X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fconstants.qh;h=ebad7a6f045135c320a26046f94bf26245a034d6;hb=7d26e546fdd2a816edae2e3347267f39026e7fbe;hp=ffabf0eb88cc12f8954af2d6842093e6b8c434b1;hpb=94e06a728c24bc94f5a05cc8233fc0d920b980f2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/constants.qh b/qcsrc/common/constants.qh index ffabf0eb8..ebad7a6f0 100644 --- a/qcsrc/common/constants.qh +++ b/qcsrc/common/constants.qh @@ -55,15 +55,16 @@ const float TE_CSQC_NEXGUNBEAMPARTICLE = 104; const float TE_CSQC_LIGHTNINGARC = 105; const float TE_CSQC_TEAMNAGGER = 106; const float TE_CSQC_PINGPLREPORT = 107; -const float TE_CSQC_VOTE = 108; -const float TE_CSQC_VOTERESET = 109; const float TE_CSQC_ANNOUNCE = 110; const float TE_CSQC_TARGET_MUSIC = 111; -const float TE_CSQC_NOTIFY = 112; -const float TE_CSQC_WEAPONCOMPLAIN = 113; +const float TE_CSQC_KILLNOTIFY = 112; +const float TE_CSQC_KILLCENTERPRINT = 113; +const float TE_CSQC_CENTERPRINT_GENERIC = 114; +const float TE_CSQC_WEAPONCOMPLAIN = 115; const float TE_CSQC_NEX_SCOPE = 116; const float TE_CSQC_MINELAYER_MAXMINES = 117; const float TE_CSQC_HAGAR_MAXROCKETS = 118; +const float TE_CSQC_VEHICLESETUP = 119; const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder const float RACE_NET_CHECKPOINT_CLEAR = 1; @@ -80,10 +81,6 @@ const float RACE_NET_SERVER_RANKINGS = 11; const float RACE_NET_SERVER_STATUS = 12; const float RANKINGS_CNT = 15; -const float CSQC_KILLNOTIFY = 0; -const float CSQC_CENTERPRINT = 1; -const float CSQC_CENTERPRINT_GENERIC = 2; - const float ENT_CLIENT = 0; const float ENT_CLIENT_DEAD = 1; const float ENT_CLIENT_ENTCS = 2; @@ -119,10 +116,13 @@ const float ENT_CLIENT_SHOWNAMES = 31; const float ENT_CLIENT_WARPZONE_TELEPORTED = 32; const float ENT_CLIENT_TURRET = 40; +const float ENT_CLIENT_AUXILIARYXHAIR = 50; +const float ENT_CLIENT_VEHICLE = 60; const float SPRITERULE_DEFAULT = 0; const float SPRITERULE_TEAMPLAY = 1; +const float RADARICON_NONE = 0; const float RADARICON_FLAG = 1; const float RADARICON_FLAGCARRIER = 1; const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them @@ -134,6 +134,7 @@ const float RADARICON_GENERATOR = 1; const float RADARICON_OBJECTIVE = 1; const float RADARICON_DOMPOINT = 1; const float RADARICON_POWERUP = 1; +const float RADARICON_TAGGED = 1; /////////////////////////// // key constants @@ -322,6 +323,7 @@ const float STAT_HIT_TIME = 54; const float STAT_TYPEHIT_TIME = 55; const float STAT_LAYED_MINES = 56; const float STAT_HAGAR_LOAD = 57; +const float STAT_SWITCHINGWEAPON = 58; // see DP source, quakedef.h const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222; @@ -334,9 +336,13 @@ const float CTF_STATE_DEFEND = 2; const float CTF_STATE_COMMANDER = 3; const float HUD_NORMAL = 0; -const float HUD_SPIDERBOT = 10; -const float HUD_WAKIZASHI = 11; -const float HUD_RAPTOR = 12; +const float HUD_VEHICLE_FIRST = 10; +const float HUD_SPIDERBOT = 10; +const float HUD_WAKIZASHI = 11; +const float HUD_RAPTOR = 12; +const float HUD_BUMBLEBEE = 13; +const float HUD_VEHICLE_LAST = 13; + const vector eX = '1 0 0'; const vector eY = '0 1 0'; const vector eZ = '0 0 1'; @@ -359,6 +365,7 @@ const float STAT_PINKALIVE = 103; const float STAT_FROZEN = 104; const float STAT_REVIVE_PROGRESS = 105; + const float STAT_DOM_TOTAL_PPS = 100; const float STAT_DOM_PPS_RED = 101; const float STAT_DOM_PPS_BLUE = 102; @@ -368,9 +375,6 @@ const float STAT_DOM_PPS_YELLOW = 104; //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin - - - // moved that here so the client knows the max. // # of maps, I'll use arrays for them :P #define MAPVOTE_COUNT 10 @@ -423,47 +427,39 @@ const float STAT_DOM_PPS_YELLOW = 104; #define SP_SCORE 3 // game mode specific indices are not in common/, but in server/scores_rules.qc! -// this assignment must match menu/xonotic/dialog_settings_misc.c! -float CHAN_AUTO = 0; - // on world: announcers, ... INFO - // on players: item pickup ITEMS - // on entities: UNUSED - // on csqc: announcers INFO -float CHAN_WEAPON = 1; // Weapon fire - // on world: UNUSED - // on players: weapon firing WEAPONS - // on entities: turret firing WEAPONS - // on csqc: UNUSED -float CHAN_VOICE = 2; // Voice/Radio - // on world: UNUSED - // on players: voice VOICE - // on entities: ambient AMBIENT - // on csqc: background music BGM -float CHAN_TRIGGER = 3; // Triggers/Items - // on world: UNUSED - // on players: item pickup ITEMS - // on entities: platforms moving etc. ITEMS - // on csqc: platforms moving etc. ITEMS -float CHAN_PROJECTILE = 4; // Projectiles - // on world: UNUSED - // on players: projectiles hitting player SHOTS - // on entities: projectiles SHOTS - // on csqc: projectile sounds SHOTS -float CHAN_WEAPON2 = 5; // Nex fire (separated as it is a very long sound) - // on world: UNUSED - // on players: weapon firing WEAPONS - // on entities: turret firing WEAPONS - // on csqc: UNUSED -float CHAN_PAIN = 6; // Pain - // on world: UNUSED - // on players: pain PAIN - // on entities: projectiles flying SHOTS - // on csqc: player pain PAIN -float CHAN_PLAYER = 7; // Player body - // on world: UNUSED - // on players: player sounds PLAYER - // on entities: player sounds PLAYER - // on csqc: UNUSED +#ifdef COMPAT_XON010_CHANNELS +float CH_INFO = 0; // only on world and csqc +float CH_TRIGGER = 0; // only on players; compat: FALSELY CONTROLLED BY "Info" +float CH_WEAPON_A = 1; // only on players and entities +float CH_WEAPON_SINGLE = 5; // only on players and entities +float CH_VOICE = 2; // only on players +float CH_BGM_SINGLE = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice" +float CH_AMBIENT = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice" +float CH_TRIGGER_SINGLE = 3; // only on players, entities, csqc +float CH_SHOTS = 4; // only on players, entities, csqc +float CH_SHOTS_SINGLE = 4; // only on players, entities, csqc +float CH_WEAPON_B = 5; // only on players and entities +float CH_PAIN = 6; // only on players and csqc +float CH_PAIN_SINGLE = 6; // only on players and csqc +float CH_PLAYER = 7; // only on players and entities +float CH_TUBA = 5; // only on csqc +#else +float CH_INFO = 0; +float CH_TRIGGER = -3; +float CH_WEAPON_A = -1; +float CH_WEAPON_SINGLE = 1; +float CH_VOICE = -2; +float CH_BGM_SINGLE = 8; +float CH_AMBIENT = -9; +float CH_TRIGGER_SINGLE = 3; +float CH_SHOTS = -4; +float CH_SHOTS_SINGLE = 4; +float CH_WEAPON_B = -1; +float CH_PAIN = -6; +float CH_PAIN_SINGLE = 6; +float CH_PLAYER = -7; +float CH_TUBA = 5; +#endif float ATTN_NONE = 0; float ATTN_MIN = 0.015625; @@ -500,6 +496,13 @@ float PROJECTILE_FIREBALL = 21; float PROJECTILE_FIREMINE = 22; float PROJECTILE_BULLET_GLOWING_TRACER = 23; +float PROJECTILE_RAPTORCANNON = 24; +float PROJECTILE_RAPTORBOMB = 25; +float PROJECTILE_RAPTORBOMBLET = 26; +float PROJECTILE_SPIDERROCKET = 27; +float PROJECTILE_WAKIROCKET = 28; +float PROJECTILE_WAKICANNON = 29; + float SPECIES_HUMAN = 0; float SPECIES_ROBOT_SOLID = 1; float SPECIES_ALIEN = 2; @@ -529,18 +532,23 @@ float DEATH_MIRRORDAMAGE = 10014; float DEATH_TOUCHEXPLODE = 10015; float DEATH_CHEAT = 10016; float DEATH_FIRE = 10017; -float DEATH_TURRET = 10020; float DEATH_QUIET = 10021; float DEATH_HEADSHOT = 10022; -float DEATH_SBMINIGUN = 10030; -float DEATH_SBROCKET = 10031; -float DEATH_SBCRUSH = 10032; -float DEATH_SBBLOWUP = 10033; - -float DEATH_WAKIGUN = 10040; -float DEATH_WAKIROCKET = 10041; -float DEATH_WAKIBLOWUP = 10042; +float DEATH_VHFIRST = 10030; +float DEATH_VHCRUSH = 10030; +float DEATH_SBMINIGUN = 10031; +float DEATH_SBROCKET = 10032; +float DEATH_SBBLOWUP = 10033; +float DEATH_WAKIGUN = 10034; +float DEATH_WAKIROCKET = 10035; +float DEATH_WAKIBLOWUP = 10036; +float DEATH_RAPTOR_CANNON = 10037; +float DEATH_RAPTOR_BOMB = 10038; +float DEATH_RAPTOR_BOMB_SPLIT = 10039; +float DEATH_RAPTOR_DEATH = 10040; +float DEATH_VHLAST = 10040; +#define DEATH_ISVEHICLE(t) ((t) >= DEATH_VHFIRST && (t) <= DEATH_VHLAST) float DEATH_GENERIC = 10050; @@ -548,6 +556,20 @@ float DEATH_WEAPON = 10100; float DEATH_CUSTOM = 10300; +float DEATH_TURRET = 10500; +float DEATH_TURRET_EWHEEL = 10501; +float DEATH_TURRET_FLAC = 10502; +float DEATH_TURRET_MACHINEGUN = 10503; +float DEATH_TURRET_WALKER_GUN = 10504; +float DEATH_TURRET_WALKER_MEELE = 10505; +float DEATH_TURRET_WALKER_ROCKET = 10506; +float DEATH_TURRET_HELLION = 10507; +float DEATH_TURRET_HK = 10508; +float DEATH_TURRET_MLRS = 10509; +float DEATH_TURRET_PLASMA = 10510; +float DEATH_TURRET_PHASER = 10511; +float DEATH_TURRET_TESLA = 10512; +float DEATH_TURRET_LAST = 10512; float DEATH_WEAPONMASK = 0xFF; float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths @@ -558,6 +580,7 @@ float HITTYPE_HEADSHOT = 0x800; float HITTYPE_RESERVED = 0x1000; // unused yet // macros to access these +#define DEATH_ISTURRET(t) ((t) >= DEATH_TURRET && (t) <= DEATH_TURRET_LAST) #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START) #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK) #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w)) @@ -570,9 +593,6 @@ float HITTYPE_RESERVED = 0x1000; // unused yet #define FRAGS_PLAYER_NONSOLID -616 // we can use this frags value for both -//misc. stuff -#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" - // water levels float WATERLEVEL_NONE = 0; float WATERLEVEL_WETFEET = 1; @@ -583,7 +603,7 @@ float MAX_SHOT_DISTANCE = 32768; //centerprint ID list float CPID_TEAMCHANGE = 1; -float CPID_KILL = 2; +float CPID_CTF_CAPTURESHIELD = 2; float CPID_MINSTA_FINDAMMO = 3; float CPID_NIX_WPNCHANGE = 4; float CPID_DISCONNECT_IDLING = 5; @@ -591,6 +611,8 @@ float CPID_ROUND_STARTING = 6; float CPID_GAME_STARTING = 7; float CPID_TIMEOUT_COUNTDOWN = 8; float CPID_MOTD = 9; +float CPID_KH_MSG = 10; +float CPID_PREVENT_JOIN = 11; // CSQC centerprint/notify message types float MSG_SUICIDE = 0; @@ -649,6 +671,7 @@ float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything float WR_IMPACTEFFECT = 11; // (CSQC) impact effect float WR_SWITCHABLE = 12; // (CSQC) impact effect float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything +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 float HUD_PANEL_WEAPONS = 0; float HUD_PANEL_AMMO = 1;