X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fdpdefs%2Fprogsdefs.qc;h=bb3f106bfb854d58daadcce30de836b44ffe3b57;hb=73b5db7874a1916b8d2fff36ab49607314a925dc;hp=02616873ca2c918bebb4803006cb03ca9db03fdf;hpb=845401fd312c66c059aaee1772ac5d79555ab4fc;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/dpdefs/progsdefs.qc b/qcsrc/dpdefs/progsdefs.qc index 02616873ca..bb3f106bfb 100644 --- a/qcsrc/dpdefs/progsdefs.qc +++ b/qcsrc/dpdefs/progsdefs.qc @@ -226,167 +226,167 @@ void end_sys_fields; // flag for structure dumping // // edict.flags -float FL_FLY = 1; -float FL_SWIM = 2; -float FL_CLIENT = 8; // set for all client edicts -float FL_INWATER = 16; // for enter / leave water splash -float FL_MONSTER = 32; -float FL_GODMODE = 64; // player cheat -float FL_NOTARGET = 128; // player cheat -float FL_ITEM = 256; // extra wide size for bonus items -float FL_ONGROUND = 512; // standing on something -float FL_PARTIALGROUND = 1024; // not all corners are valid -float FL_WATERJUMP = 2048; // player jumping out of water -float FL_JUMPRELEASED = 4096; // for jump debouncing +const int FL_FLY = 1; +const int FL_SWIM = 2; +const int FL_CLIENT = 8; // set for all client edicts +const int FL_INWATER = 16; // for enter / leave water splash +const int FL_MONSTER = 32; +const int FL_GODMODE = 64; // player cheat +const int FL_NOTARGET = 128; // player cheat +const int FL_ITEM = 256; // extra wide size for bonus items +const int FL_ONGROUND = 512; // standing on something +const int FL_PARTIALGROUND = 1024; // not all corners are valid +const int FL_WATERJUMP = 2048; // player jumping out of water +const int FL_JUMPRELEASED = 4096; // for jump debouncing // edict.movetype values -float MOVETYPE_NONE = 0; // never moves -//float MOVETYPE_ANGLENOCLIP = 1; -//float MOVETYPE_ANGLECLIP = 2; -float MOVETYPE_WALK = 3; // players only -float MOVETYPE_STEP = 4; // discrete, not real time unless fall -float MOVETYPE_FLY = 5; -float MOVETYPE_TOSS = 6; // gravity -float MOVETYPE_PUSH = 7; // no clip to world, push and crush -float MOVETYPE_NOCLIP = 8; -float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters -float MOVETYPE_BOUNCE = 10; -float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size +const int MOVETYPE_NONE = 0; // never moves +//const int MOVETYPE_ANGLENOCLIP= 1; +//const int MOVETYPE_ANGLECLIP = 2; +const int MOVETYPE_WALK = 3; // players only +const int MOVETYPE_STEP = 4; // discrete, not real time unless fall +const int MOVETYPE_FLY = 5; +const int MOVETYPE_TOSS = 6; // gravity +const int MOVETYPE_PUSH = 7; // no clip to world, push and crush +const int MOVETYPE_NOCLIP = 8; +const int MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters +const int MOVETYPE_BOUNCE = 10; +const int MOVETYPE_BOUNCEMISSILE= 11; // bounce with extra size // edict.solid values -float SOLID_NOT = 0; // no interaction with other objects -float SOLID_TRIGGER = 1; // touch on edge, but not blocking -float SOLID_BBOX = 2; // touch on edge, block -float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground -float SOLID_BSP = 4; // bsp clip, touch on edge, block +const int SOLID_NOT = 0; // no interaction with other objects +const int SOLID_TRIGGER = 1; // touch on edge, but not blocking +const int SOLID_BBOX = 2; // touch on edge, block +const int SOLID_SLIDEBOX = 3; // touch on edge, but not an onground +const int SOLID_BSP = 4; // bsp clip, touch on edge, block // range values -float RANGE_MELEE = 0; -float RANGE_NEAR = 1; -float RANGE_MID = 2; -float RANGE_FAR = 3; +const int RANGE_MELEE = 0; +const int RANGE_NEAR = 1; +const int RANGE_MID = 2; +const int RANGE_FAR = 3; // deadflag values -float DEAD_NO = 0; -float DEAD_DYING = 1; -float DEAD_DEAD = 2; -float DEAD_RESPAWNABLE = 3; -float DEAD_RESPAWNING = 4; // dead, waiting for buttons to be released +const int DEAD_NO = 0; +const int DEAD_DYING = 1; +const int DEAD_DEAD = 2; +const int DEAD_RESPAWNABLE = 3; +const int DEAD_RESPAWNING = 4; // dead, waiting for buttons to be released // takedamage values -float DAMAGE_NO = 0; -float DAMAGE_YES = 1; -float DAMAGE_AIM = 2; +const int DAMAGE_NO = 0; +const int DAMAGE_YES = 1; +const int DAMAGE_AIM = 2; // items -float IT_AXE = 4096; -float IT_SHOTGUN = 1; -float IT_SUPER_SHOTGUN = 2; -float IT_NAILGUN = 4; -float IT_SUPER_NAILGUN = 8; -float IT_GRENADE_LAUNCHER = 16; -float IT_ROCKET_LAUNCHER = 32; -float IT_LIGHTNING = 64; -float IT_EXTRA_WEAPON = 128; - -float IT_SHELLS = 256; -float IT_NAILS = 512; -float IT_ROCKETS = 1024; -float IT_CELLS = 2048; - -float IT_ARMOR1 = 8192; -float IT_ARMOR2 = 16384; -float IT_ARMOR3 = 32768; -float IT_SUPERHEALTH = 65536; - -float IT_KEY1 = 131072; -float IT_KEY2 = 262144; - -float IT_INVISIBILITY = 524288; -float IT_INVULNERABILITY = 1048576; -float IT_SUIT = 2097152; -float IT_QUAD = 4194304; +const int IT_AXE = 4096; +const int IT_SHOTGUN = 1; +const int IT_SUPER_SHOTGUN = 2; +const int IT_NAILGUN = 4; +const int IT_SUPER_NAILGUN = 8; +const int IT_GRENADE_LAUNCHER = 16; +const int IT_ROCKET_LAUNCHER = 32; +const int IT_LIGHTNING = 64; +const int IT_EXTRA_WEAPON = 128; + +const int IT_SHELLS = 256; +const int IT_NAILS = 512; +const int IT_ROCKETS = 1024; +const int IT_CELLS = 2048; + +const int IT_ARMOR1 = 8192; +const int IT_ARMOR2 = 16384; +const int IT_ARMOR3 = 32768; +const int IT_SUPERHEALTH = 65536; + +const int IT_KEY1 = 131072; +const int IT_KEY2 = 262144; + +const int IT_INVISIBILITY = 524288; +const int IT_INVULNERABILITY = 1048576; +const int IT_SUIT = 2097152; +const int IT_QUAD = 4194304; // point content values -float CONTENT_EMPTY = -1; -float CONTENT_SOLID = -2; -float CONTENT_WATER = -3; -float CONTENT_SLIME = -4; -float CONTENT_LAVA = -5; -float CONTENT_SKY = -6; +const int CONTENT_EMPTY = -1; +const int CONTENT_SOLID = -2; +const int CONTENT_WATER = -3; +const int CONTENT_SLIME = -4; +const int CONTENT_LAVA = -5; +const int CONTENT_SKY = -6; -float STATE_TOP = 0; -float STATE_BOTTOM = 1; -float STATE_UP = 2; -float STATE_DOWN = 3; +const int STATE_TOP = 0; +const int STATE_BOTTOM = 1; +const int STATE_UP = 2; +const int STATE_DOWN = 3; -vector VEC_ORIGIN = '0 0 0'; -vector VEC_HULL_MIN = '-16 -16 -24'; -vector VEC_HULL_MAX = '16 16 32'; +const vector VEC_ORIGIN = '0 0 0'; +const vector VEC_HULL_MIN = '-16 -16 -24'; +const vector VEC_HULL_MAX = '16 16 32'; -vector VEC_HULL2_MIN = '-32 -32 -24'; -vector VEC_HULL2_MAX = '32 32 64'; +const vector VEC_HULL2_MIN = '-32 -32 -24'; +const vector VEC_HULL2_MAX = '32 32 64'; // protocol bytes -float SVC_TEMPENTITY = 23; -float SVC_KILLEDMONSTER = 27; -float SVC_FOUNDSECRET = 28; -float SVC_INTERMISSION = 30; -float SVC_FINALE = 31; -float SVC_CDTRACK = 32; -float SVC_SELLSCREEN = 33; - - -float TE_SPIKE = 0; -float TE_SUPERSPIKE = 1; -float TE_GUNSHOT = 2; -float TE_EXPLOSION = 3; -float TE_TAREXPLOSION = 4; -float TE_LIGHTNING1 = 5; -float TE_LIGHTNING2 = 6; -float TE_WIZSPIKE = 7; -float TE_KNIGHTSPIKE = 8; -float TE_LIGHTNING3 = 9; -float TE_LAVASPLASH = 10; -float TE_TELEPORT = 11; +const int SVC_TEMPENTITY = 23; +const int SVC_KILLEDMONSTER = 27; +const int SVC_FOUNDSECRET = 28; +const int SVC_INTERMISSION = 30; +const int SVC_FINALE = 31; +const int SVC_CDTRACK = 32; +const int SVC_SELLSCREEN = 33; + + +const int TE_SPIKE = 0; +const int TE_SUPERSPIKE = 1; +const int TE_GUNSHOT = 2; +const int TE_EXPLOSION = 3; +const int TE_TAREXPLOSION = 4; +const int TE_LIGHTNING1 = 5; +const int TE_LIGHTNING2 = 6; +const int TE_WIZSPIKE = 7; +const int TE_KNIGHTSPIKE = 8; +const int TE_LIGHTNING3 = 9; +const int TE_LAVASPLASH = 10; +const int TE_TELEPORT = 11; // sound channels // channel 0 never willingly overrides // other channels (1-7) allways override a playing sound on that channel -float CHAN_AUTO = 0; -float CHAN_WEAPON = 1; -float CHAN_VOICE = 2; -float CHAN_ITEM = 3; -float CHAN_BODY = 4; +const int CHAN_AUTO = 0; +const int CHAN_WEAPON = 1; +const int CHAN_VOICE = 2; +const int CHAN_ITEM = 3; +const int CHAN_BODY = 4; -float ATTN_NONE = 0; -float ATTN_NORM = 1; -float ATTN_IDLE = 2; -float ATTN_STATIC = 3; +const int ATTN_NONE = 0; +const int ATTN_NORM = 1; +const int ATTN_IDLE = 2; +const int ATTN_STATIC = 3; // update types -float UPDATE_GENERAL = 0; -float UPDATE_STATIC = 1; -float UPDATE_BINARY = 2; -float UPDATE_TEMP = 3; +const int UPDATE_GENERAL = 0; +const int UPDATE_STATIC = 1; +const int UPDATE_BINARY = 2; +const int UPDATE_TEMP = 3; // entity effects -float EF_BRIGHTFIELD = 1; -float EF_MUZZLEFLASH = 2; -float EF_BRIGHTLIGHT = 4; -float EF_DIMLIGHT = 8; +const int EF_BRIGHTFIELD = 1; +const int EF_MUZZLEFLASH = 2; +const int EF_BRIGHTLIGHT = 4; +const int EF_DIMLIGHT = 8; // messages -float MSG_BROADCAST = 0; // unreliable to all -float MSG_ONE = 1; // reliable to one (msg_entity) -float MSG_ALL = 2; // reliable to all -float MSG_INIT = 3; // write to the init string +const int MSG_BROADCAST = 0; // unreliable to all +const int MSG_ONE = 1; // reliable to one (msg_entity) +const int MSG_ALL = 2; // reliable to all +const int MSG_INIT = 3; // write to the init string //===========================================================================