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 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;
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;
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 = 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_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;
float ATTN_NORM = 0.5;
+float ATTN_LARGE = 1;
float ATTN_IDLE = 2;
float ATTN_STATIC = 3;
float ATTN_MAX = 3.984375;
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;
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;
#define SERVERFLAG_ALLOW_FULLBRIGHT 1
#define SERVERFLAG_TEAMPLAY 2
+#define SERVERFLAG_PLAYERSTATS 4