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 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 SOLID_CORPSE = 5; // Unobstructed by CORPSE or SLIDEBOX float DEAD_NO = 0; float DEAD_DYING = 1; float DEAD_DEAD = 2; float DEAD_RESPAWNABLE = 3; 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 CHAN_AUTO = 0; float CHAN_WEAPON = 1; float CHAN_VOICE = 2; float CHAN_ITEM = 3; float CHAN_BODY = 4; float CHAN_IMPACT = 5; float ATTN_NONE = 0; float ATTN_NORM = 1; float ATTN_IDLE = 2; float ATTN_STATIC = 3; 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; float MSG_BROADCAST = 0; float MSG_ONE = 1; float MSG_ALL = 2; float MSG_INIT = 3; float IT_LASER = 4096; float IT_SHOTGUN = 1; float IT_UZI = 2; float IT_GRENADE_LAUNCHER = 4; float IT_ELECTRO = 8; float IT_CRYLINK = 16; float IT_NEX = 32; float IT_HAGAR = 64; float IT_ROCKET_LAUNCHER = 128; float IT_SHELLS = 256; float IT_NAILS = 512; float IT_ROCKETS = 1024; float IT_CELLS = 2048; float IT_STRENGTH = 8192; float IT_INVINCIBLE = 16384; float IT_SPEED = 32768; float IT_SLOWMO = 65536; vector PL_VIEW_OFS = '0 0 35'; vector PL_MIN = '-16 -16 -24'; vector PL_MAX = '16 16 45'; //vector PL_VIEW_OFS = '0 0 32'; //vector PL_MIN = '-16 -16 -48'; //vector PL_MAX = '16 16 48'; // 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_INSANE = 2; /// no time between shots for any gun float GAME_STRENGTH_GAIN = 4; /// NOT DONE float GAME_REGENERATION = 8; /// Fast health regeneration float GAME_ROCKET_ARENA = 16; /// Everyone starts with a rocket launcher float GAME_NO_SELF_DAMAGE = 32; /// no self damage, so rocket jumping and such can be used a lot more float GAME_NO_AIR_CONTROL = 64; /// turns off air control float GAME_LOW_GRAVITY = 128; /// has 1/4 of the gravity float GAME_FULLBRIGHT_PLAYERS = 256; /// makes the players model fullbright float game; // set to "gamecfg" on worldspawn float POWERUP_SPEED_MOVEMENT = 3; // movement multiplier for speed powerup float POWERUP_SPEED_JUMPVELOCITY = 640; // how much jump velocity with speed powerup float JUMP_VELOCITY = 300; // normal jump velocity 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 POWERUP_SLOWMO_MOVEMENT = 0.3; // movement speed multiplier for slowmo powerup