centerprints now are managed independently per line
[divverent/nexuiz.git] / data / qcsrc / server / constants.qh
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 float   FL_PROJECTILE                           = 32768;
20
21 float   MOVETYPE_NONE                           = 0;
22 float   MOVETYPE_ANGLENOCLIP                    = 1;
23 float   MOVETYPE_ANGLECLIP                      = 2;
24 float   MOVETYPE_WALK                           = 3;
25 float   MOVETYPE_STEP                           = 4;
26 float   MOVETYPE_FLY                            = 5;
27 float   MOVETYPE_TOSS                           = 6;
28 float   MOVETYPE_PUSH                           = 7;
29 float   MOVETYPE_NOCLIP                         = 8;
30 float   MOVETYPE_FLYMISSILE                     = 9;
31 float   MOVETYPE_BOUNCE                         = 10;
32 //float MOVETYPE_BOUNCEMISSILE  = 11;   // Like bounce but doesn't lose speed on bouncing
33 //float MOVETYPE_FOLLOW                         = 12;   // 'Attaches' the entity to its aim_ent
34
35 float   SOLID_NOT                               = 0;
36 float   SOLID_TRIGGER                           = 1;
37 float   SOLID_BBOX                              = 2;
38 float   SOLID_SLIDEBOX                          = 3;
39 float   SOLID_BSP                               = 4;
40 //float SOLID_CORPSE                            = 5;    // Unobstructed by CORPSE or SLIDEBOX
41
42 float   DEAD_NO                                 = 0;
43 float   DEAD_DYING                              = 1;
44 float   DEAD_DEAD                               = 2;
45 float   DEAD_RESPAWNABLE                        = 3;
46
47 float   DAMAGE_NO                               = 0;
48 float   DAMAGE_YES                              = 1;
49 float   DAMAGE_AIM                              = 2;
50
51 float   CONTENT_EMPTY                           = -1;
52 float   CONTENT_SOLID                           = -2;
53 float   CONTENT_WATER                           = -3;
54 float   CONTENT_SLIME                           = -4;
55 float   CONTENT_LAVA                            = -5;
56 float   CONTENT_SKY                             = -6;
57
58 float   SVC_BAD                                 = 0;
59 float   SVC_NOP                                 = 1;
60 float   SVC_DISCONNECT                          = 2;
61 float   SVC_UPDATESTAT                          = 3;
62 float   SVC_VERSION                             = 4;
63 float   SVC_SETVIEW                             = 5;
64 float   SVC_SOUND                               = 6;
65 float   SVC_TIME                                = 7;
66 float   SVC_PRINT                               = 8;
67 float   SVC_STUFFTEXT                           = 9;
68 float   SVC_SETANGLE                            = 10;
69 float   SVC_SERVERINFO                          = 11;
70 float   SVC_LIGHTSTYLE                          = 12;
71 float   SVC_UPDATENAME                          = 13;
72 float   SVC_UPDATEFRAGS                         = 14;
73 float   SVC_CLIENTDATA                          = 15;
74 float   SVC_STOPSOUND                           = 16;
75 float   SVC_UPDATECOLORS                        = 17;
76 float   SVC_PARTICLE                            = 18;
77 float   SVC_DAMAGE                              = 19;
78 float   SVC_SPAWNSTATIC                         = 20;
79 float   SVC_SPAWNBINARY                         = 21;
80 float   SVC_SPAWNBASELINE                       = 22;
81 float   SVC_TEMPENTITY                          = 23;
82 float   SVC_SETPAUSE                            = 24;
83 float   SVC_SIGNONNUM                           = 25;
84 float   SVC_CENTERPRINT                         = 26;
85 float   SVC_KILLEDMONSTER                       = 27;
86 float   SVC_FOUNDSECRET                         = 28;
87 float   SVC_SPAWNSTATICSOUND                    = 29;
88 float   SVC_INTERMISSION                        = 30;
89 float   SVC_FINALE                              = 31;
90 float   SVC_CDTRACK                             = 32;
91 float   SVC_SELLSCREEN                          = 33;
92 float   SVC_CUTSCENE                            = 34;
93
94 float   TE_SPIKE                                = 0;
95 float   TE_SUPERSPIKE                           = 1;
96 float   TE_GUNSHOT                              = 2;
97 float   TE_EXPLOSION                            = 3;
98 float   TE_TAREXPLOSION                         = 4;
99 float   TE_LIGHTNING1                           = 5;
100 float   TE_LIGHTNING2                           = 6;
101 float   TE_WIZSPIKE                             = 7;
102 float   TE_KNIGHTSPIKE                          = 8;
103 float   TE_LIGHTNING3                           = 9;
104 float   TE_LAVASPLASH                           = 10;
105 float   TE_TELEPORT                             = 11;
106
107 float   CHAN_AUTO                               = 0;
108 float   CHAN_WEAPON                             = 1;
109 float   CHAN_VOICE                              = 2;
110 float   CHAN_ITEM                               = 3;
111 float   CHAN_BODY                               = 4;
112 float   CHAN_IMPACT                             = 5;
113
114 float   ATTN_NONE                               = 0;
115 float   ATTN_NORM                               = 0.5;
116 float   ATTN_IDLE                               = 2;
117 float   ATTN_STATIC                             = 3;
118
119 float   UPDATE_GENERAL                          = 0;
120 float   UPDATE_STATIC                           = 1;
121 float   UPDATE_BINARY                           = 2;
122 float   UPDATE_TEMP                             = 3;
123
124 float   EF_BRIGHTFIELD                          = 1;
125 float   EF_MUZZLEFLASH                          = 2;
126 float   EF_BRIGHTLIGHT                          = 4;
127 float   EF_DIMLIGHT                             = 8;
128 float   EF_NOSHADOW                             = 4096;
129 float   EF_DOUBLESIDED                          = 32768;
130
131 float   MSG_BROADCAST                           = 0;
132 float   MSG_ONE                                 = 1;
133 float   MSG_ALL                                 = 2;
134 float   MSG_INIT                                = 3;
135
136 // Deathtypes (weapon deathtypes are the IT_* constants below)
137 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
138 float   DEATH_FALL                              = 10000;
139 float   DEATH_TELEFRAG                          = 10001;
140 float   DEATH_DROWN                             = 10002;
141 float   DEATH_HURTTRIGGER                       = 10003;
142 float   DEATH_LAVA                              = 10004;
143 float   DEATH_SLIME                             = 10005;
144 float   DEATH_KILL                              = 10006;
145 float   DEATH_NOAMMO                            = 10007;
146 float   DEATH_SWAMP                             = 10008;
147 float   DEATH_TEAMCHANGE                        = 10009;
148 float   DEATH_AUTOTEAMCHANGE                    = 10010;
149 float   DEATH_CAMP                              = 10011;
150 float   DEATH_SHOOTING_STAR                     = 10012;
151 float   DEATH_ROT                               = 10013;
152
153 float   IT_LASER                                = 4096;
154 float   IT_SHOTGUN                              = 1;
155 float   IT_UZI                                  = 2;
156 float   IT_GRENADE_LAUNCHER                     = 4;
157 float   IT_ELECTRO                              = 8;
158 float   IT_CRYLINK                              = 16;
159 float   IT_NEX                                  = 32;
160 float   IT_HAGAR                                = 64;
161 float   IT_ROCKET_LAUNCHER                      = 128;
162
163 float   IT_SHELLS                               = 256;
164 float   IT_NAILS                                = 512;
165 float   IT_ROCKETS                              = 1024;
166 float   IT_CELLS                                = 2048;
167
168 float   IT_STRENGTH                             = 8192;
169 float   IT_INVINCIBLE                           = 16384;
170 float   IT_HEALTH                               = 32768;
171
172 float   IT_KEY1                                 = 131072;
173 float   IT_KEY2                                 = 262144;
174
175 float   IT_5HP                                  = 524288;
176 float   IT_25HP                                 = 1048576;
177 float   IT_ARMOR_SHARD                          = 2097152;
178 float   IT_ARMOR                                = 4194304;
179
180 vector  PL_VIEW_OFS                             = '0 0 35';
181 vector  PL_MIN                                  = '-16 -16 -24';
182 vector  PL_MAX                                  = '16 16 45';
183 vector  PL_CROUCH_VIEW_OFS                      = '0 0 15';
184 vector  PL_CROUCH_MIN                           = '-16 -16 -24';
185 vector  PL_CROUCH_MAX                           = '16 16 25';
186
187 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
188 // did this so at least they worked
189 // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu
190 //float GAME_INSTAGIB                           = 1;   /// everyone gets the nex gun with infinite ammo, and one shot kills
191 //float GAME_ROCKET_ARENA                       = 16;  /// Everyone starts with a rocket launcher
192 //float GAME_FULLBRIGHT_PLAYERS                 = 64; /// makes the players model fullbright
193 //float GAME_TEAMS                              = 128; /// Teams, red/green/yellow/blue
194
195 float   game;   // set to "gamecfg" on worldspawn
196
197
198 //float POWERUP_STRENGTH_DAMAGE                 = 2; // damage multiplier for strength powerup
199 //float POWERUP_STRENGTH_FORCE                  = 4; // force multiplier for strength powerup
200
201 //float POWERUP_INVINCIBLE_TAKEDAMAGE           = 0.2; // received damage multiplier for invincible powerup
202
203
204 float TE_BEAM                                   = 13;           // grappling hook
205
206 // CTF
207 float FLAG_BASE = 1;
208 float FLAG_CARRY = 2;
209 float FLAG_DROPPED = 3;
210