1 string CVAR_CHECK_DEFAULT = "90557d4f39226ea4ed64faae132295b7";
2 string CVAR_CHECK_WEAPONS = "6dd73b6c78519153d50f876be23bfe77";
10 float FL_INWATER = 16;
11 float FL_MONSTER = 32;
12 float FL_GODMODE = 64;
13 float FL_NOTARGET = 128;
15 float FL_ONGROUND = 512;
16 float FL_PARTIALGROUND = 1024;
17 float FL_WATERJUMP = 2048;
18 float FL_JUMPRELEASED = 4096;
19 float FL_WEAPON = 8192;
20 float FL_POWERUP = 16384;
21 float FL_PROJECTILE = 32768;
22 float FL_TOSSED = 65536;
23 float FL_NO_WEAPON_STAY = 131072;
24 float FL_SPAWNING = 262144;
26 float MOVETYPE_NONE = 0;
27 float MOVETYPE_ANGLENOCLIP = 1;
28 float MOVETYPE_ANGLECLIP = 2;
29 float MOVETYPE_WALK = 3;
30 float MOVETYPE_STEP = 4;
31 float MOVETYPE_FLY = 5;
32 float MOVETYPE_TOSS = 6;
33 float MOVETYPE_PUSH = 7;
34 float MOVETYPE_NOCLIP = 8;
35 float MOVETYPE_FLYMISSILE = 9;
36 float MOVETYPE_BOUNCE = 10;
37 float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
38 //float MOVETYPE_FOLLOW = 12; // 'Attaches' the entity to its aim_ent
41 float SOLID_TRIGGER = 1;
43 float SOLID_SLIDEBOX = 3;
45 //float SOLID_CORPSE = 5; // Unobstructed by CORPSE or SLIDEBOX
50 float DEAD_RESPAWNABLE = 3;
51 float DEAD_RESPAWNING = 4;
57 float CONTENT_EMPTY = -1;
58 float CONTENT_SOLID = -2;
59 float CONTENT_WATER = -3;
60 float CONTENT_SLIME = -4;
61 float CONTENT_LAVA = -5;
62 float CONTENT_SKY = -6;
66 float SVC_DISCONNECT = 2;
67 float SVC_UPDATESTAT = 3;
68 float SVC_VERSION = 4;
69 float SVC_SETVIEW = 5;
73 float SVC_STUFFTEXT = 9;
74 float SVC_SETANGLE = 10;
75 float SVC_SERVERINFO = 11;
76 float SVC_LIGHTSTYLE = 12;
77 float SVC_UPDATENAME = 13;
78 float SVC_UPDATEFRAGS = 14;
79 float SVC_CLIENTDATA = 15;
80 float SVC_STOPSOUND = 16;
81 float SVC_UPDATECOLORS = 17;
82 float SVC_PARTICLE = 18;
83 float SVC_DAMAGE = 19;
84 float SVC_SPAWNSTATIC = 20;
85 float SVC_SPAWNBINARY = 21;
86 float SVC_SPAWNBASELINE = 22;
87 float SVC_TEMPENTITY = 23;
88 float SVC_SETPAUSE = 24;
89 float SVC_SIGNONNUM = 25;
90 float SVC_CENTERPRINT = 26;
91 float SVC_KILLEDMONSTER = 27;
92 float SVC_FOUNDSECRET = 28;
93 float SVC_SPAWNSTATICSOUND = 29;
94 float SVC_INTERMISSION = 30;
95 float SVC_FINALE = 31;
96 float SVC_CDTRACK = 32;
97 float SVC_SELLSCREEN = 33;
98 float SVC_CUTSCENE = 34;
101 float TE_SUPERSPIKE = 1;
102 float TE_GUNSHOT = 2;
103 float TE_EXPLOSION = 3;
104 float TE_TAREXPLOSION = 4;
105 float TE_LIGHTNING1 = 5;
106 float TE_LIGHTNING2 = 6;
107 float TE_WIZSPIKE = 7;
108 float TE_KNIGHTSPIKE = 8;
109 float TE_LIGHTNING3 = 9;
110 float TE_LAVASPLASH = 10;
111 float TE_TELEPORT = 11;
113 float UPDATE_GENERAL = 0;
114 float UPDATE_STATIC = 1;
115 float UPDATE_BINARY = 2;
116 float UPDATE_TEMP = 3;
118 float EF_BRIGHTFIELD = 1;
119 float EF_MUZZLEFLASH = 2;
120 float EF_BRIGHTLIGHT = 4;
121 float EF_DIMLIGHT = 8;
123 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT)
125 float MSG_BROADCAST = 0; // unreliable
126 float MSG_ONE = 1; // reliable
127 float MSG_ALL = 2; // reliable
128 float MSG_INIT = 3; // initialization
129 float MSG_ENTITY = 5; // csqc
131 vector PL_VIEW_OFS = '0 0 35';
132 vector PL_MIN = '-16 -16 -24';
133 vector PL_MAX = '16 16 45';
134 vector PL_CROUCH_VIEW_OFS = '0 0 15';
135 vector PL_CROUCH_MIN = '-16 -16 -24';
136 vector PL_CROUCH_MAX = '16 16 25';
138 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
139 // did this so at least they worked
140 // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu
141 //float GAME_INSTAGIB = 1; /// everyone gets the nex gun with infinite ammo, and one shot kills
142 //float GAME_ROCKET_ARENA = 16; /// Everyone starts with a rocket launcher
143 //float GAME_FULLBRIGHT_PLAYERS = 64; /// makes the players model fullbright
144 //float GAME_TEAMS = 128; /// Teams, red/green/yellow/blue
146 float game; // set to "gamecfg" on spawnfunc_worldspawn
149 //float POWERUP_STRENGTH_DAMAGE = 2; // damage multiplier for strength powerup
150 //float POWERUP_STRENGTH_FORCE = 4; // force multiplier for strength powerup
152 //float POWERUP_INVINCIBLE_TAKEDAMAGE = 0.2; // received damage multiplier for invincible powerup
155 float TE_BEAM = 13; // grappling hook
159 float FLAG_CARRY = 2;
160 float FLAG_DROPPED = 3;
162 float MAX_SHOT_DISTANCE = 32768;
164 float COLOR_TEAM1 = 5; // red
165 float COLOR_TEAM2 = 14; // blue
166 float COLOR_TEAM3 = 13; // yellow
167 float COLOR_TEAM4 = 10; // pink
169 float NUM_PLAYERSKINS_TEAMPLAY = 3;
171 float ASSAULT_VALUE_INACTIVE = 1000;