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