string CVAR_CHECK_DEFAULT = "3a4552d8adffd3ad69fec3f0c15c62d8"; string CVAR_CHECK_WEAPONS = "7abbcf55140e618bfaa97b587fc7aef7"; float FALSE = 0; float TRUE = 1; float FL_FLY = 1; float FL_SWIM = 2; float FL_CLIENT = 8; float FL_INWATER = 16; float FL_MONSTER = 32; float FL_GODMODE = 64; float FL_NOTARGET = 128; float FL_ITEM = 256; float FL_ONGROUND = 512; float FL_PARTIALGROUND = 1024; float FL_WATERJUMP = 2048; float FL_JUMPRELEASED = 4096; float FL_WEAPON = 8192; float FL_POWERUP = 16384; float FL_PROJECTILE = 32768; float FL_TOSSED = 65536; float MOVETYPE_NONE = 0; float MOVETYPE_ANGLENOCLIP = 1; float MOVETYPE_ANGLECLIP = 2; float MOVETYPE_WALK = 3; float MOVETYPE_STEP = 4; float MOVETYPE_FLY = 5; float MOVETYPE_TOSS = 6; float MOVETYPE_PUSH = 7; float MOVETYPE_NOCLIP = 8; float MOVETYPE_FLYMISSILE = 9; float MOVETYPE_BOUNCE = 10; float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing //float MOVETYPE_FOLLOW = 12; // 'Attaches' the entity to its aim_ent float SOLID_NOT = 0; float SOLID_TRIGGER = 1; float SOLID_BBOX = 2; float SOLID_SLIDEBOX = 3; float SOLID_BSP = 4; //float SOLID_CORPSE = 5; // Unobstructed by CORPSE or SLIDEBOX float DEAD_NO = 0; float DEAD_DYING = 1; float DEAD_DEAD = 2; float DEAD_RESPAWNABLE = 3; float DEAD_RESPAWNING = 4; float DAMAGE_NO = 0; float DAMAGE_YES = 1; float DAMAGE_AIM = 2; float CONTENT_EMPTY = -1; float CONTENT_SOLID = -2; float CONTENT_WATER = -3; float CONTENT_SLIME = -4; float CONTENT_LAVA = -5; float CONTENT_SKY = -6; float SVC_BAD = 0; float SVC_NOP = 1; float SVC_DISCONNECT = 2; float SVC_UPDATESTAT = 3; float SVC_VERSION = 4; float SVC_SETVIEW = 5; float SVC_SOUND = 6; float SVC_TIME = 7; float SVC_PRINT = 8; float SVC_STUFFTEXT = 9; float SVC_SETANGLE = 10; float SVC_SERVERINFO = 11; float SVC_LIGHTSTYLE = 12; float SVC_UPDATENAME = 13; float SVC_UPDATEFRAGS = 14; float SVC_CLIENTDATA = 15; float SVC_STOPSOUND = 16; float SVC_UPDATECOLORS = 17; float SVC_PARTICLE = 18; float SVC_DAMAGE = 19; float SVC_SPAWNSTATIC = 20; float SVC_SPAWNBINARY = 21; float SVC_SPAWNBASELINE = 22; float SVC_TEMPENTITY = 23; float SVC_SETPAUSE = 24; float SVC_SIGNONNUM = 25; float SVC_CENTERPRINT = 26; float SVC_KILLEDMONSTER = 27; float SVC_FOUNDSECRET = 28; float SVC_SPAWNSTATICSOUND = 29; float SVC_INTERMISSION = 30; float SVC_FINALE = 31; float SVC_CDTRACK = 32; float SVC_SELLSCREEN = 33; float SVC_CUTSCENE = 34; float TE_SPIKE = 0; float TE_SUPERSPIKE = 1; float TE_GUNSHOT = 2; float TE_EXPLOSION = 3; float TE_TAREXPLOSION = 4; float TE_LIGHTNING1 = 5; float TE_LIGHTNING2 = 6; float TE_WIZSPIKE = 7; float TE_KNIGHTSPIKE = 8; float TE_LIGHTNING3 = 9; float TE_LAVASPLASH = 10; float TE_TELEPORT = 11; // this assignment must match menu/nexuiz/dialog_settings_misc.c! float CHAN_AUTO = 0; // on world: announcers, ... INFO // on players: item pickup ITEMS // on entities: UNUSED float CHAN_WEAPON = 1; // Weapon fire // on world: UNUSED // on players: weapon firing WEAPONS // on entities: turret firing WEAPONS float CHAN_VOICE = 2; // Voice/Radio // on world: UNUSED // on players: voice VOICE // on entities: ambient AMBIENT float CHAN_TRIGGER = 3; // Triggers/Items // on world: UNUSED // on players: item pickup ITEMS // on entities: platforms moving etc. ITEMS float CHAN_PROJECTILE = 4; // Projectiles // on world: UNUSED // on players: projectiles hitting player SHOTS // on entities: projectiles SHOTS float CHAN_WEAPON2 = 5; // Nex fire (separated as it is a very long sound) // on world: UNUSED // on players: weapon firing WEAPONS // on entities: turret firing WEAPONS float CHAN_PAIN = 6; // Pain // on world: UNUSED // on players: pain PAIN // on entities: UNUSED float CHAN_PLAYER = 7; // Player body // on world: UNUSED // on players: player sounds PLAYER // on entities: player sounds PLAYER float ATTN_NONE = 0; float ATTN_NORM = 0.5; float ATTN_IDLE = 2; float ATTN_STATIC = 3; float UPDATE_GENERAL = 0; float UPDATE_STATIC = 1; float UPDATE_BINARY = 2; float UPDATE_TEMP = 3; float EF_BRIGHTFIELD = 1; float EF_MUZZLEFLASH = 2; float EF_BRIGHTLIGHT = 4; float EF_DIMLIGHT = 8; #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE) float MSG_BROADCAST = 0; float MSG_ONE = 1; float MSG_ALL = 2; float MSG_INIT = 3; float MSG_ENTITY = 5; // Deathtypes (weapon deathtypes are the IT_* constants below) // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too. float DEATH_SPECIAL_START = 10000; float DEATH_FALL = 10000; float DEATH_TELEFRAG = 10001; float DEATH_DROWN = 10002; float DEATH_HURTTRIGGER = 10003; float DEATH_LAVA = 10004; float DEATH_SLIME = 10005; float DEATH_KILL = 10006; float DEATH_NOAMMO = 10007; float DEATH_SWAMP = 10008; float DEATH_TEAMCHANGE = 10009; float DEATH_AUTOTEAMCHANGE = 10010; float DEATH_CAMP = 10011; float DEATH_SHOOTING_STAR = 10012; float DEATH_ROT = 10013; float DEATH_MIRRORDAMAGE = 10014; float DEATH_TOUCHEXPLODE = 10015; float DEATH_TURRET = 10100; float DEATH_WEAPONMASK = 0xFF; float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths float HITTYPE_SECONDARY = 0x100; float HITTYPE_SPLASH = 0x200; float HITTYPE_BOUNCE = 0x400; float HITTYPE_HEADSHOT = 0x800; float HITTYPE_RESERVED = 0x1000; // unused yet // macros to access these #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START) #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK) #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w)) #define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t)) #define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST) vector PL_VIEW_OFS = '0 0 35'; vector PL_MIN = '-16 -16 -24'; vector PL_MAX = '16 16 45'; vector PL_CROUCH_VIEW_OFS = '0 0 15'; vector PL_CROUCH_MIN = '-16 -16 -24'; vector PL_CROUCH_MAX = '16 16 25'; // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just // did this so at least they worked // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu //float GAME_INSTAGIB = 1; /// everyone gets the nex gun with infinite ammo, and one shot kills //float GAME_ROCKET_ARENA = 16; /// Everyone starts with a rocket launcher //float GAME_FULLBRIGHT_PLAYERS = 64; /// makes the players model fullbright //float GAME_TEAMS = 128; /// Teams, red/green/yellow/blue float game; // set to "gamecfg" on spawnfunc_worldspawn //float POWERUP_STRENGTH_DAMAGE = 2; // damage multiplier for strength powerup //float POWERUP_STRENGTH_FORCE = 4; // force multiplier for strength powerup //float POWERUP_INVINCIBLE_TAKEDAMAGE = 0.2; // received damage multiplier for invincible powerup float TE_BEAM = 13; // grappling hook // CTF float FLAG_BASE = 1; float FLAG_CARRY = 2; float FLAG_DROPPED = 3; float MAX_SHOT_DISTANCE = 32768; float COLOR_TEAM1 = 5; // red float COLOR_TEAM2 = 14; // blue float COLOR_TEAM3 = 13; // yellow float COLOR_TEAM4 = 10; // pink float NUM_PLAYERSKINS_TEAMPLAY = 3; float ASSAULT_VALUE_INACTIVE = 1000;