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_ZCURVEPARTICLES = 102;
34 const float TE_CSQC_NEXGUNBEAMPARTICLE = 103;
35 const float TE_CSQC_LIGHTNINGARC = 104;
36 const float TE_CSQC_TEAMNAGGER = 105;
37 const float TE_CSQC_PINGPLREPORT = 106;
38 const float TE_CSQC_TARGET_MUSIC = 107;
39 const float TE_CSQC_WEAPONCOMPLAIN = 108;
40 const float TE_CSQC_NEX_SCOPE = 109;
41 const float TE_CSQC_MINELAYER_MAXMINES = 110;
42 const float TE_CSQC_HAGAR_MAXROCKETS = 111;
43 const float TE_CSQC_VEHICLESETUP = 112;
44 const float TE_CSQC_SVNOTICE = 113;
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_LGBEAM = 28;
90 const float ENT_CLIENT_GAUNTLET = 29;
91 const float ENT_CLIENT_ACCURACY = 30;
92 const float ENT_CLIENT_SHOWNAMES = 31;
93 const float ENT_CLIENT_WARPZONE_TELEPORTED = 32;
94 const float ENT_CLIENT_MODEL = 33;
95 const float ENT_CLIENT_ITEM = 34;
96 const float ENT_CLIENT_BUMBLE_RAYGUN = 35;
97 const float ENT_CLIENT_SPAWNPOINT = 36;
98 const float ENT_CLIENT_SPAWNEVENT = 37;
99 const float ENT_CLIENT_NOTIFICATION = 38;
101 const float ENT_CLIENT_TURRET = 40;
102 const float ENT_CLIENT_AUXILIARYXHAIR = 50;
103 const float ENT_CLIENT_VEHICLE = 60;
105 const float SPRITERULE_DEFAULT = 0;
106 const float SPRITERULE_TEAMPLAY = 1;
108 const float RADARICON_NONE = 0;
109 const float RADARICON_FLAG = 1;
110 const float RADARICON_FLAGCARRIER = 1;
111 const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them
112 const float RADARICON_DANGER = 1;
113 const float RADARICON_WAYPOINT = 1;
114 const float RADARICON_HELPME = 1;
115 const float RADARICON_CONTROLPOINT = 1;
116 const float RADARICON_GENERATOR = 1;
117 const float RADARICON_OBJECTIVE = 1;
118 const float RADARICON_DOMPOINT = 1;
119 const float RADARICON_POWERUP = 1;
120 const float RADARICON_TAGGED = 1;
122 ///////////////////////////
124 const float KEY_FORWARD = 1;
125 const float KEY_BACKWARD = 2;
126 const float KEY_LEFT = 4;
127 const float KEY_RIGHT = 8;
128 const float KEY_JUMP = 16;
129 const float KEY_CROUCH = 32;
130 const float KEY_ATCK = 64;
131 const float KEY_ATCK2 = 128;
133 ///////////////////////////
137 float CVAR_NOTIFY = 2;
138 float CVAR_READONLY = 4;
140 ///////////////////////////
141 // csqc communication stuff
143 const float STAT_KH_KEYS = 32;
144 const float STAT_CTF_STATE = 33;
145 const float STAT_WEAPONS = 35;
146 const float STAT_SWITCHWEAPON = 36;
147 const float STAT_GAMESTARTTIME = 37;
148 const float STAT_STRENGTH_FINISHED = 38;
149 const float STAT_INVINCIBLE_FINISHED = 39;
150 const float STAT_PRESSED_KEYS = 42;
151 const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
152 const float STAT_FUEL = 44;
153 const float STAT_NB_METERSTART = 45;
154 const float STAT_SHOTORG = 46; // compressShotOrigin
155 const float STAT_LEADLIMIT = 47;
156 const float STAT_WEAPON_CLIPLOAD = 48;
157 const float STAT_WEAPON_CLIPSIZE = 49;
158 const float STAT_NEX_CHARGE = 50;
159 const float STAT_LAST_PICKUP = 51;
160 const float STAT_HUD = 52;
161 const float STAT_NEX_CHARGEPOOL = 53;
162 const float STAT_HIT_TIME = 54;
163 const float STAT_TYPEHIT_TIME = 55;
164 const float STAT_LAYED_MINES = 56;
165 const float STAT_HAGAR_LOAD = 57;
166 const float STAT_SWITCHINGWEAPON = 58;
167 const float STAT_SUPERWEAPONS_FINISHED = 59;
169 const float STAT_VEHICLESTAT_HEALTH = 60;
170 const float STAT_VEHICLESTAT_SHIELD = 61;
171 const float STAT_VEHICLESTAT_ENERGY = 62;
172 const float STAT_VEHICLESTAT_AMMO1 = 63;
173 const float STAT_VEHICLESTAT_RELOAD1 = 64;
174 const float STAT_VEHICLESTAT_AMMO2 = 65;
175 const float STAT_VEHICLESTAT_RELOAD2 = 66;
177 const float STAT_SECRETS_TOTAL = 70;
178 const float STAT_SECRETS_FOUND = 71;
180 const float STAT_RESPAWN_TIME = 72;
181 const float STAT_ROUNDSTARTTIME = 73;
184 const float STAT_REDALIVE = 100;
185 const float STAT_BLUEALIVE = 101;
186 const float STAT_YELLOWALIVE = 102;
187 const float STAT_PINKALIVE = 103;
190 const float STAT_FROZEN = 104;
191 const float STAT_REVIVE_PROGRESS = 105;
194 const float STAT_DOM_TOTAL_PPS = 100;
195 const float STAT_DOM_PPS_RED = 101;
196 const float STAT_DOM_PPS_BLUE = 102;
197 const float STAT_DOM_PPS_PINK = 103;
198 const float STAT_DOM_PPS_YELLOW = 104;
200 //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin
201 //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin
203 // see DP source, quakedef.h
204 const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
205 const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
206 const float STAT_MOVEVARS_MAXSPEED = 244;
207 const float STAT_MOVEVARS_AIRACCEL_QW = 254;
209 const float CTF_STATE_ATTACK = 1;
210 const float CTF_STATE_DEFEND = 2;
211 const float CTF_STATE_COMMANDER = 3;
213 const float HUD_NORMAL = 0;
214 const float HUD_VEHICLE_FIRST = 10;
215 const float HUD_SPIDERBOT = 10;
216 const float HUD_WAKIZASHI = 11;
217 const float HUD_RAPTOR = 12;
218 const float HUD_BUMBLEBEE = 13;
219 const float HUD_BUMBLEBEE_GUN = 14;
220 const float HUD_VEHICLE_LAST = 14;
222 const vector eX = '1 0 0';
223 const vector eY = '0 1 0';
224 const vector eZ = '0 0 1';
226 // moved that here so the client knows the max.
227 // # of maps, I'll use arrays for them :P
228 #define MAPVOTE_COUNT 10
231 * Lower scores are better (e.g. suicides)
233 #define SFL_LOWER_IS_BETTER 1
236 * Don't show zero values as scores
238 #define SFL_HIDE_ZERO 2
241 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
243 #define SFL_ALLOW_HIDE 16
246 * Display as a rank (with st, nd, rd, th suffix)
251 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
255 // not an extra constant yet
256 #define SFL_ZERO_IS_WORST SFL_TIME
259 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
261 #define SFL_SORT_PRIO_SECONDARY 4
262 #define SFL_SORT_PRIO_PRIMARY 8
263 #define SFL_SORT_PRIO_MASK 12
269 #define MAX_TEAMSCORE 2
274 #define SP_SUICIDES 2
276 // game mode specific indices are not in common/, but in server/scores_rules.qc!
278 #ifdef COMPAT_XON010_CHANNELS
279 float CH_INFO = 0; // only on world and csqc
280 float CH_TRIGGER = 0; // only on players; compat: FALSELY CONTROLLED BY "Info"
281 float CH_WEAPON_A = 1; // only on players and entities
282 float CH_WEAPON_SINGLE = 5; // only on players and entities
283 float CH_VOICE = 2; // only on players
284 float CH_BGM_SINGLE = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
285 float CH_AMBIENT = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
286 float CH_TRIGGER_SINGLE = 3; // only on players, entities, csqc
287 float CH_SHOTS = 4; // only on players, entities, csqc
288 float CH_SHOTS_SINGLE = 4; // only on players, entities, csqc
289 float CH_WEAPON_B = 5; // only on players and entities
290 float CH_PAIN = 6; // only on players and csqc
291 float CH_PAIN_SINGLE = 6; // only on players and csqc
292 float CH_PLAYER = 7; // only on players and entities
293 float CH_TUBA = 5; // only on csqc
296 float CH_TRIGGER = -3;
297 float CH_WEAPON_A = -1;
298 float CH_WEAPON_SINGLE = 1;
300 float CH_BGM_SINGLE = 8;
301 float CH_AMBIENT = -9;
302 float CH_TRIGGER_SINGLE = 3;
304 float CH_SHOTS_SINGLE = 4;
305 float CH_WEAPON_B = -1;
307 float CH_PAIN_SINGLE = 6;
308 float CH_PLAYER = -7;
313 float ATTN_MIN = 0.015625;
314 float ATTN_NORM = 0.5;
315 float ATTN_LARGE = 1;
317 float ATTN_STATIC = 3;
318 float ATTN_MAX = 3.984375;
321 #define VOL_BASEVOICE 1.0
323 // this sets sounds and other properties of the projectiles in csqc
324 float PROJECTILE_ELECTRO = 1;
325 float PROJECTILE_ROCKET = 2;
326 float PROJECTILE_TAG = 3;
327 float PROJECTILE_BULLET = 4;
328 float PROJECTILE_CRYLINK = 5;
329 float PROJECTILE_ELECTRO_BEAM = 6;
330 float PROJECTILE_GRENADE = 7;
331 float PROJECTILE_GRENADE_BOUNCING = 8;
332 float PROJECTILE_MINE = 9;
333 float PROJECTILE_LASER = 10;
334 float PROJECTILE_HLAC = 11;
335 float PROJECTILE_SEEKER = 12;
336 float PROJECTILE_FLAC = 13;
337 float PROJECTILE_PORTO_RED = 14;
338 float PROJECTILE_PORTO_BLUE = 15;
339 float PROJECTILE_HOOKBOMB = 16;
340 float PROJECTILE_HAGAR = 17;
341 float PROJECTILE_HAGAR_BOUNCING = 18;
342 float PROJECTILE_BULLET_GLOWING = 19;
343 float PROJECTILE_CRYLINK_BOUNCING = 20;
344 float PROJECTILE_FIREBALL = 21;
345 float PROJECTILE_FIREMINE = 22;
346 float PROJECTILE_BULLET_GLOWING_TRACER = 23;
348 float PROJECTILE_RAPTORCANNON = 24;
349 float PROJECTILE_RAPTORBOMB = 25;
350 float PROJECTILE_RAPTORBOMBLET = 26;
351 float PROJECTILE_SPIDERROCKET = 27;
352 float PROJECTILE_WAKIROCKET = 28;
353 float PROJECTILE_WAKICANNON = 29;
355 float PROJECTILE_BUMBLE_GUN = 30;
356 float PROJECTILE_BUMBLE_BEAM = 31;
358 float PROJECTILE_NADE_RED = 50;
359 float PROJECTILE_NADE_RED_BURN = 51;
360 float PROJECTILE_NADE_BLUE = 52;
361 float PROJECTILE_NADE_BLUE_BURN = 53;
362 float PROJECTILE_NADE_YELLOW = 54;
363 float PROJECTILE_NADE_YELLOW_BURN = 55;
364 float PROJECTILE_NADE_PINK = 56;
365 float PROJECTILE_NADE_PINK_BURN = 57;
366 float PROJECTILE_NADE = 58;
367 float PROJECTILE_NADE_BURN = 59;
369 float SPECIES_HUMAN = 0;
370 float SPECIES_ROBOT_SOLID = 1;
371 float SPECIES_ALIEN = 2;
372 float SPECIES_ANIMAL = 3;
373 float SPECIES_ROBOT_RUSTY = 4;
374 float SPECIES_ROBOT_SHINY = 5;
375 float SPECIES_RESERVED = 15;
377 #define FRAGS_PLAYER 0
378 #define FRAGS_SPECTATOR -666
379 #define FRAGS_LMS_LOSER -616
380 #define FRAGS_PLAYER_NONSOLID -616
381 // we can use this frags value for both
384 float WATERLEVEL_NONE = 0;
385 float WATERLEVEL_WETFEET = 1;
386 float WATERLEVEL_SWIMMING = 2;
387 float WATERLEVEL_SUBMERGED = 3;
389 float MAX_SHOT_DISTANCE = 32768;
392 float WR_SETUP = 1; // (SVQC) setup weapon data
393 float WR_THINK = 2; // (SVQC) logic to run every frame
394 float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
395 float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
396 float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
397 float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
398 float WR_SUICIDEMESSAGE = 7; // (SVQC) notification number for suicide message (may inspect w_deathtype for details)
399 float WR_KILLMESSAGE = 8; // (SVQC) notification number for kill message (may inspect w_deathtype for details)
400 float WR_RELOAD = 9; // (SVQC) does not need to do anything
401 float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
402 float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
403 float WR_SWITCHABLE = 12; // (CSQC) impact effect
404 float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
405 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
407 #define SERVERFLAG_ALLOW_FULLBRIGHT 1
408 #define SERVERFLAG_TEAMPLAY 2
409 #define SERVERFLAG_PLAYERSTATS 4
411 // FIXME/EXPLAINME: why?
412 noref var vector autocvar_sv_player_maxs = '16 16 45';
413 noref var vector autocvar_sv_player_mins = '-16 -16 -24';
414 noref var vector autocvar_sv_player_viewoffset = '0 0 20';
415 noref var vector autocvar_sv_player_crouch_maxs = '16 16 25';
416 noref var vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
417 noref var vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
418 noref var vector autocvar_sv_player_headsize = '24 24 12';
420 #define PL_VIEW_OFS autocvar_sv_player_viewoffset
421 #define PL_MIN autocvar_sv_player_mins
422 #define PL_MAX autocvar_sv_player_maxs
423 #define PL_CROUCH_VIEW_OFS autocvar_sv_player_crouch_viewoffset
424 #define PL_CROUCH_MIN autocvar_sv_player_crouch_mins
425 #define PL_CROUCH_MAX autocvar_sv_player_crouch_maxs
426 #define PL_HEAD autocvar_sv_player_headsize
429 #define PL_VIEW_OFS_z autocvar_sv_player_viewoffset_z
430 #define PL_MIN_z autocvar_sv_player_mins_z
431 #define PL_MAX_z autocvar_sv_player_maxs_z
432 #define PL_CROUCH_VIEW_OFS_z autocvar_sv_player_crouch_viewoffset_z
433 #define PL_CROUCH_MIN_z autocvar_sv_player_mins_z
434 #define PL_HEAD_x autocvar_sv_player_headsize_x
435 #define PL_HEAD_y autocvar_sv_player_headsize_y
436 #define PL_HEAD_z autocvar_sv_player_headsize_z
439 #define SPAWN_PRIO_NEAR_TEAMMATE_FOUND 200
440 #define SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM 100
441 #define SPAWN_PRIO_RACE_PREVIOUS_SPAWN 50
442 #define SPAWN_PRIO_GOOD_DISTANCE 10
445 #define URI_GET_DISCARD 0
446 #define URI_GET_IPBAN 1
447 #define URI_GET_IPBAN_END 16
448 #define URI_GET_CURL 17
449 #define URI_GET_CURL_END 32
450 #define URI_GET_UPDATENOTIFICATION 33
451 #define URI_GET_URLLIB 128
452 #define URI_GET_URLLIB_END 191