string CVAR_CHECK_DEFAULT = "cd60da3d5cbb01dd365c34b514a7841b"; string CVAR_CHECK_BALANCE = "78dd1eac1223c09227ae89b307fb4654"; float FALSE = 0; float TRUE = 1; float FL_FLY = 1; float FL_SWIM = 2; float FL_CLIENT = 8; float FL_INWATER = 16; float FL_MONSTER = 32; float FL_GODMODE = 64; float FL_NOTARGET = 128; float FL_ITEM = 256; float FL_ONGROUND = 512; float FL_PARTIALGROUND = 1024; float FL_WATERJUMP = 2048; float FL_JUMPRELEASED = 4096; float FL_WEAPON = 8192; float FL_POWERUP = 16384; float FL_PROJECTILE = 32768; float FL_TOSSED = 65536; float FL_NO_WEAPON_STAY = 131072; float FL_SPAWNING = 262144; float MOVETYPE_NONE = 0; float MOVETYPE_ANGLENOCLIP = 1; float MOVETYPE_ANGLECLIP = 2; float MOVETYPE_WALK = 3; float MOVETYPE_STEP = 4; float MOVETYPE_FLY = 5; float MOVETYPE_TOSS = 6; float MOVETYPE_PUSH = 7; float MOVETYPE_NOCLIP = 8; float MOVETYPE_FLYMISSILE = 9; float MOVETYPE_BOUNCE = 10; float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing //float MOVETYPE_FOLLOW = 12; // 'Attaches' the entity to its aim_ent float SOLID_NOT = 0; float SOLID_TRIGGER = 1; float SOLID_BBOX = 2; float SOLID_SLIDEBOX = 3; float SOLID_BSP = 4; float DEAD_NO = 0; float DEAD_DYING = 1; float DEAD_DEAD = 2; float DEAD_RESPAWNABLE = 3; float DEAD_RESPAWNING = 4; float DAMAGE_NO = 0; float DAMAGE_YES = 1; float DAMAGE_AIM = 2; float CONTENT_EMPTY = -1; float CONTENT_SOLID = -2; float CONTENT_WATER = -3; float CONTENT_SLIME = -4; float CONTENT_LAVA = -5; float CONTENT_SKY = -6; float SVC_BAD = 0; float SVC_NOP = 1; float SVC_DISCONNECT = 2; float SVC_UPDATESTAT = 3; float SVC_VERSION = 4; float SVC_SETVIEW = 5; float SVC_SOUND = 6; float SVC_TIME = 7; float SVC_PRINT = 8; float SVC_STUFFTEXT = 9; float SVC_SETANGLE = 10; float SVC_SERVERINFO = 11; float SVC_LIGHTSTYLE = 12; float SVC_UPDATENAME = 13; float SVC_UPDATEFRAGS = 14; float SVC_CLIENTDATA = 15; float SVC_STOPSOUND = 16; float SVC_UPDATECOLORS = 17; float SVC_PARTICLE = 18; float SVC_DAMAGE = 19; float SVC_SPAWNSTATIC = 20; float SVC_SPAWNBINARY = 21; float SVC_SPAWNBASELINE = 22; float SVC_TEMPENTITY = 23; float SVC_SETPAUSE = 24; float SVC_SIGNONNUM = 25; float SVC_CENTERPRINT = 26; float SVC_KILLEDMONSTER = 27; float SVC_FOUNDSECRET = 28; float SVC_SPAWNSTATICSOUND = 29; float SVC_INTERMISSION = 30; float SVC_FINALE = 31; float SVC_CDTRACK = 32; float SVC_SELLSCREEN = 33; float SVC_CUTSCENE = 34; float TE_SPIKE = 0; float TE_SUPERSPIKE = 1; float TE_GUNSHOT = 2; float TE_EXPLOSION = 3; float TE_TAREXPLOSION = 4; float TE_LIGHTNING1 = 5; float TE_LIGHTNING2 = 6; float TE_WIZSPIKE = 7; float TE_KNIGHTSPIKE = 8; float TE_LIGHTNING3 = 9; float TE_LAVASPLASH = 10; float TE_TELEPORT = 11; float UPDATE_GENERAL = 0; float UPDATE_STATIC = 1; float UPDATE_BINARY = 2; float UPDATE_TEMP = 3; float EF_BRIGHTFIELD = 1; float EF_MUZZLEFLASH = 2; float EF_BRIGHTLIGHT = 4; float EF_DIMLIGHT = 8; #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT) float MSG_BROADCAST = 0; // unreliable float MSG_ONE = 1; // reliable float MSG_ALL = 2; // reliable float MSG_INIT = 3; // initialization float MSG_ENTITY = 5; // csqc vector PL_VIEW_OFS = '0 0 35'; vector PL_MIN = '-16 -16 -24'; vector PL_MAX = '16 16 45'; vector PL_CROUCH_VIEW_OFS = '0 0 15'; vector PL_CROUCH_MIN = '-16 -16 -24'; vector PL_CROUCH_MAX = '16 16 25'; // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just // did this so at least they worked // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu //float GAME_INSTAGIB = 1; /// everyone gets the nex gun with infinite ammo, and one shot kills //float GAME_ROCKET_ARENA = 16; /// Everyone starts with a rocket launcher //float GAME_FULLBRIGHT_PLAYERS = 64; /// makes the players model fullbright //float GAME_TEAMS = 128; /// Teams, red/green/yellow/blue float game; // set to "gamecfg" on spawnfunc_worldspawn //float POWERUP_STRENGTH_DAMAGE = 2; // damage multiplier for strength powerup //float POWERUP_STRENGTH_FORCE = 4; // force multiplier for strength powerup //float POWERUP_INVINCIBLE_TAKEDAMAGE = 0.2; // received damage multiplier for invincible powerup float TE_BEAM = 13; // grappling hook // CTF float FLAG_BASE = 1; float FLAG_CARRY = 2; float FLAG_DROPPED = 3; float COLOR_TEAM1 = 5; // red float COLOR_TEAM2 = 14; // blue float COLOR_TEAM3 = 13; // yellow float COLOR_TEAM4 = 10; // pink float NUM_PLAYERSKINS_TEAMPLAY = 3; float ASSAULT_VALUE_INACTIVE = 1000; float DOOR_NOSPLASH = 256; // generic anti-splashdamage spawnflag