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telefrag avoidance feature
[divverent/nexuiz.git] / data / qcsrc / server / constants.qh
1 string CVAR_CHECK_DEFAULT = "183061c914dc70b947ff76dfb9c52781";
2 string CVAR_CHECK_BALANCE = "84d3d5976dd5870e8fc739c8f2a6451a";
3
4 float   FALSE                                   = 0;
5 float   TRUE                                    = 1;
6
7 float   FL_FLY                                  = 1;
8 float   FL_SWIM                                 = 2;
9 float   FL_CLIENT                               = 8;
10 float   FL_INWATER                              = 16;
11 float   FL_MONSTER                              = 32;
12 float   FL_GODMODE                              = 64;
13 float   FL_NOTARGET                             = 128;
14 float   FL_ITEM                                 = 256;
15 float   FL_ONGROUND                             = 512;
16 float   FL_PARTIALGROUND                        = 1024;
17 float   FL_WATERJUMP                            = 2048;
18 float   FL_JUMPRELEASED                         = 4096;
19 float   FL_WEAPON                               = 8192;
20 float   FL_POWERUP                              = 16384;
21 float   FL_PROJECTILE                           = 32768;
22 float   FL_TOSSED                               = 65536;
23 float   FL_NO_WEAPON_STAY       = 131072;
24 float   FL_SPAWNING       = 262144;
25
26 float   MOVETYPE_NONE                           = 0;
27 float   MOVETYPE_ANGLENOCLIP                    = 1;
28 float   MOVETYPE_ANGLECLIP                      = 2;
29 float   MOVETYPE_WALK                           = 3;
30 float   MOVETYPE_STEP                           = 4;
31 float   MOVETYPE_FLY                            = 5;
32 float   MOVETYPE_TOSS                           = 6;
33 float   MOVETYPE_PUSH                           = 7;
34 float   MOVETYPE_NOCLIP                         = 8;
35 float   MOVETYPE_FLYMISSILE                     = 9;
36 float   MOVETYPE_BOUNCE                         = 10;
37 float   MOVETYPE_BOUNCEMISSILE  = 11;   // Like bounce but doesn't lose speed on bouncing
38 //float MOVETYPE_FOLLOW                         = 12;   // 'Attaches' the entity to its aim_ent
39
40 float   SOLID_NOT                               = 0;
41 float   SOLID_TRIGGER                           = 1;
42 float   SOLID_BBOX                              = 2;
43 float   SOLID_SLIDEBOX                          = 3;
44 float   SOLID_BSP                               = 4;
45
46 float   DEAD_NO                                 = 0;
47 float   DEAD_DYING                              = 1;
48 float   DEAD_DEAD                               = 2;
49 float   DEAD_RESPAWNABLE                        = 3;
50 float   DEAD_RESPAWNING                 = 4;
51
52 float   DAMAGE_NO                               = 0;
53 float   DAMAGE_YES                              = 1;
54 float   DAMAGE_AIM                              = 2;
55
56 float   CONTENT_EMPTY                           = -1;
57 float   CONTENT_SOLID                           = -2;
58 float   CONTENT_WATER                           = -3;
59 float   CONTENT_SLIME                           = -4;
60 float   CONTENT_LAVA                            = -5;
61 float   CONTENT_SKY                             = -6;
62
63 float   SVC_BAD                                 = 0;
64 float   SVC_NOP                                 = 1;
65 float   SVC_DISCONNECT                          = 2;
66 float   SVC_UPDATESTAT                          = 3;
67 float   SVC_VERSION                             = 4;
68 float   SVC_SETVIEW                             = 5;
69 float   SVC_SOUND                               = 6;
70 float   SVC_TIME                                = 7;
71 float   SVC_PRINT                               = 8;
72 float   SVC_STUFFTEXT                           = 9;
73 float   SVC_SETANGLE                            = 10;
74 float   SVC_SERVERINFO                          = 11;
75 float   SVC_LIGHTSTYLE                          = 12;
76 float   SVC_UPDATENAME                          = 13;
77 float   SVC_UPDATEFRAGS                         = 14;
78 float   SVC_CLIENTDATA                          = 15;
79 float   SVC_STOPSOUND                           = 16;
80 float   SVC_UPDATECOLORS                        = 17;
81 float   SVC_PARTICLE                            = 18;
82 float   SVC_DAMAGE                              = 19;
83 float   SVC_SPAWNSTATIC                         = 20;
84 float   SVC_SPAWNBINARY                         = 21;
85 float   SVC_SPAWNBASELINE                       = 22;
86 float   SVC_TEMPENTITY                          = 23;
87 float   SVC_SETPAUSE                            = 24;
88 float   SVC_SIGNONNUM                           = 25;
89 float   SVC_CENTERPRINT                         = 26;
90 float   SVC_KILLEDMONSTER                       = 27;
91 float   SVC_FOUNDSECRET                         = 28;
92 float   SVC_SPAWNSTATICSOUND                    = 29;
93 float   SVC_INTERMISSION                        = 30;
94 float   SVC_FINALE                              = 31;
95 float   SVC_CDTRACK                             = 32;
96 float   SVC_SELLSCREEN                          = 33;
97 float   SVC_CUTSCENE                            = 34;
98
99 float   TE_SPIKE                                = 0;
100 float   TE_SUPERSPIKE                           = 1;
101 float   TE_GUNSHOT                              = 2;
102 float   TE_EXPLOSION                            = 3;
103 float   TE_TAREXPLOSION                         = 4;
104 float   TE_LIGHTNING1                           = 5;
105 float   TE_LIGHTNING2                           = 6;
106 float   TE_WIZSPIKE                             = 7;
107 float   TE_KNIGHTSPIKE                          = 8;
108 float   TE_LIGHTNING3                           = 9;
109 float   TE_LAVASPLASH                           = 10;
110 float   TE_TELEPORT                             = 11;
111
112 float   UPDATE_GENERAL                          = 0;
113 float   UPDATE_STATIC                           = 1;
114 float   UPDATE_BINARY                           = 2;
115 float   UPDATE_TEMP                             = 3;
116
117 float   EF_BRIGHTFIELD                          = 1;
118 float   EF_MUZZLEFLASH                          = 2;
119 float   EF_BRIGHTLIGHT                          = 4;
120 float   EF_DIMLIGHT                             = 8;
121
122 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT)
123
124 float   MSG_BROADCAST                           = 0; // unreliable
125 float   MSG_ONE                                 = 1; // reliable
126 float   MSG_ALL                                 = 2; // reliable
127 float   MSG_INIT                                = 3; // initialization
128 float   MSG_ENTITY                              = 5; // csqc
129
130 vector  PL_VIEW_OFS                             = '0 0 35';
131 vector  PL_MIN                                  = '-16 -16 -24';
132 vector  PL_MAX                                  = '16 16 45';
133 vector  PL_CROUCH_VIEW_OFS                      = '0 0 15';
134 vector  PL_CROUCH_MIN                           = '-16 -16 -24';
135 vector  PL_CROUCH_MAX                           = '16 16 25';
136
137 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
138 // did this so at least they worked
139 // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu
140 //float GAME_INSTAGIB                           = 1;   /// everyone gets the nex gun with infinite ammo, and one shot kills
141 //float GAME_ROCKET_ARENA                       = 16;  /// Everyone starts with a rocket launcher
142 //float GAME_FULLBRIGHT_PLAYERS                 = 64; /// makes the players model fullbright
143 //float GAME_TEAMS                              = 128; /// Teams, red/green/yellow/blue
144
145 float   game;   // set to "gamecfg" on spawnfunc_worldspawn
146
147
148 //float POWERUP_STRENGTH_DAMAGE                 = 2; // damage multiplier for strength powerup
149 //float POWERUP_STRENGTH_FORCE                  = 4; // force multiplier for strength powerup
150
151 //float POWERUP_INVINCIBLE_TAKEDAMAGE           = 0.2; // received damage multiplier for invincible powerup
152
153
154 float TE_BEAM                                   = 13;           // grappling hook
155
156 // CTF
157 float FLAG_BASE = 1;
158 float FLAG_CARRY = 2;
159 float FLAG_DROPPED = 3;
160
161 float COLOR_TEAM1       = 5;  // red
162 float COLOR_TEAM2       = 14; // blue
163 float COLOR_TEAM3       = 13; // yellow
164 float COLOR_TEAM4       = 10; // pink
165
166 float NUM_PLAYERSKINS_TEAMPLAY = 3;
167
168 float ASSAULT_VALUE_INACTIVE = 1000;
169
170 float DOOR_NOSPLASH = 256; // generic anti-splashdamage spawnflag