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add a SND_WEAPON2 channel for anything except actual weapon fire. Limits cutting...
[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 float   FL_TOSSED                               = 65536;
21
22 float   MOVETYPE_NONE                           = 0;
23 float   MOVETYPE_ANGLENOCLIP                    = 1;
24 float   MOVETYPE_ANGLECLIP                      = 2;
25 float   MOVETYPE_WALK                           = 3;
26 float   MOVETYPE_STEP                           = 4;
27 float   MOVETYPE_FLY                            = 5;
28 float   MOVETYPE_TOSS                           = 6;
29 float   MOVETYPE_PUSH                           = 7;
30 float   MOVETYPE_NOCLIP                         = 8;
31 float   MOVETYPE_FLYMISSILE                     = 9;
32 float   MOVETYPE_BOUNCE                         = 10;
33 float   MOVETYPE_BOUNCEMISSILE  = 11;   // Like bounce but doesn't lose speed on bouncing
34 //float MOVETYPE_FOLLOW                         = 12;   // 'Attaches' the entity to its aim_ent
35
36 float   SOLID_NOT                               = 0;
37 float   SOLID_TRIGGER                           = 1;
38 float   SOLID_BBOX                              = 2;
39 float   SOLID_SLIDEBOX                          = 3;
40 float   SOLID_BSP                               = 4;
41 //float SOLID_CORPSE                            = 5;    // Unobstructed by CORPSE or SLIDEBOX
42
43 float   DEAD_NO                                 = 0;
44 float   DEAD_DYING                              = 1;
45 float   DEAD_DEAD                               = 2;
46 float   DEAD_RESPAWNABLE                        = 3;
47 float   DEAD_RESPAWNING                 = 4;
48
49 float   DAMAGE_NO                               = 0;
50 float   DAMAGE_YES                              = 1;
51 float   DAMAGE_AIM                              = 2;
52
53 float   CONTENT_EMPTY                           = -1;
54 float   CONTENT_SOLID                           = -2;
55 float   CONTENT_WATER                           = -3;
56 float   CONTENT_SLIME                           = -4;
57 float   CONTENT_LAVA                            = -5;
58 float   CONTENT_SKY                             = -6;
59
60 float   SVC_BAD                                 = 0;
61 float   SVC_NOP                                 = 1;
62 float   SVC_DISCONNECT                          = 2;
63 float   SVC_UPDATESTAT                          = 3;
64 float   SVC_VERSION                             = 4;
65 float   SVC_SETVIEW                             = 5;
66 float   SVC_SOUND                               = 6;
67 float   SVC_TIME                                = 7;
68 float   SVC_PRINT                               = 8;
69 float   SVC_STUFFTEXT                           = 9;
70 float   SVC_SETANGLE                            = 10;
71 float   SVC_SERVERINFO                          = 11;
72 float   SVC_LIGHTSTYLE                          = 12;
73 float   SVC_UPDATENAME                          = 13;
74 float   SVC_UPDATEFRAGS                         = 14;
75 float   SVC_CLIENTDATA                          = 15;
76 float   SVC_STOPSOUND                           = 16;
77 float   SVC_UPDATECOLORS                        = 17;
78 float   SVC_PARTICLE                            = 18;
79 float   SVC_DAMAGE                              = 19;
80 float   SVC_SPAWNSTATIC                         = 20;
81 float   SVC_SPAWNBINARY                         = 21;
82 float   SVC_SPAWNBASELINE                       = 22;
83 float   SVC_TEMPENTITY                          = 23;
84 float   SVC_SETPAUSE                            = 24;
85 float   SVC_SIGNONNUM                           = 25;
86 float   SVC_CENTERPRINT                         = 26;
87 float   SVC_KILLEDMONSTER                       = 27;
88 float   SVC_FOUNDSECRET                         = 28;
89 float   SVC_SPAWNSTATICSOUND                    = 29;
90 float   SVC_INTERMISSION                        = 30;
91 float   SVC_FINALE                              = 31;
92 float   SVC_CDTRACK                             = 32;
93 float   SVC_SELLSCREEN                          = 33;
94 float   SVC_CUTSCENE                            = 34;
95
96 float   TE_SPIKE                                = 0;
97 float   TE_SUPERSPIKE                           = 1;
98 float   TE_GUNSHOT                              = 2;
99 float   TE_EXPLOSION                            = 3;
100 float   TE_TAREXPLOSION                         = 4;
101 float   TE_LIGHTNING1                           = 5;
102 float   TE_LIGHTNING2                           = 6;
103 float   TE_WIZSPIKE                             = 7;
104 float   TE_KNIGHTSPIKE                          = 8;
105 float   TE_LIGHTNING3                           = 9;
106 float   TE_LAVASPLASH                           = 10;
107 float   TE_TELEPORT                             = 11;
108
109 float   CHAN_AUTO                               = 0; // Announcer/Chat, on player: Triggers/Items
110 float   CHAN_WEAPON                             = 1; // Weapon fire
111 float   CHAN_VOICE                              = 2; // Voice/Radio
112 float   CHAN_TRIGGER                    = 3; // Triggers/Items
113 float   CHAN_PROJECTILE                 = 4; // Projectiles
114 float   CHAN_WEAPON2                    = 5; // Nex fire (separated as it is a very long sound)
115 float   CHAN_PAIN                               = 6; // Pain
116 float   CHAN_PLAYER                             = 7; // Player body
117
118 float   ATTN_NONE                               = 0;
119 float   ATTN_NORM                               = 0.5;
120 float   ATTN_IDLE                               = 2;
121 float   ATTN_STATIC                             = 3;
122
123 float   UPDATE_GENERAL                          = 0;
124 float   UPDATE_STATIC                           = 1;
125 float   UPDATE_BINARY                           = 2;
126 float   UPDATE_TEMP                             = 3;
127
128 float   EF_BRIGHTFIELD                          = 1;
129 float   EF_MUZZLEFLASH                          = 2;
130 float   EF_BRIGHTLIGHT                          = 4;
131 float   EF_DIMLIGHT                             = 8;
132
133 float   MSG_BROADCAST                           = 0;
134 float   MSG_ONE                                 = 1;
135 float   MSG_ALL                                 = 2;
136 float   MSG_INIT                                = 3;
137 float   MSG_ENTITY                              = 5;
138
139 // Deathtypes (weapon deathtypes are the IT_* constants below)
140 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
141 float   DEATH_FALL                              = 10000;
142 float   DEATH_TELEFRAG                          = 10001;
143 float   DEATH_DROWN                             = 10002;
144 float   DEATH_HURTTRIGGER                       = 10003;
145 float   DEATH_LAVA                              = 10004;
146 float   DEATH_SLIME                             = 10005;
147 float   DEATH_KILL                              = 10006;
148 float   DEATH_NOAMMO                            = 10007;
149 float   DEATH_SWAMP                             = 10008;
150 float   DEATH_TEAMCHANGE                        = 10009;
151 float   DEATH_AUTOTEAMCHANGE                    = 10010;
152 float   DEATH_CAMP                              = 10011;
153 float   DEATH_SHOOTING_STAR                     = 10012;
154 float   DEATH_ROT                               = 10013;
155 float   DEATH_MIRRORDAMAGE              = 10014;
156 float   DEATH_TURRET            = 10100;
157
158 vector  PL_VIEW_OFS                             = '0 0 35';
159 vector  PL_MIN                                  = '-16 -16 -24';
160 vector  PL_MAX                                  = '16 16 45';
161 vector  PL_CROUCH_VIEW_OFS                      = '0 0 15';
162 vector  PL_CROUCH_MIN                           = '-16 -16 -24';
163 vector  PL_CROUCH_MAX                           = '16 16 25';
164
165 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
166 // did this so at least they worked
167 // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu
168 //float GAME_INSTAGIB                           = 1;   /// everyone gets the nex gun with infinite ammo, and one shot kills
169 //float GAME_ROCKET_ARENA                       = 16;  /// Everyone starts with a rocket launcher
170 //float GAME_FULLBRIGHT_PLAYERS                 = 64; /// makes the players model fullbright
171 //float GAME_TEAMS                              = 128; /// Teams, red/green/yellow/blue
172
173 float   game;   // set to "gamecfg" on spawnfunc_worldspawn
174
175
176 //float POWERUP_STRENGTH_DAMAGE                 = 2; // damage multiplier for strength powerup
177 //float POWERUP_STRENGTH_FORCE                  = 4; // force multiplier for strength powerup
178
179 //float POWERUP_INVINCIBLE_TAKEDAMAGE           = 0.2; // received damage multiplier for invincible powerup
180
181
182 float TE_BEAM                                   = 13;           // grappling hook
183
184 // CTF
185 float FLAG_BASE = 1;
186 float FLAG_CARRY = 2;
187 float FLAG_DROPPED = 3;
188
189 float MAX_SHOT_DISTANCE = 32768;
190
191 float COLOR_TEAM1       = 5;  // red
192 float COLOR_TEAM2       = 14; // blue
193 float COLOR_TEAM3       = 13; // yellow
194 float COLOR_TEAM4       = 10; // pink
195
196 float NUM_PLAYERSKINS_TEAMPLAY = 3;
197
198 float ASSAULT_VALUE_INACTIVE = 1000;