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cl_voice_directional (play all voices directioanlly)
[divverent/nexuiz.git] / data / qcsrc / server / constants.qh
1 string CVAR_CHECK_DEFAULT = "913e35a06d0542e7ba625bfe0e0844c9";
2 string CVAR_CHECK_WEAPONS = "2a35f7139825257d468d22354209cf54";
3 float   FALSE                                   = 0;
4 float   TRUE                                    = 1;
5
6 float   FL_FLY                                  = 1;
7 float   FL_SWIM                                 = 2;
8 float   FL_CLIENT                               = 8;
9 float   FL_INWATER                              = 16;
10 float   FL_MONSTER                              = 32;
11 float   FL_GODMODE                              = 64;
12 float   FL_NOTARGET                             = 128;
13 float   FL_ITEM                                 = 256;
14 float   FL_ONGROUND                             = 512;
15 float   FL_PARTIALGROUND                        = 1024;
16 float   FL_WATERJUMP                            = 2048;
17 float   FL_JUMPRELEASED                         = 4096;
18 float   FL_WEAPON                               = 8192;
19 float   FL_POWERUP                              = 16384;
20 float   FL_PROJECTILE                           = 32768;
21 float   FL_TOSSED                               = 65536;
22
23 float   MOVETYPE_NONE                           = 0;
24 float   MOVETYPE_ANGLENOCLIP                    = 1;
25 float   MOVETYPE_ANGLECLIP                      = 2;
26 float   MOVETYPE_WALK                           = 3;
27 float   MOVETYPE_STEP                           = 4;
28 float   MOVETYPE_FLY                            = 5;
29 float   MOVETYPE_TOSS                           = 6;
30 float   MOVETYPE_PUSH                           = 7;
31 float   MOVETYPE_NOCLIP                         = 8;
32 float   MOVETYPE_FLYMISSILE                     = 9;
33 float   MOVETYPE_BOUNCE                         = 10;
34 float   MOVETYPE_BOUNCEMISSILE  = 11;   // Like bounce but doesn't lose speed on bouncing
35 //float MOVETYPE_FOLLOW                         = 12;   // 'Attaches' the entity to its aim_ent
36
37 float   SOLID_NOT                               = 0;
38 float   SOLID_TRIGGER                           = 1;
39 float   SOLID_BBOX                              = 2;
40 float   SOLID_SLIDEBOX                          = 3;
41 float   SOLID_BSP                               = 4;
42 //float SOLID_CORPSE                            = 5;    // Unobstructed by CORPSE or SLIDEBOX
43
44 float   DEAD_NO                                 = 0;
45 float   DEAD_DYING                              = 1;
46 float   DEAD_DEAD                               = 2;
47 float   DEAD_RESPAWNABLE                        = 3;
48 float   DEAD_RESPAWNING                 = 4;
49
50 float   DAMAGE_NO                               = 0;
51 float   DAMAGE_YES                              = 1;
52 float   DAMAGE_AIM                              = 2;
53
54 float   CONTENT_EMPTY                           = -1;
55 float   CONTENT_SOLID                           = -2;
56 float   CONTENT_WATER                           = -3;
57 float   CONTENT_SLIME                           = -4;
58 float   CONTENT_LAVA                            = -5;
59 float   CONTENT_SKY                             = -6;
60
61 float   SVC_BAD                                 = 0;
62 float   SVC_NOP                                 = 1;
63 float   SVC_DISCONNECT                          = 2;
64 float   SVC_UPDATESTAT                          = 3;
65 float   SVC_VERSION                             = 4;
66 float   SVC_SETVIEW                             = 5;
67 float   SVC_SOUND                               = 6;
68 float   SVC_TIME                                = 7;
69 float   SVC_PRINT                               = 8;
70 float   SVC_STUFFTEXT                           = 9;
71 float   SVC_SETANGLE                            = 10;
72 float   SVC_SERVERINFO                          = 11;
73 float   SVC_LIGHTSTYLE                          = 12;
74 float   SVC_UPDATENAME                          = 13;
75 float   SVC_UPDATEFRAGS                         = 14;
76 float   SVC_CLIENTDATA                          = 15;
77 float   SVC_STOPSOUND                           = 16;
78 float   SVC_UPDATECOLORS                        = 17;
79 float   SVC_PARTICLE                            = 18;
80 float   SVC_DAMAGE                              = 19;
81 float   SVC_SPAWNSTATIC                         = 20;
82 float   SVC_SPAWNBINARY                         = 21;
83 float   SVC_SPAWNBASELINE                       = 22;
84 float   SVC_TEMPENTITY                          = 23;
85 float   SVC_SETPAUSE                            = 24;
86 float   SVC_SIGNONNUM                           = 25;
87 float   SVC_CENTERPRINT                         = 26;
88 float   SVC_KILLEDMONSTER                       = 27;
89 float   SVC_FOUNDSECRET                         = 28;
90 float   SVC_SPAWNSTATICSOUND                    = 29;
91 float   SVC_INTERMISSION                        = 30;
92 float   SVC_FINALE                              = 31;
93 float   SVC_CDTRACK                             = 32;
94 float   SVC_SELLSCREEN                          = 33;
95 float   SVC_CUTSCENE                            = 34;
96
97 float   TE_SPIKE                                = 0;
98 float   TE_SUPERSPIKE                           = 1;
99 float   TE_GUNSHOT                              = 2;
100 float   TE_EXPLOSION                            = 3;
101 float   TE_TAREXPLOSION                         = 4;
102 float   TE_LIGHTNING1                           = 5;
103 float   TE_LIGHTNING2                           = 6;
104 float   TE_WIZSPIKE                             = 7;
105 float   TE_KNIGHTSPIKE                          = 8;
106 float   TE_LIGHTNING3                           = 9;
107 float   TE_LAVASPLASH                           = 10;
108 float   TE_TELEPORT                             = 11;
109
110 // this assignment must match menu/nexuiz/dialog_settings_misc.c!
111 float   CHAN_AUTO                               = 0;
112         // on world: announcers, ...                     INFO
113         // on players: item pickup                       ITEMS
114         // on entities: UNUSED
115 float   CHAN_WEAPON                             = 1; // Weapon fire
116         // on world: UNUSED
117         // on players: weapon firing                     WEAPONS
118         // on entities: turret firing                    WEAPONS
119 float   CHAN_VOICE                              = 2; // Voice/Radio
120         // on world: UNUSED
121         // on players: voice                             VOICE
122         // on entities: ambient                          AMBIENT
123 float   CHAN_TRIGGER                    = 3; // Triggers/Items
124         // on world: UNUSED
125         // on players: item pickup                       ITEMS
126         // on entities: platforms moving etc.            ITEMS
127 float   CHAN_PROJECTILE                 = 4; // Projectiles
128         // on world: UNUSED
129         // on players: projectiles hitting player        SHOTS
130         // on entities: projectiles                      SHOTS
131 float   CHAN_WEAPON2                    = 5; // Nex fire (separated as it is a very long sound)
132         // on world: UNUSED
133         // on players: weapon firing                     WEAPONS
134         // on entities: turret firing                    WEAPONS
135 float   CHAN_PAIN                               = 6; // Pain
136         // on world: UNUSED
137         // on players: pain                              PAIN
138         // on entities: projectiles flying               SHOTS
139 float   CHAN_PLAYER                             = 7; // Player body
140         // on world: UNUSED
141         // on players: player sounds                     PLAYER
142         // on entities: player sounds                    PLAYER
143
144 float   ATTN_NONE                               = 0;
145 float   ATTN_MIN                                = 0.015625;
146 float   ATTN_NORM                               = 0.5;
147 float   ATTN_IDLE                               = 2;
148 float   ATTN_STATIC                             = 3;
149 float   ATTN_MAX                                = 3.984375;
150
151 float   UPDATE_GENERAL                          = 0;
152 float   UPDATE_STATIC                           = 1;
153 float   UPDATE_BINARY                           = 2;
154 float   UPDATE_TEMP                             = 3;
155
156 float   EF_BRIGHTFIELD                          = 1;
157 float   EF_MUZZLEFLASH                          = 2;
158 float   EF_BRIGHTLIGHT                          = 4;
159 float   EF_DIMLIGHT                             = 8;
160
161 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE)
162
163 float   MSG_BROADCAST                           = 0; // unreliable
164 float   MSG_ONE                                 = 1; // reliable
165 float   MSG_ALL                                 = 2; // reliable
166 float   MSG_INIT                                = 3; // initialization
167 float   MSG_ENTITY                              = 5; // csqc
168
169 // Deathtypes (weapon deathtypes are the IT_* constants below)
170 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
171 float   DEATH_SPECIAL_START     = 10000;
172 float   DEATH_FALL                              = 10000;
173 float   DEATH_TELEFRAG                          = 10001;
174 float   DEATH_DROWN                             = 10002;
175 float   DEATH_HURTTRIGGER                       = 10003;
176 float   DEATH_LAVA                              = 10004;
177 float   DEATH_SLIME                             = 10005;
178 float   DEATH_KILL                              = 10006;
179 float   DEATH_NOAMMO                            = 10007;
180 float   DEATH_SWAMP                             = 10008;
181 float   DEATH_TEAMCHANGE                        = 10009;
182 float   DEATH_AUTOTEAMCHANGE                    = 10010;
183 float   DEATH_CAMP                              = 10011;
184 float   DEATH_SHOOTING_STAR                     = 10012;
185 float   DEATH_ROT                               = 10013;
186 float   DEATH_MIRRORDAMAGE              = 10014;
187 float   DEATH_TOUCHEXPLODE      = 10015;
188 float   DEATH_TURRET            = 10100;
189
190 float   DEATH_WEAPONMASK        = 0xFF;
191 float   DEATH_HITTYPEMASK               = 0x1F00; // which is WAY below 10000 used for normal deaths
192 float   HITTYPE_SECONDARY = 0x100;
193 float   HITTYPE_SPLASH = 0x200;
194 float   HITTYPE_BOUNCE = 0x400;
195 float   HITTYPE_HEADSHOT = 0x800;
196 float   HITTYPE_RESERVED = 0x1000; // unused yet
197
198 // macros to access these
199 #define DEATH_ISSPECIAL(t)            ((t) >= DEATH_SPECIAL_START)
200 #define DEATH_WEAPONOFWEAPONDEATH(t)  ((t) & DEATH_WEAPONMASK)
201 #define DEATH_ISWEAPON(t,w)           (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
202 #define DEATH_WEAPONOF(t)             (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
203 #define WEP_VALID(w)                  ((w) >= WEP_FIRST && (w) <= WEP_LAST)
204
205 vector  PL_VIEW_OFS                             = '0 0 35';
206 vector  PL_MIN                                  = '-16 -16 -24';
207 vector  PL_MAX                                  = '16 16 45';
208 vector  PL_CROUCH_VIEW_OFS                      = '0 0 15';
209 vector  PL_CROUCH_MIN                           = '-16 -16 -24';
210 vector  PL_CROUCH_MAX                           = '16 16 25';
211
212 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
213 // did this so at least they worked
214 // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu
215 //float GAME_INSTAGIB                           = 1;   /// everyone gets the nex gun with infinite ammo, and one shot kills
216 //float GAME_ROCKET_ARENA                       = 16;  /// Everyone starts with a rocket launcher
217 //float GAME_FULLBRIGHT_PLAYERS                 = 64; /// makes the players model fullbright
218 //float GAME_TEAMS                              = 128; /// Teams, red/green/yellow/blue
219
220 float   game;   // set to "gamecfg" on spawnfunc_worldspawn
221
222
223 //float POWERUP_STRENGTH_DAMAGE                 = 2; // damage multiplier for strength powerup
224 //float POWERUP_STRENGTH_FORCE                  = 4; // force multiplier for strength powerup
225
226 //float POWERUP_INVINCIBLE_TAKEDAMAGE           = 0.2; // received damage multiplier for invincible powerup
227
228
229 float TE_BEAM                                   = 13;           // grappling hook
230
231 // CTF
232 float FLAG_BASE = 1;
233 float FLAG_CARRY = 2;
234 float FLAG_DROPPED = 3;
235
236 float MAX_SHOT_DISTANCE = 32768;
237
238 float COLOR_TEAM1       = 5;  // red
239 float COLOR_TEAM2       = 14; // blue
240 float COLOR_TEAM3       = 13; // yellow
241 float COLOR_TEAM4       = 10; // pink
242
243 float NUM_PLAYERSKINS_TEAMPLAY = 3;
244
245 float ASSAULT_VALUE_INACTIVE = 1000;