1 // COMMIT-TODO: Update if necessary before committing
2 // Revision 1: additional statistics sent (flag caps, returns, deaths)
3 // Revision 2: Mapvote preview pictures
4 // Revision 3: optimized map vote protocol
5 // Revision 4: CSQC config var system
6 // Revision 5: mapvote time fix
7 // Revision 6: more robust against packet loss/delays, also show not yet connected clients
8 // Revision 7: packet loss column
10 // Revision 9: race delta
11 // Revision 10: scoreboard force
12 // Revision 11: scoreboard unforce; spectator support beginning
13 // Revision 12: smaller scores updates (SERVER: requires new engine)
14 // Revision 13: pointparticles
17 // Revision 16: multi-weapons
18 // Revision 17: multi-weaponimpulses
19 // Revision 18: warmup
21 // Revision 20: naggers
22 // Revision 21: entcs for players optimized (position data down from 12 to 7 bytes); waypointsprites in csqc for team radar
23 // Revision 22: hook shot origin
24 #define CSQC_REVISION 22
26 // probably put these in common/
27 // so server/ and client/ can be synced better
28 const float GAME_DEATHMATCH = 1;
29 const float GAME_TEAM_DEATHMATCH = 2;
30 const float GAME_DOMINATION = 3;
31 const float GAME_CTF = 4;
32 const float GAME_RUNEMATCH = 5;
33 const float GAME_LMS = 6;
34 const float GAME_ARENA = 7;
35 const float GAME_KEYHUNT = 8;
36 const float GAME_ASSAULT = 9;
37 const float GAME_ONSLAUGHT = 10;
38 const float GAME_RACE = 11;
40 const float AS_STRING = 1;
41 const float AS_INT = 2;
42 const float AS_FLOAT_TRUNCATED = 2;
43 const float AS_FLOAT = 8;
45 const float ENT_CLIENT = 0;
46 const float ENT_CLIENT_DEAD = 1;
47 const float ENT_CLIENT_ENTCS = 2;
48 const float ENT_CLIENT_SCORES_INFO = 3;
49 const float ENT_CLIENT_SCORES = 4;
50 const float ENT_CLIENT_TEAMSCORES = 5;
51 const float ENT_CLIENT_POINTPARTICLES = 6;
52 const float ENT_CLIENT_RAINSNOW = 7;
53 const float ENT_CLIENT_LASER = 8;
54 const float ENT_CLIENT_NAGGER = 9; // flags [votecalledvote]
55 const float ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable]
56 const float ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor]
58 const float SPRITERULE_DEFAULT = 0;
59 const float SPRITERULE_TEAMPLAY = 1;
61 const float RADARICON_FLAG = 1;
62 const float RADARICON_FLAGCARRIER = 1;
63 const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them
64 const float RADARICON_DANGER = 1;
65 const float RADARICON_WAYPOINT = 1;
66 const float RADARICON_HELPME = 1;
67 const float RADARICON_CONTROLPOINT = 1;
68 const float RADARICON_GENERATOR = 1;
70 ///////////////////////////
74 // these are the key numbers that should be passed to Key_Event
76 const float K_TAB = 9;
77 const float K_ENTER = 13;
78 const float K_ESCAPE = 27;
79 const float K_SPACE = 32;
81 // normal keys should be passed as lowercased ascii
83 const float K_BACKSPACE = 127;
84 const float K_UPARROW = 128;
85 const float K_DOWNARROW = 129;
86 const float K_LEFTARROW = 130;
87 const float K_RIGHTARROW = 131;
89 const float K_ALT = 132;
90 const float K_CTRL = 133;
91 const float K_SHIFT = 134;
92 const float K_F1 = 135;
93 const float K_F2 = 136;
94 const float K_F3 = 137;
95 const float K_F4 = 138;
96 const float K_F5 = 139;
97 const float K_F6 = 140;
98 const float K_F7 = 141;
99 const float K_F8 = 142;
100 const float K_F9 = 143;
101 const float K_F10 = 144;
102 const float K_F11 = 145;
103 const float K_F12 = 146;
104 const float K_INS = 147;
105 const float K_DEL = 148;
106 const float K_PGDN = 149;
107 const float K_PGUP = 150;
108 const float K_HOME = 151;
109 const float K_END = 152;
111 const float K_KP_HOME = 160;
112 const float K_KP_UPARROW = 161;
113 const float K_KP_PGUP = 162;
114 const float K_KP_LEFTARROW = 163;
115 const float K_KP_5 = 164;
116 const float K_KP_RIGHTARROW = 165;
117 const float K_KP_END = 166;
118 const float K_KP_DOWNARROW = 167;
119 const float K_KP_PGDN = 168;
120 const float K_KP_ENTER = 169;
121 const float K_KP_INS = 170;
122 const float K_KP_DEL = 171;
123 const float K_KP_SLASH = 172;
124 const float K_KP_MINUS = 173;
125 const float K_KP_PLUS = 174;
127 const float K_PAUSE = 255;
132 const float K_JOY1 = 768;
133 const float K_JOY2 = 769;
134 const float K_JOY3 = 770;
135 const float K_JOY4 = 771;
138 // aux keys are for multi-buttoned joysticks to generate so they can use
139 // the normal binding process
141 const float K_AUX1 = 772;
142 const float K_AUX2 = 773;
143 const float K_AUX3 = 774;
144 const float K_AUX4 = 775;
145 const float K_AUX5 = 776;
146 const float K_AUX6 = 777;
147 const float K_AUX7 = 778;
148 const float K_AUX8 = 779;
149 const float K_AUX9 = 780;
150 const float K_AUX10 = 781;
151 const float K_AUX11 = 782;
152 const float K_AUX12 = 783;
153 const float K_AUX13 = 784;
154 const float K_AUX14 = 785;
155 const float K_AUX15 = 786;
156 const float K_AUX16 = 787;
157 const float K_AUX17 = 788;
158 const float K_AUX18 = 789;
159 const float K_AUX19 = 790;
160 const float K_AUX20 = 791;
161 const float K_AUX21 = 792;
162 const float K_AUX22 = 793;
163 const float K_AUX23 = 794;
164 const float K_AUX24 = 795;
165 const float K_AUX25 = 796;
166 const float K_AUX26 = 797;
167 const float K_AUX27 = 798;
168 const float K_AUX28 = 799;
169 const float K_AUX29 = 800;
170 const float K_AUX30 = 801;
171 const float K_AUX31 = 802;
172 const float K_AUX32 = 803;
175 // mouse buttons generate virtual keys
177 const float K_MOUSE1 = 512;
178 const float K_MOUSE2 = 513;
179 const float K_MOUSE3 = 514;
180 const float K_MWHEELUP = 515;
181 const float K_MWHEELDOWN = 516;
182 const float K_MOUSE4 = 517;
183 const float K_MOUSE5 = 518;
184 const float K_MOUSE6 = 519;
185 const float K_MOUSE7 = 520;
186 const float K_MOUSE8 = 521;
187 const float K_MOUSE9 = 522;
188 const float K_MOUSE10 = 523;
189 const float K_MOUSE11 = 524;
190 const float K_MOUSE12 = 525;
191 const float K_MOUSE13 = 526;
192 const float K_MOUSE14 = 527;
193 const float K_MOUSE15 = 528;
194 const float K_MOUSE16 = 529;
196 ///////////////////////////
200 float CVAR_NOTIFY = 2;
201 float CVAR_READONLY = 4;
203 ///////////////////////////
204 // csqc communication stuff
206 const float ENTCS_MSG_END = 0;
207 const float ENTCS_MSG_ONS_GPS = 1;
208 const float ENTCS_MSG_ONS_REMOVE = 2;
209 const float ENTCS_MSG_INIT = 3;
211 const float TE_CSQC_INIT = 100;
212 const float TE_CSQC_PING = 101;
213 const float TE_CSQC_CAPTURES = 102;
214 const float TE_CSQC_RETURNS = 103;
215 const float TE_CSQC_DEATHS = 104;
216 const float TE_CSQC_PICTURE = 105;
217 const float TE_CSQC_MAPVOTE = 106;
218 const float TE_CSQC_CONFIG = 107;
219 const float TE_CSQC_SCORESINFO = 108;
220 const float TE_CSQC_RACE = 109;
221 const float TE_CSQC_FORCESCOREBOARD = 110;
222 const float TE_CSQC_SPECTATING = 111;
223 const float TE_CSQC_SPAWN = 112;
224 const float TE_CSQC_ZOOMNOTIFY = 113;
225 const float TE_CSQC_HOLDANGLES = 114;
226 const float TE_CSQC_WARMUP = 115;
227 const float TE_CSQC_FOG = 116;
229 const float STAT_KH_KEYS = 32;
230 const float STAT_CTF_STATE = 33;
231 const float STAT_SYS_TICRATE = 34;
232 const float STAT_WEAPONS = 35;
233 const float STAT_SWITCHWEAPON = 36;
234 const float STAT_GAMESTARTTIME = 37;
235 const float CTF_STATE_ATTACK = 1;
236 const float CTF_STATE_DEFEND = 2;
237 const float CTF_STATE_COMMANDER = 3;
239 // moved that here so the client knows the max.
240 // # of maps, I'll use arrays for them :P
241 #define MAPVOTE_COUNT 10
242 const float MAPVOTE_NET_INIT = 0;
243 const float MAPVOTE_NET_UPDATE = 1;
244 const float MAPVOTE_NET_PIC = 2;
245 const float MAPVOTE_NET_OWNVOTE = 3;
247 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
248 const float RACE_NET_CHECKPOINT_CLEAR = 1;
249 const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder
250 const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent
251 const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent
252 const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder
255 * Lower scores are better (e.g. suicides)
257 #define SFL_LOWER_IS_BETTER 1
260 * Don't show zero values as scores
262 #define SFL_HIDE_ZERO 2
265 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
267 #define SFL_ALLOW_HIDE 16
270 * Display as a rank (with st, nd, rd, th suffix)
275 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
279 // not an extra constant yet
280 #define SFL_ZERO_IS_WORST SFL_TIME
283 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
285 #define SFL_SORT_PRIO_SECONDARY 4
286 #define SFL_SORT_PRIO_PRIMARY 8
287 #define SFL_SORT_PRIO_MASK 12
293 #define MAX_TEAMSCORE 2
298 #define SP_SUICIDES 2
300 // game mode specific indices are not in common/, but in server/scores_rules.qc!
305 float WEP_LASER = 1; float WEPBIT_LASER = 1; // always: 2^(w-1)
306 float WEP_SHOTGUN = 2; float WEPBIT_SHOTGUN = 2;
307 float WEP_UZI = 3; float WEPBIT_UZI = 4;
308 float WEP_GRENADE_LAUNCHER = 4; float WEPBIT_GRENADE_LAUNCHER = 8;
309 float WEP_ELECTRO = 5; float WEPBIT_ELECTRO = 16;
310 float WEP_CRYLINK = 6; float WEPBIT_CRYLINK = 32;
311 float WEP_NEX = 7; float WEPBIT_NEX = 64;
312 float WEP_HAGAR = 8; float WEPBIT_HAGAR = 128;
313 float WEP_ROCKET_LAUNCHER = 9; float WEPBIT_ROCKET_LAUNCHER = 256;
314 float WEP_PORTO = 10; float WEPBIT_PORTO = 512;
315 float WEP_MINSTANEX = 11; float WEPBIT_MINSTANEX = 1024;
316 float WEP_HOOK = 12; float WEPBIT_HOOK = 2048;
317 float WEP_HLAC = 13; float WEPBIT_HLAC = 4096;
318 float WEP_SEEKER = 14; float WEPBIT_SEEKER = 8192;
319 float WEP_LAST = 14; float WEPBIT_ALL = 16383;
320 float WEP_COUNT = 15;
322 float IT_UNLIMITED_AMMO = 1;
323 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
324 float IT_SHELLS = 256;
325 float IT_NAILS = 512;
326 float IT_ROCKETS = 1024;
327 float IT_CELLS = 2048;
328 float IT_SUPERWEAPON = 4096;
329 float IT_AMMO = 7936;
330 float IT_STRENGTH = 8192;
331 float IT_INVINCIBLE = 16384;
332 float IT_HEALTH = 32768;
335 float IT_KEY1 = 131072;
336 float IT_KEY2 = 262144;
338 float IT_RED_FLAG_TAKEN = 32768;
339 float IT_RED_FLAG_LOST = 65536;
340 float IT_RED_FLAG_CARRING = 98304;
341 float IT_BLUE_FLAG_TAKEN = 131072;
342 float IT_BLUE_FLAG_LOST = 262144;
343 float IT_BLUE_FLAG_CARRING = 393216;
345 float IT_5HP = 524288;
346 float IT_25HP = 1048576;
347 float IT_ARMOR_SHARD = 2097152;
348 float IT_ARMOR = 4194304;