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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / constants.qh
1 float   FALSE                                   = 0;
2 float   TRUE                                    = 1;
3
4 float   FL_FLY                                  = 1;
5 float   FL_SWIM                                 = 2;
6 float   FL_CLIENT                               = 8;
7 float   FL_INWATER                              = 16;
8 float   FL_MONSTER                              = 32;
9 float   FL_GODMODE                              = 64;
10 float   FL_NOTARGET                             = 128;
11 float   FL_ITEM                                 = 256;
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;
22
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
37 float   SOLID_NOT                               = 0;
38 float   SOLID_TRIGGER                           = 1;
39 float   SOLID_BBOX                              = 2;
40 float   SOLID_SLIDEBOX                          = 3;
41 float   SOLID_BSP                               = 4;
42
43 float   DEAD_NO                                 = 0;
44 float   DEAD_DYING                              = 1;
45 float   DEAD_DEAD                               = 2;
46 float   DEAD_RESPAWNABLE                        = 3;
47 float   DEAD_RESPAWNING                 = 4;
48
49 float   DAMAGE_NO                               = 0;
50 float   DAMAGE_YES                              = 1;
51 float   DAMAGE_AIM                              = 2;
52
53 float   CONTENT_EMPTY                           = -1;
54 float   CONTENT_SOLID                           = -2;
55 float   CONTENT_WATER                           = -3;
56 float   CONTENT_SLIME                           = -4;
57 float   CONTENT_LAVA                            = -5;
58 float   CONTENT_SKY                             = -6;
59
60 float   SVC_BAD                                 = 0;
61 float   SVC_NOP                                 = 1;
62 float   SVC_DISCONNECT                          = 2;
63 float   SVC_UPDATESTAT                          = 3;
64 float   SVC_VERSION                             = 4;
65 float   SVC_SETVIEW                             = 5;
66 float   SVC_SOUND                               = 6;
67 float   SVC_TIME                                = 7;
68 float   SVC_PRINT                               = 8;
69 float   SVC_STUFFTEXT                           = 9;
70 float   SVC_SETANGLE                            = 10;
71 float   SVC_SERVERINFO                          = 11;
72 float   SVC_LIGHTSTYLE                          = 12;
73 float   SVC_UPDATENAME                          = 13;
74 float   SVC_UPDATEFRAGS                         = 14;
75 float   SVC_CLIENTDATA                          = 15;
76 float   SVC_STOPSOUND                           = 16;
77 float   SVC_UPDATECOLORS                        = 17;
78 float   SVC_PARTICLE                            = 18;
79 float   SVC_DAMAGE                              = 19;
80 float   SVC_SPAWNSTATIC                         = 20;
81 float   SVC_SPAWNBINARY                         = 21;
82 float   SVC_SPAWNBASELINE                       = 22;
83 float   SVC_TEMPENTITY                          = 23;
84 float   SVC_SETPAUSE                            = 24;
85 float   SVC_SIGNONNUM                           = 25;
86 float   SVC_CENTERPRINT                         = 26;
87 float   SVC_KILLEDMONSTER                       = 27;
88 float   SVC_FOUNDSECRET                         = 28;
89 float   SVC_SPAWNSTATICSOUND                    = 29;
90 float   SVC_INTERMISSION                        = 30;
91 float   SVC_FINALE                              = 31;
92 float   SVC_CDTRACK                             = 32;
93 float   SVC_SELLSCREEN                          = 33;
94 float   SVC_CUTSCENE                            = 34;
95
96 float   TE_SPIKE                                = 0;
97 float   TE_SUPERSPIKE                           = 1;
98 float   TE_GUNSHOT                              = 2;
99 float   TE_EXPLOSION                            = 3;
100 float   TE_TAREXPLOSION                         = 4;
101 float   TE_LIGHTNING1                           = 5;
102 float   TE_LIGHTNING2                           = 6;
103 float   TE_WIZSPIKE                             = 7;
104 float   TE_KNIGHTSPIKE                          = 8;
105 float   TE_LIGHTNING3                           = 9;
106 float   TE_LAVASPLASH                           = 10;
107 float   TE_TELEPORT                             = 11;
108
109 float   UPDATE_GENERAL                          = 0;
110 float   UPDATE_STATIC                           = 1;
111 float   UPDATE_BINARY                           = 2;
112 float   UPDATE_TEMP                             = 3;
113
114 float   EF_BRIGHTFIELD                          = 1;
115 float   EF_MUZZLEFLASH                          = 2;
116 float   EF_BRIGHTLIGHT                          = 4;
117 float   EF_DIMLIGHT                             = 8;
118
119 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT)
120
121 float   MSG_BROADCAST                           = 0; // unreliable
122 float   MSG_ONE                                 = 1; // reliable
123 float   MSG_ALL                                 = 2; // reliable
124 float   MSG_INIT                                = 3; // initialization
125 float   MSG_ENTITY                              = 5; // csqc
126
127 vector  PL_VIEW_OFS                             = '0 0 35';
128 vector  PL_MIN                                  = '-16 -16 -24';
129 vector  PL_MAX                                  = '16 16 45';
130 vector  PL_CROUCH_VIEW_OFS                      = '0 0 15';
131 vector  PL_CROUCH_MIN                           = '-16 -16 -24';
132 vector  PL_CROUCH_MAX                           = '16 16 25';
133
134 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
135 // did this so at least they worked
136 // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu
137 //float GAME_INSTAGIB                           = 1;   /// everyone gets the nex gun with infinite ammo, and one shot kills
138 //float GAME_ROCKET_ARENA                       = 16;  /// Everyone starts with a rocket launcher
139 //float GAME_FULLBRIGHT_PLAYERS                 = 64; /// makes the players model fullbright
140 //float GAME_TEAMS                              = 128; /// Teams, red/green/yellow/blue
141
142 float   game;   // set to "gamecfg" on spawnfunc_worldspawn
143
144
145 //float POWERUP_STRENGTH_DAMAGE                 = 2; // damage multiplier for strength powerup
146 //float POWERUP_STRENGTH_FORCE                  = 4; // force multiplier for strength powerup
147
148 //float POWERUP_INVINCIBLE_TAKEDAMAGE           = 0.2; // received damage multiplier for invincible powerup
149
150
151 float TE_BEAM                                   = 13;           // grappling hook
152
153 // CTF
154 float FLAG_BASE = 1;
155 float FLAG_CARRY = 2;
156 float FLAG_DROPPED = 3;
157
158 float COLOR_TEAM1       = 5;  // red
159 float COLOR_TEAM2       = 14; // blue
160 float COLOR_TEAM3       = 13; // yellow
161 float COLOR_TEAM4       = 10; // pink
162
163 float NUM_PLAYERSKINS_TEAMPLAY = 3;
164
165 float ASSAULT_VALUE_INACTIVE = 1000;
166
167 float DOOR_NOSPLASH = 256; // generic anti-splashdamage spawnflag