10 float FL_NOTARGET = 128;
12 float FL_ONGROUND = 512;
13 float FL_PARTIALGROUND = 1024;
14 float FL_WATERJUMP = 2048;
15 float FL_JUMPRELEASED = 4096;
16 float FL_WEAPON = 8192;
17 float FL_POWERUP = 16384;
18 float FL_PROJECTILE = 32768;
19 float FL_TOSSED = 65536;
20 float FL_NO_WEAPON_STAY = 131072;
21 float FL_SPAWNING = 262144;
23 float MOVETYPE_NONE = 0;
24 float MOVETYPE_ANGLENOCLIP = 1;
25 float MOVETYPE_ANGLECLIP = 2;
26 float MOVETYPE_WALK = 3;
27 float MOVETYPE_STEP = 4;
28 float MOVETYPE_FLY = 5;
29 float MOVETYPE_TOSS = 6;
30 float MOVETYPE_PUSH = 7;
31 float MOVETYPE_NOCLIP = 8;
32 float MOVETYPE_FLYMISSILE = 9;
33 float MOVETYPE_BOUNCE = 10;
34 float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
35 //float MOVETYPE_FOLLOW = 12; // 'Attaches' the entity to its aim_ent
36 //float MOVETYPE_FLY_WORLDONLY = 33;
39 float SOLID_TRIGGER = 1;
41 float SOLID_SLIDEBOX = 3;
47 float DEAD_RESPAWNABLE = 3;
48 float DEAD_RESPAWNING = 4;
54 float CONTENT_EMPTY = -1;
55 float CONTENT_SOLID = -2;
56 float CONTENT_WATER = -3;
57 float CONTENT_SLIME = -4;
58 float CONTENT_LAVA = -5;
59 float CONTENT_SKY = -6;
63 float SVC_DISCONNECT = 2;
64 float SVC_UPDATESTAT = 3;
65 float SVC_VERSION = 4;
66 float SVC_SETVIEW = 5;
70 float SVC_STUFFTEXT = 9;
71 float SVC_SETANGLE = 10;
72 float SVC_SERVERINFO = 11;
73 float SVC_LIGHTSTYLE = 12;
74 float SVC_UPDATENAME = 13;
75 float SVC_UPDATEFRAGS = 14;
76 float SVC_CLIENTDATA = 15;
77 float SVC_STOPSOUND = 16;
78 float SVC_UPDATECOLORS = 17;
79 float SVC_PARTICLE = 18;
80 float SVC_DAMAGE = 19;
81 float SVC_SPAWNSTATIC = 20;
82 float SVC_SPAWNBINARY = 21;
83 float SVC_SPAWNBASELINE = 22;
84 float SVC_TEMPENTITY = 23;
85 float SVC_SETPAUSE = 24;
86 float SVC_SIGNONNUM = 25;
87 float SVC_CENTERPRINT = 26;
88 float SVC_KILLEDMONSTER = 27;
89 float SVC_FOUNDSECRET = 28;
90 float SVC_SPAWNSTATICSOUND = 29;
91 float SVC_INTERMISSION = 30;
92 float SVC_FINALE = 31;
93 float SVC_CDTRACK = 32;
94 float SVC_SELLSCREEN = 33;
95 float SVC_CUTSCENE = 34;
98 float TE_SUPERSPIKE = 1;
100 float TE_EXPLOSION = 3;
101 float TE_TAREXPLOSION = 4;
102 float TE_LIGHTNING1 = 5;
103 float TE_LIGHTNING2 = 6;
104 float TE_WIZSPIKE = 7;
105 float TE_KNIGHTSPIKE = 8;
106 float TE_LIGHTNING3 = 9;
107 float TE_LAVASPLASH = 10;
108 float TE_TELEPORT = 11;
110 float UPDATE_GENERAL = 0;
111 float UPDATE_STATIC = 1;
112 float UPDATE_BINARY = 2;
113 float UPDATE_TEMP = 3;
115 float EF_BRIGHTFIELD = 1;
116 float EF_MUZZLEFLASH = 2;
117 float EF_BRIGHTLIGHT = 4;
118 float EF_DIMLIGHT = 8;
120 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT)
122 float MSG_BROADCAST = 0; // unreliable
123 float MSG_ONE = 1; // reliable
124 float MSG_ALL = 2; // reliable
125 float MSG_INIT = 3; // initialization
126 float MSG_ENTITY = 5; // csqc
128 vector PL_VIEW_OFS = '0 0 35';
129 vector PL_MIN = '-16 -16 -24';
130 vector PL_MAX = '16 16 45';
131 vector PL_CROUCH_VIEW_OFS = '0 0 15';
132 vector PL_CROUCH_MIN = '-16 -16 -24';
133 vector PL_CROUCH_MAX = '16 16 25';
135 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
136 // did this so at least they worked
137 // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu
138 //float GAME_INSTAGIB = 1; /// everyone gets the nex gun with infinite ammo, and one shot kills
139 //float GAME_ROCKET_ARENA = 16; /// Everyone starts with a rocket launcher
140 //float GAME_FULLBRIGHT_PLAYERS = 64; /// makes the players model fullbright
141 //float GAME_TEAMS = 128; /// Teams, red/green/yellow/blue
143 float game; // set to "gamecfg" on spawnfunc_worldspawn
146 //float POWERUP_STRENGTH_DAMAGE = 2; // damage multiplier for strength powerup
147 //float POWERUP_STRENGTH_FORCE = 4; // force multiplier for strength powerup
149 //float POWERUP_INVINCIBLE_TAKEDAMAGE = 0.2; // received damage multiplier for invincible powerup
152 float TE_BEAM = 13; // grappling hook
156 float FLAG_CARRY = 2;
157 float FLAG_DROPPED = 3;
159 float COLOR_TEAM1 = 5; // red
160 float COLOR_TEAM2 = 14; // blue
161 float COLOR_TEAM3 = 13; // yellow
162 float COLOR_TEAM4 = 10; // pink
164 float NUM_PLAYERSKINS_TEAMPLAY = 3;
166 float ASSAULT_VALUE_INACTIVE = 1000;
168 float DOOR_NOSPLASH = 256; // generic anti-splashdamage spawnflag