1 // COMMIT-TODO: Update if necessary before committing
2 // Revision 1: additional statistics sent (flag caps, returns, deaths)
3 // Revision 2: Mapvote preview pictures
4 // Revision 3: optimized map vote protocol
5 // Revision 4: CSQC config var system
6 // Revision 5: mapvote time fix
7 // Revision 6: more robust against packet loss/delays, also show not yet connected clients
8 // Revision 7: packet loss column
10 // Revision 9: race delta
11 // Revision 10: scoreboard force
12 // Revision 11: scoreboard unforce; spectator support beginning
13 // Revision 12: smaller scores updates (SERVER: requires new engine)
14 // Revision 13: pointparticles
17 // Revision 16: multi-weapons
18 // Revision 17: multi-weaponimpulses
19 // Revision 18: warmup
21 #define CSQC_REVISION 19
23 // probably put these in common/
24 // so server/ and client/ can be synced better
25 const float GAME_DEATHMATCH = 1;
26 const float GAME_TEAM_DEATHMATCH = 2;
27 const float GAME_DOMINATION = 3;
28 const float GAME_CTF = 4;
29 const float GAME_RUNEMATCH = 5;
30 const float GAME_LMS = 6;
31 const float GAME_ARENA = 7;
32 const float GAME_KEYHUNT = 8;
33 const float GAME_ASSAULT = 9;
34 const float GAME_ONSLAUGHT = 10;
35 const float GAME_RACE = 11;
37 const float AS_STRING = 1;
38 const float AS_INT = 2;
39 const float AS_FLOAT_TRUNCATED = 2;
40 const float AS_FLOAT = 8;
42 const float ENT_CLIENT = 0;
43 const float ENT_CLIENT_DEAD = 1;
44 const float ENT_CLIENT_ENTCS = 2;
45 const float ENT_CLIENT_SCORES_INFO = 3;
46 const float ENT_CLIENT_SCORES = 4;
47 const float ENT_CLIENT_TEAMSCORES = 5;
48 const float ENT_CLIENT_POINTPARTICLES = 6;
49 const float ENT_CLIENT_RAINSNOW = 7;
50 const float ENT_CLIENT_LASER = 8;
52 ///////////////////////////
56 // these are the key numbers that should be passed to Key_Event
58 const float K_TAB = 9;
59 const float K_ENTER = 13;
60 const float K_ESCAPE = 27;
61 const float K_SPACE = 32;
63 // normal keys should be passed as lowercased ascii
65 const float K_BACKSPACE = 127;
66 const float K_UPARROW = 128;
67 const float K_DOWNARROW = 129;
68 const float K_LEFTARROW = 130;
69 const float K_RIGHTARROW = 131;
71 const float K_ALT = 132;
72 const float K_CTRL = 133;
73 const float K_SHIFT = 134;
74 const float K_F1 = 135;
75 const float K_F2 = 136;
76 const float K_F3 = 137;
77 const float K_F4 = 138;
78 const float K_F5 = 139;
79 const float K_F6 = 140;
80 const float K_F7 = 141;
81 const float K_F8 = 142;
82 const float K_F9 = 143;
83 const float K_F10 = 144;
84 const float K_F11 = 145;
85 const float K_F12 = 146;
86 const float K_INS = 147;
87 const float K_DEL = 148;
88 const float K_PGDN = 149;
89 const float K_PGUP = 150;
90 const float K_HOME = 151;
91 const float K_END = 152;
93 const float K_KP_HOME = 160;
94 const float K_KP_UPARROW = 161;
95 const float K_KP_PGUP = 162;
96 const float K_KP_LEFTARROW = 163;
97 const float K_KP_5 = 164;
98 const float K_KP_RIGHTARROW = 165;
99 const float K_KP_END = 166;
100 const float K_KP_DOWNARROW = 167;
101 const float K_KP_PGDN = 168;
102 const float K_KP_ENTER = 169;
103 const float K_KP_INS = 170;
104 const float K_KP_DEL = 171;
105 const float K_KP_SLASH = 172;
106 const float K_KP_MINUS = 173;
107 const float K_KP_PLUS = 174;
109 const float K_PAUSE = 255;
114 const float K_JOY1 = 768;
115 const float K_JOY2 = 769;
116 const float K_JOY3 = 770;
117 const float K_JOY4 = 771;
120 // aux keys are for multi-buttoned joysticks to generate so they can use
121 // the normal binding process
123 const float K_AUX1 = 772;
124 const float K_AUX2 = 773;
125 const float K_AUX3 = 774;
126 const float K_AUX4 = 775;
127 const float K_AUX5 = 776;
128 const float K_AUX6 = 777;
129 const float K_AUX7 = 778;
130 const float K_AUX8 = 779;
131 const float K_AUX9 = 780;
132 const float K_AUX10 = 781;
133 const float K_AUX11 = 782;
134 const float K_AUX12 = 783;
135 const float K_AUX13 = 784;
136 const float K_AUX14 = 785;
137 const float K_AUX15 = 786;
138 const float K_AUX16 = 787;
139 const float K_AUX17 = 788;
140 const float K_AUX18 = 789;
141 const float K_AUX19 = 790;
142 const float K_AUX20 = 791;
143 const float K_AUX21 = 792;
144 const float K_AUX22 = 793;
145 const float K_AUX23 = 794;
146 const float K_AUX24 = 795;
147 const float K_AUX25 = 796;
148 const float K_AUX26 = 797;
149 const float K_AUX27 = 798;
150 const float K_AUX28 = 799;
151 const float K_AUX29 = 800;
152 const float K_AUX30 = 801;
153 const float K_AUX31 = 802;
154 const float K_AUX32 = 803;
157 // mouse buttons generate virtual keys
159 const float K_MOUSE1 = 512;
160 const float K_MOUSE2 = 513;
161 const float K_MOUSE3 = 514;
162 const float K_MWHEELUP = 515;
163 const float K_MWHEELDOWN = 516;
164 const float K_MOUSE4 = 517;
165 const float K_MOUSE5 = 518;
166 const float K_MOUSE6 = 519;
167 const float K_MOUSE7 = 520;
168 const float K_MOUSE8 = 521;
169 const float K_MOUSE9 = 522;
170 const float K_MOUSE10 = 523;
171 const float K_MOUSE11 = 524;
172 const float K_MOUSE12 = 525;
173 const float K_MOUSE13 = 526;
174 const float K_MOUSE14 = 527;
175 const float K_MOUSE15 = 528;
176 const float K_MOUSE16 = 529;
178 ///////////////////////////
182 float CVAR_NOTIFY = 2;
183 float CVAR_READONLY = 4;
185 ///////////////////////////
186 // csqc communication stuff
188 const float ENTCS_MSG_END = 0;
189 const float ENTCS_MSG_ONS_GPS = 1;
190 const float ENTCS_MSG_ONS_REMOVE = 2;
191 const float ENTCS_MSG_INIT = 3;
193 const float TE_CSQC_INIT = 100;
194 const float TE_CSQC_PING = 101;
195 const float TE_CSQC_CAPTURES = 102;
196 const float TE_CSQC_RETURNS = 103;
197 const float TE_CSQC_DEATHS = 104;
198 const float TE_CSQC_PICTURE = 105;
199 const float TE_CSQC_MAPVOTE = 106;
200 const float TE_CSQC_CONFIG = 107;
201 const float TE_CSQC_SCORESINFO = 108;
202 const float TE_CSQC_RACE = 109;
203 const float TE_CSQC_FORCESCOREBOARD = 110;
204 const float TE_CSQC_SPECTATING = 111;
205 const float TE_CSQC_SPAWN = 112;
206 const float TE_CSQC_ZOOMNOTIFY = 113;
207 const float TE_CSQC_HOLDANGLES = 114;
208 const float TE_CSQC_WARMUP = 115;
209 const float TE_CSQC_FOG = 116;
211 const float STAT_KH_KEYS = 32;
212 const float STAT_CTF_STATE = 33;
213 const float STAT_SYS_TICRATE = 34;
214 const float STAT_WEAPONS = 35;
215 const float STAT_SWITCHWEAPON = 36;
216 const float CTF_STATE_ATTACK = 1;
217 const float CTF_STATE_DEFEND = 2;
218 const float CTF_STATE_COMMANDER = 3;
220 // moved that here so the client knows the max.
221 // # of maps, I'll use arrays for them :P
222 #define MAPVOTE_COUNT 10
223 const float MAPVOTE_NET_INIT = 0;
224 const float MAPVOTE_NET_UPDATE = 1;
225 const float MAPVOTE_NET_PIC = 2;
226 const float MAPVOTE_NET_OWNVOTE = 3;
228 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
229 const float RACE_NET_CHECKPOINT_CLEAR = 1;
230 const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder
231 const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent
232 const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent
233 const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder
236 * Lower scores are better (e.g. suicides)
238 #define SFL_LOWER_IS_BETTER 1
241 * Don't show zero values as scores
243 #define SFL_HIDE_ZERO 2
246 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
248 #define SFL_ALLOW_HIDE 16
251 * Display as a rank (with st, nd, rd, th suffix)
256 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
260 // not an extra constant yet
261 #define SFL_ZERO_IS_WORST SFL_TIME
264 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
266 #define SFL_SORT_PRIO_SECONDARY 4
267 #define SFL_SORT_PRIO_PRIMARY 8
268 #define SFL_SORT_PRIO_MASK 12
274 #define MAX_TEAMSCORE 2
279 #define SP_SUICIDES 2
281 // game mode specific indices are not in common/, but in server/scores_rules.qc!
286 float WEP_LASER = 1; float WEPBIT_LASER = 1; // always: 2^(w-1)
287 float WEP_SHOTGUN = 2; float WEPBIT_SHOTGUN = 2;
288 float WEP_UZI = 3; float WEPBIT_UZI = 4;
289 float WEP_GRENADE_LAUNCHER = 4; float WEPBIT_GRENADE_LAUNCHER = 8;
290 float WEP_ELECTRO = 5; float WEPBIT_ELECTRO = 16;
291 float WEP_CRYLINK = 6; float WEPBIT_CRYLINK = 32;
292 float WEP_NEX = 7; float WEPBIT_NEX = 64;
293 float WEP_HAGAR = 8; float WEPBIT_HAGAR = 128;
294 float WEP_ROCKET_LAUNCHER = 9; float WEPBIT_ROCKET_LAUNCHER = 256;
295 float WEP_PORTO = 10; float WEPBIT_PORTO = 512;
296 float WEP_MINSTANEX = 11; float WEPBIT_MINSTANEX = 1024;
297 float WEP_LAST = 11; float WEPBIT_ALL = 2047;
298 float WEP_COUNT = 12;
300 float IT_UNLIMITED_AMMO = 1;
301 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
302 float IT_SHELLS = 256;
303 float IT_NAILS = 512;
304 float IT_ROCKETS = 1024;
305 float IT_CELLS = 2048;
306 float IT_SUPERWEAPON = 4096;
307 float IT_AMMO = 7936;
308 float IT_STRENGTH = 8192;
309 float IT_INVINCIBLE = 16384;
310 float IT_HEALTH = 32768;
313 float IT_KEY1 = 131072;
314 float IT_KEY2 = 262144;
316 float IT_RED_FLAG_TAKEN = 32768;
317 float IT_RED_FLAG_LOST = 65536;
318 float IT_RED_FLAG_CARRING = 98304;
319 float IT_BLUE_FLAG_TAKEN = 131072;
320 float IT_BLUE_FLAG_LOST = 262144;
321 float IT_BLUE_FLAG_CARRING = 393216;
323 float IT_5HP = 524288;
324 float IT_25HP = 1048576;
325 float IT_ARMOR_SHARD = 2097152;
326 float IT_ARMOR = 4194304;