]> icculus.org git repositories - divverent/nexuiz.git/blob - TeamNexuiz/game/gamec/constants.h
Added a Game C folder
[divverent/nexuiz.git] / TeamNexuiz / game / gamec / constants.h
1 \r
2 float   FALSE                                   = 0;\r
3 float   TRUE                                    = 1;\r
4 \r
5 float   FL_FLY                                  = 1;\r
6 float   FL_SWIM                                 = 2;\r
7 float   FL_CLIENT                               = 8;\r
8 float   FL_INWATER                              = 16;\r
9 float   FL_MONSTER                              = 32;\r
10 float   FL_GODMODE                              = 64;\r
11 float   FL_NOTARGET                             = 128;\r
12 float   FL_ITEM                                 = 256;\r
13 float   FL_ONGROUND                             = 512;\r
14 float   FL_PARTIALGROUND                = 1024;\r
15 float   FL_WATERJUMP                    = 2048;\r
16 float   FL_JUMPRELEASED                 = 4096;\r
17 float   FL_WEAPON                               = 8192;\r
18 float   FL_POWERUP                              = 16384;\r
19 \r
20 float   MOVETYPE_NONE                   = 0;\r
21 float   MOVETYPE_ANGLENOCLIP    = 1;\r
22 float   MOVETYPE_ANGLECLIP              = 2;\r
23 float   MOVETYPE_WALK                   = 3;\r
24 float   MOVETYPE_STEP                   = 4;\r
25 float   MOVETYPE_FLY                    = 5;\r
26 float   MOVETYPE_TOSS                   = 6;\r
27 float   MOVETYPE_PUSH                   = 7;\r
28 float   MOVETYPE_NOCLIP                 = 8;\r
29 float   MOVETYPE_FLYMISSILE             = 9;\r
30 float   MOVETYPE_BOUNCE                 = 10;\r
31 //float MOVETYPE_BOUNCEMISSILE  = 11;   // Like bounce but doesn't lose speed on bouncing\r
32 //float MOVETYPE_FOLLOW                 = 12;   // 'Attaches' the entity to its aim_ent\r
33 \r
34 float   SOLID_NOT                               = 0;\r
35 float   SOLID_TRIGGER                   = 1;\r
36 float   SOLID_BBOX                              = 2;\r
37 float   SOLID_SLIDEBOX                  = 3;\r
38 float   SOLID_BSP                               = 4;\r
39 //float SOLID_CORPSE                    = 5;    // Unobstructed by CORPSE or SLIDEBOX\r
40 \r
41 float   DEAD_NO                                 = 0;\r
42 float   DEAD_DYING                              = 1;\r
43 float   DEAD_DEAD                               = 2;\r
44 float   DEAD_RESPAWNABLE                = 3;\r
45 \r
46 float   DAMAGE_NO                               = 0;\r
47 float   DAMAGE_YES                              = 1;\r
48 float   DAMAGE_AIM                              = 2;\r
49 \r
50 float   CONTENT_EMPTY                   = -1;\r
51 float   CONTENT_SOLID                   = -2;\r
52 float   CONTENT_WATER                   = -3;\r
53 float   CONTENT_SLIME                   = -4;\r
54 float   CONTENT_LAVA                    = -5;\r
55 float   CONTENT_SKY                             = -6;\r
56 \r
57 float   SVC_BAD                                 = 0;\r
58 float   SVC_NOP                                 = 1;\r
59 float   SVC_DISCONNECT                  = 2;\r
60 float   SVC_UPDATESTAT                  = 3;\r
61 float   SVC_VERSION                             = 4;\r
62 float   SVC_SETVIEW                             = 5;\r
63 float   SVC_SOUND                               = 6;\r
64 float   SVC_TIME                                = 7;\r
65 float   SVC_PRINT                               = 8;\r
66 float   SVC_STUFFTEXT                   = 9;\r
67 float   SVC_SETANGLE                    = 10;\r
68 float   SVC_SERVERINFO                  = 11;\r
69 float   SVC_LIGHTSTYLE                  = 12;\r
70 float   SVC_UPDATENAME                  = 13;\r
71 float   SVC_UPDATEFRAGS                 = 14;\r
72 float   SVC_CLIENTDATA                  = 15;\r
73 float   SVC_STOPSOUND                   = 16;\r
74 float   SVC_UPDATECOLORS                = 17;\r
75 float   SVC_PARTICLE                    = 18;\r
76 float   SVC_DAMAGE                              = 19;\r
77 float   SVC_SPAWNSTATIC                 = 20;\r
78 float   SVC_SPAWNBINARY                 = 21;\r
79 float   SVC_SPAWNBASELINE               = 22;\r
80 float   SVC_TEMPENTITY                  = 23;\r
81 float   SVC_SETPAUSE                    = 24;\r
82 float   SVC_SIGNONNUM                   = 25;\r
83 float   SVC_CENTERPRINT                 = 26;\r
84 float   SVC_KILLEDMONSTER               = 27;\r
85 float   SVC_FOUNDSECRET                 = 28;\r
86 float   SVC_SPAWNSTATICSOUND    = 29;\r
87 float   SVC_INTERMISSION                = 30;\r
88 float   SVC_FINALE                              = 31;\r
89 float   SVC_CDTRACK                             = 32;\r
90 float   SVC_SELLSCREEN                  = 33;\r
91 float   SVC_CUTSCENE                    = 34;\r
92 \r
93 float   TE_SPIKE                                = 0;\r
94 float   TE_SUPERSPIKE                   = 1;\r
95 float   TE_GUNSHOT                              = 2;\r
96 float   TE_EXPLOSION                    = 3;\r
97 float   TE_TAREXPLOSION                 = 4;\r
98 float   TE_LIGHTNING1                   = 5;\r
99 float   TE_LIGHTNING2                   = 6;\r
100 float   TE_WIZSPIKE                             = 7;\r
101 float   TE_KNIGHTSPIKE                  = 8;\r
102 float   TE_LIGHTNING3                   = 9;\r
103 float   TE_LAVASPLASH                   = 10;\r
104 float   TE_TELEPORT                             = 11;\r
105 \r
106 float   CHAN_AUTO                               = 0;\r
107 float   CHAN_WEAPON                             = 1;\r
108 float   CHAN_VOICE                              = 2;\r
109 float   CHAN_ITEM                               = 3;\r
110 float   CHAN_BODY                               = 4;\r
111 float   CHAN_IMPACT                             = 5;\r
112 \r
113 float   ATTN_NONE                               = 0;\r
114 float   ATTN_NORM                               = 0.5;\r
115 float   ATTN_IDLE                               = 2;\r
116 float   ATTN_STATIC                             = 3;\r
117 \r
118 float   UPDATE_GENERAL                  = 0;\r
119 float   UPDATE_STATIC                   = 1;\r
120 float   UPDATE_BINARY                   = 2;\r
121 float   UPDATE_TEMP                             = 3;\r
122 \r
123 float   EF_BRIGHTFIELD                  = 1;\r
124 float   EF_MUZZLEFLASH                  = 2;\r
125 float   EF_BRIGHTLIGHT                  = 4;\r
126 float   EF_DIMLIGHT                             = 8;\r
127 \r
128 float   MSG_BROADCAST                   = 0;\r
129 float   MSG_ONE                                 = 1;\r
130 float   MSG_ALL                                 = 2;\r
131 float   MSG_INIT                                = 3;\r
132 \r
133 // Deathtypes (weapon deathtypes are WEP_*)\r
134 float   DEATH_FALL                              = 10000;\r
135 float   DEATH_TELEFRAG                  = 10001;\r
136 float   DEATH_DROWN                             = 10002;\r
137 float   DEATH_HURTTRIGGER               = 10003;\r
138 float   DEATH_LAVA                              = 10004;\r
139 float   DEATH_SLIME                             = 10005;\r
140 float   DEATH_KILL                              = 10006;\r
141 float   DEATH_CLASSCHANGE               = 10007;\r
142 float   DEATH_BURNING                   = 10008;\r
143 float   DEATH_LASERGATE                 = 10009;\r
144 \r
145 float   IT_LASER                                = 4096;\r
146 float   IT_SHOTGUN                              = 1;\r
147 float   IT_UZI                                  = 2;\r
148 float   IT_GRENADE_LAUNCHER             = 4;\r
149 float   IT_ELECTRO                              = 8;\r
150 float   IT_CRYLINK                              = 16;\r
151 float   IT_NEX                                  = 32;\r
152 float   IT_HAGAR                                = 64;\r
153 float   IT_ROCKET_LAUNCHER              = 128;\r
154 \r
155 float   IT_WEP1                                 = 4096;\r
156 float   IT_WEP2                                 = 1;\r
157 float   IT_WEP3                                 = 2;\r
158 float   IT_WEP4                                 = 4;\r
159 float   IT_WEP5                                 = 8;\r
160 \r
161 float   IT_SHELLS                               = 256;\r
162 float   IT_NAILS                                = 512;\r
163 float   IT_ROCKETS                              = 1024;\r
164 float   IT_CELLS                                = 2048;\r
165 \r
166 float   IT_STRENGTH                             = 8192;\r
167 float   IT_INVINCIBLE                   = 16384;\r
168 //float IT_SPEED                                = 32768;\r
169 //float IT_SLOWMO                               = 65536;\r
170 \r
171 float   IT_KEY1                                 = 131072;\r
172 float   IT_KEY2                                 = 262144;\r
173 \r
174 vector  PL_VIEW_OFS                             = '0 0 35';\r
175 vector  PL_MIN                                  = '-16 -16 -24';\r
176 vector  PL_MAX                                  = '16 16 45';\r
177 vector  PL_CROUCH_VIEW_OFS              = '0 0 15';\r
178 vector  PL_CROUCH_MIN                   = '-16 -16 -24';\r
179 vector  PL_CROUCH_MAX                   = '16 16 25';\r
180 \r
181 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just\r
182 // did this so at least they worked\r
183 // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu\r
184 //float GAME_INSTAGIB                   = 1;   /// everyone gets the nex gun with infinite ammo, and one shot kills\r
185 //float GAME_ROCKET_ARENA               = 16;  /// Everyone starts with a rocket launcher\r
186 //float GAME_FULLBRIGHT_PLAYERS         = 64; /// makes the players model fullbright\r
187 //float GAME_TEAMS              = 128; /// Teams, red/green/yellow/blue\r
188 \r
189 float   game;   // set to "gamecfg" on worldspawn\r
190 \r
191 \r
192 //float POWERUP_STRENGTH_DAMAGE = 2; // damage multiplier for strength powerup\r
193 //float POWERUP_STRENGTH_FORCE  = 4; // force multiplier for strength powerup\r
194 \r
195 //float POWERUP_INVINCIBLE_TAKEDAMAGE   = 0.2; // received damage multiplier for invincible powerup\r
196 \r
197 \r
198 \r
199 float TE_BEAM           = 13;           // grappling hook\r
200 \r