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 const float AS_STRING = 1;
27 const float AS_INT = 2;
28 const float AS_FLOAT_TRUNCATED = 2;
29 const float AS_FLOAT = 8;
31 const float TE_CSQC_PICTURE = 100;
32 const float TE_CSQC_RACE = 101;
33 const float TE_CSQC_VORTEXBEAMPARTICLE = 103;
34 const float TE_CSQC_ARC = 104;
35 const float TE_CSQC_TEAMNAGGER = 105;
36 const float TE_CSQC_PINGPLREPORT = 106;
37 const float TE_CSQC_TARGET_MUSIC = 107;
38 const float TE_CSQC_WEAPONCOMPLAIN = 108;
39 const float TE_CSQC_VORTEX_SCOPE = 109;
40 const float TE_CSQC_MINELAYER_MAXMINES = 110;
41 const float TE_CSQC_HAGAR_MAXROCKETS = 111;
42 const float TE_CSQC_VEHICLESETUP = 112;
43 const float TE_CSQC_SVNOTICE = 113;
44 const float TE_CSQC_SHOCKWAVEPARTICLE = 114;
46 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
47 const float RACE_NET_CHECKPOINT_CLEAR = 1;
48 const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder
49 const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent
50 const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent
51 const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder
52 const float RACE_NET_PENALTY_RACE = 6; // byte penaltytime, string reason
53 const float RACE_NET_PENALTY_QUALIFYING = 7; // byte penaltytime, string reason
54 const float RACE_NET_SERVER_RECORD = 8; // server record, sent to client
55 const float RACE_NET_SPEED_AWARD = 9; // speed award, sent to client
56 const float RACE_NET_SPEED_AWARD_BEST = 10; // all time best speed award, sent to client
57 const float RACE_NET_SERVER_RANKINGS = 11;
58 const float RACE_NET_SERVER_STATUS = 12;
59 const float RANKINGS_CNT = 15;
61 const float ENT_CLIENT = 0;
62 const float ENT_CLIENT_DEAD = 1;
63 const float ENT_CLIENT_ENTCS = 2;
64 const float ENT_CLIENT_SCORES_INFO = 3;
65 const float ENT_CLIENT_SCORES = 4;
66 const float ENT_CLIENT_TEAMSCORES = 5;
67 const float ENT_CLIENT_POINTPARTICLES = 6;
68 const float ENT_CLIENT_RAINSNOW = 7;
69 const float ENT_CLIENT_LASER = 8;
70 const float ENT_CLIENT_NAGGER = 9; // flags [votecalledvote]
71 const float ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable]
72 const float ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor]
73 const float ENT_CLIENT_PROJECTILE = 12;
74 const float ENT_CLIENT_GIBSPLASH = 13;
75 const float ENT_CLIENT_DAMAGEINFO = 14;
76 const float ENT_CLIENT_CASING = 15;
77 const float ENT_CLIENT_INIT = 16;
78 const float ENT_CLIENT_MAPVOTE = 17;
79 const float ENT_CLIENT_CLIENTDATA = 18;
80 const float ENT_CLIENT_RANDOMSEED = 19;
81 const float ENT_CLIENT_WALL = 20;
82 const float ENT_CLIENT_SPIDERBOT = 21;
83 const float ENT_CLIENT_MODELEFFECT = 22;
84 const float ENT_CLIENT_TUBANOTE = 23;
85 const float ENT_CLIENT_WARPZONE = 24;
86 const float ENT_CLIENT_WARPZONE_CAMERA = 25;
87 const float ENT_CLIENT_TRIGGER_MUSIC = 26;
88 const float ENT_CLIENT_HOOK = 27;
89 const float ENT_CLIENT_ARC_BEAM = 29; // WEAPONTODO: fix numbers
90 const float ENT_CLIENT_ACCURACY = 30;
91 const float ENT_CLIENT_SHOWNAMES = 31;
92 const float ENT_CLIENT_WARPZONE_TELEPORTED = 32;
93 const float ENT_CLIENT_MODEL = 33;
94 const float ENT_CLIENT_ITEM = 34;
95 const float ENT_CLIENT_BUMBLE_RAYGUN = 35;
96 const float ENT_CLIENT_SPAWNPOINT = 36;
97 const float ENT_CLIENT_SPAWNEVENT = 37;
98 const float ENT_CLIENT_NOTIFICATION = 38;
100 const float ENT_CLIENT_TURRET = 40;
101 const float ENT_CLIENT_AUXILIARYXHAIR = 50;
102 const float ENT_CLIENT_VEHICLE = 60;
104 const float SPRITERULE_DEFAULT = 0;
105 const float SPRITERULE_TEAMPLAY = 1;
107 const float RADARICON_NONE = 0;
108 const float RADARICON_FLAG = 1;
109 const float RADARICON_FLAGCARRIER = 1;
110 const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them
111 const float RADARICON_DANGER = 1;
112 const float RADARICON_WAYPOINT = 1;
113 const float RADARICON_HELPME = 1;
114 const float RADARICON_CONTROLPOINT = 1;
115 const float RADARICON_GENERATOR = 1;
116 const float RADARICON_OBJECTIVE = 1;
117 const float RADARICON_DOMPOINT = 1;
118 const float RADARICON_POWERUP = 1;
119 const float RADARICON_TAGGED = 1;
121 ///////////////////////////
123 const float KEY_FORWARD = 1;
124 const float KEY_BACKWARD = 2;
125 const float KEY_LEFT = 4;
126 const float KEY_RIGHT = 8;
127 const float KEY_JUMP = 16;
128 const float KEY_CROUCH = 32;
129 const float KEY_ATCK = 64;
130 const float KEY_ATCK2 = 128;
132 ///////////////////////////
135 const float CVAR_SAVE = 1;
136 const float CVAR_NOTIFY = 2;
137 const float CVAR_READONLY = 4;
139 ///////////////////////////
140 // csqc communication stuff
142 const float STAT_KH_KEYS = 32;
143 const float STAT_CTF_STATE = 33;
144 const float STAT_WEAPONS = 35;
145 const float STAT_SWITCHWEAPON = 36;
146 const float STAT_GAMESTARTTIME = 37;
147 const float STAT_STRENGTH_FINISHED = 38;
148 const float STAT_INVINCIBLE_FINISHED = 39;
149 const float STAT_PRESSED_KEYS = 42;
150 const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
151 const float STAT_FUEL = 44;
152 const float STAT_NB_METERSTART = 45;
153 const float STAT_SHOTORG = 46; // compressShotOrigin
154 const float STAT_LEADLIMIT = 47;
155 const float STAT_WEAPON_CLIPLOAD = 48;
156 const float STAT_WEAPON_CLIPSIZE = 49;
157 const float STAT_VORTEX_CHARGE = 50;
158 const float STAT_LAST_PICKUP = 51;
159 const float STAT_HUD = 52;
160 const float STAT_VORTEX_CHARGEPOOL = 53;
161 const float STAT_HIT_TIME = 54;
162 const float STAT_TYPEHIT_TIME = 55;
163 const float STAT_LAYED_MINES = 56;
164 const float STAT_HAGAR_LOAD = 57;
165 const float STAT_SWITCHINGWEAPON = 58;
166 const float STAT_SUPERWEAPONS_FINISHED = 59;
168 const float STAT_VEHICLESTAT_HEALTH = 60;
169 const float STAT_VEHICLESTAT_SHIELD = 61;
170 const float STAT_VEHICLESTAT_ENERGY = 62;
171 const float STAT_VEHICLESTAT_AMMO1 = 63;
172 const float STAT_VEHICLESTAT_RELOAD1 = 64;
173 const float STAT_VEHICLESTAT_AMMO2 = 65;
174 const float STAT_VEHICLESTAT_RELOAD2 = 66;
176 const float STAT_SECRETS_TOTAL = 70;
177 const float STAT_SECRETS_FOUND = 71;
179 const float STAT_RESPAWN_TIME = 72;
180 const float STAT_ROUNDSTARTTIME = 73;
182 const float STAT_WEAPONS2 = 74;
183 const float STAT_WEAPONS3 = 75;
185 const float STAT_MONSTERS_TOTAL = 76;
186 const float STAT_MONSTERS_KILLED = 77;
188 const float STAT_PLASMA = 80;
191 const float STAT_REDALIVE = 100;
192 const float STAT_BLUEALIVE = 101;
193 const float STAT_YELLOWALIVE = 102;
194 const float STAT_PINKALIVE = 103;
197 const float STAT_FROZEN = 104;
198 const float STAT_REVIVE_PROGRESS = 105;
201 const float STAT_DOM_TOTAL_PPS = 100;
202 const float STAT_DOM_PPS_RED = 101;
203 const float STAT_DOM_PPS_BLUE = 102;
204 const float STAT_DOM_PPS_PINK = 103;
205 const float STAT_DOM_PPS_YELLOW = 104;
207 //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin
208 //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin
210 // see DP source, quakedef.h
211 const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
212 const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
213 const float STAT_MOVEVARS_MAXSPEED = 244;
214 const float STAT_MOVEVARS_AIRACCEL_QW = 254;
216 const float CTF_STATE_ATTACK = 1;
217 const float CTF_STATE_DEFEND = 2;
218 const float CTF_STATE_COMMANDER = 3;
220 const float HUD_NORMAL = 0;
221 const float HUD_VEHICLE_FIRST = 10;
222 const float HUD_SPIDERBOT = 10;
223 const float HUD_WAKIZASHI = 11;
224 const float HUD_RAPTOR = 12;
225 const float HUD_BUMBLEBEE = 13;
226 const float HUD_BUMBLEBEE_GUN = 14;
227 const float HUD_VEHICLE_LAST = 14;
229 const vector eX = '1 0 0';
230 const vector eY = '0 1 0';
231 const vector eZ = '0 0 1';
233 // moved that here so the client knows the max.
234 // # of maps, I'll use arrays for them :P
235 #define MAPVOTE_COUNT 10
238 * Lower scores are better (e.g. suicides)
240 #define SFL_LOWER_IS_BETTER 1
243 * Don't show zero values as scores
245 #define SFL_HIDE_ZERO 2
248 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
250 #define SFL_ALLOW_HIDE 16
253 * Display as a rank (with st, nd, rd, th suffix)
258 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
262 // not an extra constant yet
263 #define SFL_ZERO_IS_WORST SFL_TIME
266 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
268 #define SFL_SORT_PRIO_SECONDARY 4
269 #define SFL_SORT_PRIO_PRIMARY 8
270 #define SFL_SORT_PRIO_MASK 12
276 #define MAX_TEAMSCORE 2
281 #define SP_SUICIDES 2
283 // game mode specific indices are not in common/, but in server/scores_rules.qc!
285 #ifdef COMPAT_XON010_CHANNELS
286 const float CH_INFO = 0; // only on world and csqc
287 const float CH_TRIGGER = 0; // only on players; compat: FALSELY CONTROLLED BY "Info"
288 const float CH_WEAPON_A = 1; // only on players and entities
289 const float CH_WEAPON_SINGLE = 5; // only on players and entities
290 const float CH_VOICE = 2; // only on players
291 const float CH_BGM_SINGLE = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
292 const float CH_AMBIENT = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
293 const float CH_TRIGGER_SINGLE = 3; // only on players, entities, csqc
294 const float CH_SHOTS = 4; // only on players, entities, csqc
295 const float CH_SHOTS_SINGLE = 4; // only on players, entities, csqc
296 const float CH_WEAPON_B = 5; // only on players and entities
297 const float CH_PAIN = 6; // only on players and csqc
298 const float CH_PAIN_SINGLE = 6; // only on players and csqc
299 const float CH_PLAYER = 7; // only on players and entities
300 const float CH_TUBA = 5; // only on csqc
302 const float CH_INFO = 0;
303 const float CH_TRIGGER = -3;
304 const float CH_WEAPON_A = -1;
305 const float CH_WEAPON_SINGLE = 1;
306 const float CH_VOICE = -2;
307 const float CH_BGM_SINGLE = 8;
308 const float CH_AMBIENT = -9;
309 const float CH_TRIGGER_SINGLE = 3;
310 const float CH_SHOTS = -4;
311 const float CH_SHOTS_SINGLE = 4;
312 const float CH_WEAPON_B = -1;
313 const float CH_PAIN = -6;
314 const float CH_PAIN_SINGLE = 6;
315 const float CH_PLAYER = -7;
316 const float CH_TUBA = 5;
319 const float ATTEN_NONE = 0;
320 const float ATTEN_MIN = 0.015625;
321 const float ATTEN_NORM = 0.5;
322 const float ATTEN_LARGE = 1;
323 const float ATTEN_IDLE = 2;
324 const float ATTEN_STATIC = 3;
325 const float ATTEN_MAX = 3.984375;
328 #define VOL_BASEVOICE 1.0
330 // WEAPONTODO: move this into separate/new projectile handling code // this sets sounds and other properties of the projectiles in csqc
331 const float PROJECTILE_ELECTRO = 1;
332 const float PROJECTILE_ROCKET = 2;
333 const float PROJECTILE_TAG = 3;
334 const float PROJECTILE_CRYLINK = 5;
335 const float PROJECTILE_ELECTRO_BEAM = 6;
336 const float PROJECTILE_GRENADE = 7;
337 const float PROJECTILE_GRENADE_BOUNCING = 8;
338 const float PROJECTILE_MINE = 9;
339 const float PROJECTILE_BLASTER = 10;
340 const float PROJECTILE_HLAC = 11;
341 const float PROJECTILE_SEEKER = 12;
342 const float PROJECTILE_FLAC = 13;
343 const float PROJECTILE_PORTO_RED = 14;
344 const float PROJECTILE_PORTO_BLUE = 15;
345 const float PROJECTILE_HOOKBOMB = 16;
346 const float PROJECTILE_HAGAR = 17;
347 const float PROJECTILE_HAGAR_BOUNCING = 18;
348 const float PROJECTILE_CRYLINK_BOUNCING = 20;
349 const float PROJECTILE_FIREBALL = 21;
350 const float PROJECTILE_FIREMINE = 22;
352 const float PROJECTILE_RAPTORCANNON = 24;
353 const float PROJECTILE_RAPTORBOMB = 25;
354 const float PROJECTILE_RAPTORBOMBLET = 26;
355 const float PROJECTILE_SPIDERROCKET = 27;
356 const float PROJECTILE_WAKIROCKET = 28;
357 const float PROJECTILE_WAKICANNON = 29;
359 const float PROJECTILE_BUMBLE_GUN = 30;
360 const float PROJECTILE_BUMBLE_BEAM = 31;
362 const float PROJECTILE_MAGE_SPIKE = 32;
363 const float PROJECTILE_SHAMBLER_LIGHTNING = 33;
365 const float PROJECTILE_NADE_RED = 50;
366 const float PROJECTILE_NADE_RED_BURN = 51;
367 const float PROJECTILE_NADE_BLUE = 52;
368 const float PROJECTILE_NADE_BLUE_BURN = 53;
369 const float PROJECTILE_NADE_YELLOW = 54;
370 const float PROJECTILE_NADE_YELLOW_BURN = 55;
371 const float PROJECTILE_NADE_PINK = 56;
372 const float PROJECTILE_NADE_PINK_BURN = 57;
373 const float PROJECTILE_NADE = 58;
374 const float PROJECTILE_NADE_BURN = 59;
376 const float SPECIES_HUMAN = 0;
377 const float SPECIES_ROBOT_SOLID = 1;
378 const float SPECIES_ALIEN = 2;
379 const float SPECIES_ANIMAL = 3;
380 const float SPECIES_ROBOT_RUSTY = 4;
381 const float SPECIES_ROBOT_SHINY = 5;
382 const float SPECIES_RESERVED = 15;
384 #define FRAGS_PLAYER 0
385 #define FRAGS_SPECTATOR -666
386 #define FRAGS_LMS_LOSER -616
387 #define FRAGS_PLAYER_NONSOLID -616
388 // we can use this frags value for both
391 const float WATERLEVEL_NONE = 0;
392 const float WATERLEVEL_WETFEET = 1;
393 const float WATERLEVEL_SWIMMING = 2;
394 const float WATERLEVEL_SUBMERGED = 3;
395 #define SERVERFLAG_ALLOW_FULLBRIGHT 1
396 #define SERVERFLAG_TEAMPLAY 2
397 #define SERVERFLAG_PLAYERSTATS 4
399 // FIXME/EXPLAINME: why?
400 noref var vector autocvar_sv_player_maxs = '16 16 45';
401 noref var vector autocvar_sv_player_mins = '-16 -16 -24';
402 noref var vector autocvar_sv_player_viewoffset = '0 0 20';
403 noref var vector autocvar_sv_player_crouch_maxs = '16 16 25';
404 noref var vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
405 noref var vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
406 noref var vector autocvar_sv_player_headsize = '24 24 12';
408 #define PL_VIEW_OFS autocvar_sv_player_viewoffset
409 #define PL_MIN autocvar_sv_player_mins
410 #define PL_MAX autocvar_sv_player_maxs
411 #define PL_CROUCH_VIEW_OFS autocvar_sv_player_crouch_viewoffset
412 #define PL_CROUCH_MIN autocvar_sv_player_crouch_mins
413 #define PL_CROUCH_MAX autocvar_sv_player_crouch_maxs
414 #define PL_HEAD autocvar_sv_player_headsize
417 #define PL_VIEW_OFS_z autocvar_sv_player_viewoffset_z
418 #define PL_MIN_z autocvar_sv_player_mins_z
419 #define PL_MAX_z autocvar_sv_player_maxs_z
420 #define PL_CROUCH_VIEW_OFS_z autocvar_sv_player_crouch_viewoffset_z
421 #define PL_CROUCH_MIN_z autocvar_sv_player_mins_z
422 #define PL_HEAD_x autocvar_sv_player_headsize_x
423 #define PL_HEAD_y autocvar_sv_player_headsize_y
424 #define PL_HEAD_z autocvar_sv_player_headsize_z
427 #define SPAWN_PRIO_NEAR_TEAMMATE_FOUND 200
428 #define SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM 100
429 #define SPAWN_PRIO_RACE_PREVIOUS_SPAWN 50
430 #define SPAWN_PRIO_GOOD_DISTANCE 10
433 #define URI_GET_DISCARD 0
434 #define URI_GET_IPBAN 1
435 #define URI_GET_IPBAN_END 16
436 #define URI_GET_CURL 17
437 #define URI_GET_CURL_END 32
438 #define URI_GET_UPDATENOTIFICATION 33
439 #define URI_GET_URLLIB 128
440 #define URI_GET_URLLIB_END 191