const float ENT_CLIENT_ACCURACY = 30;
const float ENT_CLIENT_SHOWNAMES = 31;
const float ENT_CLIENT_WARPZONE_TELEPORTED = 32;
+const float ENT_CLIENT_DAMAGEEFFECT = 33;
const float ENT_CLIENT_TURRET = 40;
const float ENT_CLIENT_AUXILIARYXHAIR = 50;
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_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;
float ATTN_NORM = 0.5;
+float ATTN_LARGE = 1;
float ATTN_IDLE = 2;
float ATTN_STATIC = 3;
float ATTN_MAX = 3.984375;
float DEATH_WEAPONMASK = 0xFF;
float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
float HITTYPE_SECONDARY = 0x100;
-float HITTYPE_SPLASH = 0x200;
+float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage
float HITTYPE_BOUNCE = 0x400;
-float HITTYPE_HEADSHOT = 0x800;
+float HITTYPE_HEADSHOT = 0x800; // automatically set by Damage (if headshotbonus is set)
float HITTYPE_RESERVED = 0x1000; // unused yet
// macros to access these
#define SERVERFLAG_ALLOW_FULLBRIGHT 1
#define SERVERFLAG_TEAMPLAY 2
+#define SERVERFLAG_PLAYERSTATS 4