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optimized trail code by adding a new .traileffect field that is set when
[divverent/nexuiz.git] / data / qcsrc / client / csqc_constants.qc
1 const entity    NULL                                                    = world;
2
3 // Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)
4 const float             MASK_ENGINE                                             = 1;
5 const float             MASK_ENGINEVIEWMODELS                   = 2;
6 const float             MASK_NORMAL                                             = 4;
7
8 // Renderflag Constants (used for CSQC entities)
9 const float             RF_VIEWMODEL                                    = 1;
10 const float             RF_EXTERNALMODEL                                = 2;
11 const float             RF_DEPTHHACK                                    = 4;
12 const float             RF_ADDITIVE                                             = 8;
13 const float             RF_USEAXIS                                              = 16;
14
15 // Viewflag Constants (use with R_SetView)
16 const float             VF_MIN                                                  = 1;    //(vector)
17 const float             VF_MIN_X                                                = 2;    //(float)
18 const float             VF_MIN_Y                                                = 3;    //(float)
19 const float             VF_SIZE                                                 = 4;    //(vector) (viewport size)
20 const float             VF_SIZE_Y                                               = 5;    //(float)
21 const float             VF_SIZE_X                                               = 6;    //(float)
22 const float             VF_VIEWPORT                                             = 7;    //(vector, vector)
23 const float             VF_FOV                                                  = 8;    //(vector)
24 const float             VF_FOVX                                                 = 9;    //(float)
25 const float             VF_FOVY                                                 = 10;   //(float)
26 const float             VF_ORIGIN                                               = 11;   //(vector)
27 const float             VF_ORIGIN_X                                             = 12;   //(float)
28 const float             VF_ORIGIN_Y                                             = 13;   //(float)
29 const float             VF_ORIGIN_Z                                             = 14;   //(float)
30 const float             VF_ANGLES                                               = 15;   //(vector)
31 const float             VF_ANGLES_X                                             = 16;   //(float)
32 const float             VF_ANGLES_Y                                             = 17;   //(float)
33 const float             VF_ANGLES_Z                                             = 18;   //(float)
34 const float             VF_DRAWWORLD                                    = 19;   //(float)
35 const float             VF_DRAWENGINESBAR                               = 20;   //(float)
36 const float             VF_DRAWCROSSHAIR                                = 21;   //(float)
37 const float             VF_PERSPECTIVE                                  = 200;  //(float)
38
39 const float             VF_CL_VIEWANGLES                                = 33;   //(vector)
40 const float             VF_CL_VIEWANGLES_X                              = 34;   //(float)
41 const float             VF_CL_VIEWANGLES_Y                              = 35;   //(float)
42 const float             VF_CL_VIEWANGLES_Z                              = 36;   //(float) 
43
44 // Server Autosent Stat Constants
45 const float             STAT_HEALTH                                             = 0;
46 const float             STAT_WEAPONMODEL                                = 2;
47 const float             STAT_AMMO                                               = 3;
48 const float             STAT_ARMOR                                              = 4;
49 const float             STAT_WEAPONFRAME                                = 5;
50 const float             STAT_SHELLS                                             = 6;
51 const float             STAT_NAILS                                              = 7;
52 const float             STAT_ROCKETS                                    = 8;
53 const float             STAT_CELLS                                              = 9;
54 const float             STAT_ACTIVEWEAPON                               = 10;
55 const float             STAT_TOTALSECRETS                               = 11;
56 const float             STAT_TOTALMONSTERS                              = 12;
57 const float             STAT_SECRETS                                    = 13;
58 const float             STAT_MONSTERS                                   = 14;
59 const float             STAT_ITEMS                                              = 15;
60 const float             STAT_VIEWHEIGHT                                 = 16;
61 const float             STAT_MOVEVARS_TICRATE           = 240;
62 const float             STAT_MOVEVARS_TIMESCALE         = 241;
63 const float             STAT_FRAGLIMIT                                  = 235;
64 const float             STAT_TIMELIMIT                                  = 236;
65 const float     STAT_MOVEVARS_GRAVITY           = 242;
66 const float     STAT_MOVEVARS_MAXSPEED          = 244;
67
68 // Sound Constants
69 //const float           CHAN_AUTO                                               = 0;
70 //const float           CHAN_WEAPON                                             = 1;
71 //const float           CHAN_VOICE                                              = 2;
72 //const float           CHAN_ITEM                                               = 3;
73 //const float           CHAN_BODY                                               = 4;
74
75 //const float           ATTN_NONE                                               = 0;
76 //const float           ATTN_NORM                                               = 1;
77 //const float           ATTN_IDLE                                               = 2;
78 //const float           ATTN_STATIC                                             = 3;
79
80 // Quake-style Point Contents
81 const float             CONTENT_EMPTY                                   = -1;
82 const float             CONTENT_SOLID                                   = -2;
83 const float             CONTENT_WATER                                   = -3;
84 const float             CONTENT_SLIME                                   = -4;
85 const float             CONTENT_LAVA                                    = -5;
86 const float             CONTENT_SKY                                             = -6;
87
88 // Boolean Constants
89 const float             true                                                    = 1;
90 const float             false                                                   = 0;
91 const float     TRUE                                                    = 1;
92 const float     FALSE                                                   = 0;
93
94 // Vector / Hull Constants
95 const vector    VEC_1                                                   = '1 1 1';
96 const vector    VEC_0                                                   = '0 0 0';
97 const vector    VEC_M1                                                  = '-1 -1 -1';
98
99 const vector    VEC_HULL_MIN                                    = '-16 -16 -24';
100 const vector    VEC_HULL_MAX                                    = '16 16 32';
101
102 // Effect Constants
103 const float     EF_NODRAW                                               = 16;
104 const float     EF_ADDITIVE                                             = 32;
105 const float     EF_BLUE                                                 = 64;
106 const float     EF_RED                                                  = 128;
107 const float     EF_FULLBRIGHT                                   = 512;
108 const float     EF_FLAME                                                = 1024;
109 const float     EF_STARDUST                                             = 2048;
110 const float     EF_NOSHADOW                                             = 4096;
111 const float     EF_NODEPTHTEST                                  = 8192;
112
113 // Quake Player Flag Constants
114 const float     PFL_ONGROUND                                    = 1;
115 const float     PFL_CROUCH                                              = 2;
116 const float     PFL_DEAD                                                = 4;
117 const float     PFL_GIBBED                                              = 8;
118
119 // Quake Temporary Entity Constants
120 const float             TE_SPIKE                                                = 0;
121 const float             TE_SUPERSPIKE                                   = 1;
122 const float             TE_GUNSHOT                                              = 2;
123 const float             TE_EXPLOSION                                    = 3;
124 const float             TE_TAREXPLOSION                                 = 4;
125 const float             TE_LIGHTNING1                                   = 5;
126 const float             TE_LIGHTNING2                                   = 6;
127 const float             TE_WIZSPIKE                                             = 7;
128 const float             TE_KNIGHTSPIKE                                  = 8;
129 const float             TE_LIGHTNING3                                   = 9;
130 const float             TE_LAVASPLASH                                   = 10;
131 const float             TE_TELEPORT                                             = 11;
132 const float     TE_EXPLOSION2                                   = 12;
133 // Darkplaces Additions
134 const float     TE_EXPLOSIONRGB                                 = 53;
135 const float             TE_GUNSHOTQUAD                                  = 57;
136 const float             TE_EXPLOSIONQUAD                                = 70;
137
138 // Math Constants
139 const float     EXTRA_LOW                                               = -99999999;
140 const float     EXTRA_HIGH                                              = 99999999;
141
142 // Frik File Constants
143 const float             FILE_READ                                               = 0;
144 const float             FILE_APPEND                                             = 1;
145 const float             FILE_WRITE                                              = 2;
146
147 // Button values used by input_buttons
148 const float BUTTON_ATTACK = 1;
149 const float BUTTON_JUMP = 2;
150 const float BUTTON_3 = 4;
151 const float BUTTON_4 = 8;
152 const float BUTTON_5 = 16;
153 const float BUTTON_6 = 32;
154 const float BUTTON7 = 64;
155 const float BUTTON8 = 128;
156 const float BUTTON_USE = 256;
157 const float BUTTON_CHAT = 512;
158 const float BUTTON_PRYDONCURSOR = 1024;
159 const float BUTTON_9 = 2048;
160 const float BUTTON_10 = 4096;
161 const float BUTTON_11 = 8192;
162 const float BUTTON_12 = 16384;
163 const float BUTTON_13 = 32768;
164 const float BUTTON_14 = 65536;
165 const float BUTTON_15 = 131072;
166 const float BUTTON_16 = 262144;
167
168
169 const float DRAWFLAG_NORMAL = 0;
170 const float DRAWFLAG_ADDITIVE = 1;
171 const float DRAWFLAG_MODULATE = 2;
172 const float DRAWFLAG_2XMODULATE = 3;
173 const float DRAWFLAG_SCREEN = 4;
174 const float DRAWFLAG_MIPMAP = 0x100; // only for R_BeginPolygon
175
176 #define        SOLID_NOT                               0               // no interaction with other objects
177 #define        SOLID_TRIGGER                   1               // touch on edge, but not blocking
178 #define        SOLID_BBOX                              2               // touch on edge, block
179 #define        SOLID_SLIDEBOX                  3               // touch on edge, but not an onground
180 #define        SOLID_BSP                               4               // bsp clip, touch on edge, block
181 #define        SOLID_CORPSE                    5               // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
182
183 float MOVE_NORMAL = 0; // same as FALSE
184 float MOVE_NOMONSTERS = 1; // same as TRUE
185 float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
186 float MOVE_HITMODEL = 4;
187 float MOVE_WORLDONLY = 3;
188
189 float CAMERA_FREE = 1;
190 float CAMERA_CHASE = 2;
191
192 float EF_NOMODELFLAGS = 8388608;