 44;
308 const float STAT_NB_METERSTART = 45;
309 const float STAT_SHOTORG = 46; // compressShotOrigin
310 const float STAT_LEADLIMIT = 47;
311 const float STAT_BULLETS_LOADED = 48;
312 const float STAT_NEX_CHARGE = 49;
313 const float STAT_LAST_PICKUP = 50;
314 const float STAT_HUD = 51;
316 // see DP source, quakedef.h
317 const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
318 const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
319 const float STAT_MOVEVARS_AIRACCEL_QW = 254;
321 const float CTF_STATE_ATTACK = 1;
322 const float CTF_STATE_DEFEND = 2;
323 const float CTF_STATE_COMMANDER = 3;
325 const float HUD_NORMAL = 0;
326 const float HUD_SPIDERBOT = 10;
327 const float HUD_WAKIZASHI = 11;
328 const float HUD_RAPTOR = 12;
329 const vector eX = '1 0 0';
330 const vector eY = '0 1 0';
331 const vector eZ = '0 0 1';
333 const float STAT_VEHICLESTAT_HEALTH = 60;
334 const float STAT_VEHICLESTAT_SHIELD = 61;
335 const float STAT_VEHICLESTAT_ENERGY = 62;
336 const float STAT_VEHICLESTAT_AMMO1 = 63;
337 const float STAT_VEHICLESTAT_RELOAD1 = 64;
338 const float STAT_VEHICLESTAT_AMMO2 = 65;
339 const float STAT_VEHICLESTAT_RELOAD2 = 66;
342 const float STAT_REDALIVE = 100;
343 const float STAT_BLUEALIVE = 101;
345 //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin
346 //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin
351 // moved that here so the client knows the max.
352 // # of maps, I'll use arrays for them :P
353 #define MAPVOTE_COUNT 10
356 * Lower scores are better (e.g. suicides)
358 #define SFL_LOWER_IS_BETTER 1
361 * Don't show zero values as scores
363 #define SFL_HIDE_ZERO 2
366 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
368 #define SFL_ALLOW_HIDE 16
371 * Display as a rank (with st, nd, rd, th suffix)
376 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
380 // not an extra constant yet
381 #define SFL_ZERO_IS_WORST SFL_TIME
384 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
386 #define SFL_SORT_PRIO_SECONDARY 4
387 #define SFL_SORT_PRIO_PRIMARY 8
388 #define SFL_SORT_PRIO_MASK 12
394 #define MAX_TEAMSCORE 2
399 #define SP_SUICIDES 2
401 // game mode specific indices are not in common/, but in server/scores_rules.qc!
403 // this assignment must match menu/xonotic/dialog_settings_misc.c!
405 // on world: announcers, ... INFO
406 // on players: item pickup ITEMS
407 // on entities: UNUSED
408 // on csqc: announcers INFO
409 float CHAN_WEAPON = 1; // Weapon fire
411 // on players: weapon firing WEAPONS
412 // on entities: turret firing WEAPONS
414 float CHAN_VOICE = 2; // Voice/Radio
416 // on players: voice VOICE
417 // on entities: ambient AMBIENT
418 // on csqc: background music BGM
419 float CHAN_TRIGGER = 3; // Triggers/Items
421 // on players: item pickup ITEMS
422 // on entities: platforms moving etc. ITEMS
423 // on csqc: platforms moving etc. ITEMS
424 float CHAN_PROJECTILE = 4; // Projectiles
426 // on players: projectiles hitting player SHOTS
427 // on entities: projectiles SHOTS
428 // on csqc: projectile sounds SHOTS
429 float CHAN_WEAPON2 = 5; // Nex fire (separated as it is a very long sound)
431 // on players: weapon firing WEAPONS
432 // on entities: turret firing WEAPONS
434 float CHAN_PAIN = 6; // Pain
436 // on players: pain PAIN
437 // on entities: projectiles flying SHOTS
438 // on csqc: player pain PAIN
439 float CHAN_PLAYER = 7; // Player body
441 // on players: player sounds PLAYER
442 // on entities: player sounds PLAYER
446 float ATTN_MIN = 0.015625;
447 float ATTN_NORM = 0.5;
449 float ATTN_STATIC = 3;
450 float ATTN_MAX = 3.984375;
453 #define VOL_BASEVOICE 1.0
455 // this sets sounds and other properties of the projectiles in csqc
456 float PROJECTILE_ELECTRO = 1;
457 float PROJECTILE_ROCKET = 2;
458 float PROJECTILE_TAG = 3;
459 float PROJECTILE_BULLET = 4;
460 float PROJECTILE_CRYLINK = 5;
461 float PROJECTILE_ELECTRO_BEAM = 6;
462 float PROJECTILE_GRENADE = 7;
463 float PROJECTILE_GRENADE_BOUNCING = 8;
464 float PROJECTILE_MINE = 9;
465 float PROJECTILE_LASER = 10;
466 float PROJECTILE_HLAC = 11;
467 float PROJECTILE_SEEKER = 12;
468 float PROJECTILE_FLAC = 13;
469 float PROJECTILE_PORTO_RED = 14;
470 float PROJECTILE_PORTO_BLUE = 15;
471 float PROJECTILE_HOOKBOMB = 16;
472 float PROJECTILE_HAGAR = 17;
473 float PROJECTILE_HAGAR_BOUNCING = 18;
474 float PROJECTILE_BULLET_GLOWING = 19;
475 float PROJECTILE_CRYLINK_BOUNCING = 20;
476 float PROJECTILE_FIREBALL = 21;
477 float PROJECTILE_FIREMINE = 22;
478 float PROJECTILE_BULLET_GLOWING_TRACER = 23;
480 float SPECIES_HUMAN = 0;
481 float SPECIES_ROBOT_SOLID = 1;
482 float SPECIES_ALIEN = 2;
483 float SPECIES_ANIMAL = 3;
484 float SPECIES_ROBOT_RUSTY = 4;
485 float SPECIES_ROBOT_SHINY = 5;
486 float SPECIES_RESERVED = 15;
488 // Deathtypes (weapon deathtypes are the IT_* constants below)
489 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
490 float DEATH_SPECIAL_START = 10000;
491 float DEATH_FALL = 10000;
492 float DEATH_TELEFRAG = 10001;
493 float DEATH_DROWN = 10002;
494 float DEATH_HURTTRIGGER = 10003;
495 float DEATH_LAVA = 10004;
496 float DEATH_SLIME = 10005;
497 float DEATH_KILL = 10006;
498 float DEATH_NOAMMO = 10007;
499 float DEATH_SWAMP = 10008;
500 float DEATH_TEAMCHANGE = 10009;
501 float DEATH_AUTOTEAMCHANGE = 10010;
502 float DEATH_CAMP = 10011;
503 float DEATH_SHOOTING_STAR = 10012;
504 float DEATH_ROT = 10013;
505 float DEATH_MIRRORDAMAGE = 10014;
506 float DEATH_TOUCHEXPLODE = 10015;
507 float DEATH_CHEAT = 10016;
508 float DEATH_FIRE = 10017;
509 float DEATH_TURRET = 10020;
510 float DEATH_QUIET = 10021;
512 float DEATH_SBMINIGUN = 10030;
513 float DEATH_SBROCKET = 10031;
514 float DEATH_SBCRUSH = 10032;
515 float DEATH_SBBLOWUP = 10033;
517 float DEATH_WAKIGUN = 10040;
518 float DEATH_WAKIROCKET = 10041;
519 float DEATH_WAKIBLOWUP = 10042;
521 float DEATH_GENERIC = 10050;
523 float DEATH_WEAPON = 10100;
525 float DEATH_CUSTOM = 10300;
528 float DEATH_WEAPONMASK = 0xFF;
529 float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
530 float HITTYPE_SECONDARY = 0x100;
531 float HITTYPE_SPLASH = 0x200;
532 float HITTYPE_BOUNCE = 0x400;
533 float HITTYPE_HEADSHOT = 0x800;
534 float HITTYPE_RESERVED = 0x1000; // unused yet
536 // macros to access these
537 #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
538 #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
539 #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
540 #define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
541 #define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
543 #define FRAGS_PLAYER 0
544 #define FRAGS_SPECTATOR -666
545 #define FRAGS_LMS_LOSER -616
546 #define FRAGS_PLAYER_NONSOLID -616
547 // we can use this frags value for both
550 #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"
553 float WATERLEVEL_NONE = 0;
554 float WATERLEVEL_WETFEET = 1;
555 float WATERLEVEL_SWIMMING = 2;
556 float WATERLEVEL_SUBMERGED = 3;
558 float MAX_SHOT_DISTANCE = 32768;
560 // CSQC centerprint/notify message types
561 float MSG_SUICIDE = 0;
564 float MSG_KILL_ACTION = 3;
565 float MSG_KILL_ACTION_SPREE = 4;
570 float KILL_TEAM_RED = 10301;
571 float KILL_TEAM_BLUE = 10302;
572 float KILL_TEAM_SPREE = 10303;
573 float KILL_FIRST_BLOOD = 10304;
574 float KILL_FIRST_VICTIM = 10305;
575 float KILL_TYPEFRAG = 10306;
576 float KILL_TYPEFRAGGED = 10307;
577 float KILL_FRAG = 10308;
578 float KILL_FRAGGED = 10309;
579 float KILL_SPREE = 10310;
580 float KILL_END_SPREE = 10311;
581 float KILL_SPREE_3 = 10312;
582 float KILL_SPREE_5 = 10313;
583 float KILL_SPREE_10 = 10314;
584 float KILL_SPREE_15 = 10315;
585 float KILL_SPREE_20 = 10316;
586 float KILL_SPREE_25 = 10317;
587 float KILL_SPREE_30 = 10318;
589 float INFO_GOTFLAG = 10319;
590 float INFO_PICKUPFLAG = 10320;
591 float INFO_LOSTFLAG = 10321;
592 float INFO_RETURNFLAG = 10322;
593 float INFO_CAPTUREFLAG = 10323;
595 float RACE_SERVER_RECORD = 10400;
596 float RACE_NEW_TIME = 10401;
597 float RACE_NEW_RANK = 10402;
598 float RACE_FAIL = 10403;
601 float WR_SETUP = 1; // (SVQC) setup weapon data
602 float WR_THINK = 2; // (SVQC) logic to run every frame
603 float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
604 float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
605 float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
606 float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
607 float WR_SUICIDEMESSAGE = 7; // (CSQC) sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
608 float WR_KILLMESSAGE = 8; // (CSQC) sets w_deathtypestring or leaves it alone
609 float WR_RELOAD = 9; // (SVQC) does not need to do anything
610 float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
611 float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
614 float HUD_PANEL_WEAPONS = 0;
615 float HUD_PANEL_AMMO = 1;
616 float HUD_PANEL_POWERUPS = 2;
617 float HUD_PANEL_HEALTHARMOR = 3;
618 float HUD_PANEL_NOTIFY = 4;
619 float HUD_PANEL_TIMER = 5;
620 float HUD_PANEL_RADAR = 6;
621 float HUD_PANEL_SCORE = 7;
622 float HUD_PANEL_RACETIMER = 8;
623 float HUD_PANEL_VOTE = 9;
624 float HUD_PANEL_MODICONS = 10;
625 float HUD_PANEL_PRESSEDKEYS = 11;
626 float HUD_PANEL_CHAT = 12;
627 float HUD_PANEL_ENGINEINFO = 13;
628 float HUD_PANEL_INFOMESSAGES = 14;
629 float HUD_PANEL_NUM = 15; // always last panel id + 1, please increment when adding a new panel
631 string HUD_PANELNAME_WEAPONS = "weapons";
632 string HUD_PANELNAME_AMMO = "ammo";
633 string HUD_PANELNAME_POWERUPS = "powerups";
634 string HUD_PANELNAME_HEALTHARMOR = "healtharmor";
635 string HUD_PANELNAME_NOTIFY = "notify";
636 string HUD_PANELNAME_TIMER = "timer";
637 string HUD_PANELNAME_RADAR = "radar";
638 string HUD_PANELNAME_SCORE = "score";
639 string HUD_PANELNAME_RACETIMER = "racetimer";
640 string HUD_PANELNAME_VOTE = "vote";
641 string HUD_PANELNAME_MODICONS = "modicons";
642 string HUD_PANELNAME_PRESSEDKEYS = "pressedkeys";
643 string HUD_PANELNAME_CHAT = "chat";
644 string HUD_PANELNAME_ENGINEINFO = "engineinfo";
645 string HUD_PANELNAME_INFOMESSAGES = "infomessages";
647 float HUD_MENU_ENABLE = 0;