10 float FL_GODMODE = 64;
11 float FL_NOTARGET = 128;
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;
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
37 float SOLID_TRIGGER = 1;
39 float SOLID_SLIDEBOX = 3;
41 //float SOLID_CORPSE = 5; // Unobstructed by CORPSE or SLIDEBOX
46 float DEAD_RESPAWNABLE = 3;
47 float DEAD_RESPAWNING = 4;
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;
62 float SVC_DISCONNECT = 2;
63 float SVC_UPDATESTAT = 3;
64 float SVC_VERSION = 4;
65 float SVC_SETVIEW = 5;
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;
97 float TE_SUPERSPIKE = 1;
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;
109 // this assignment must match menu/nexuiz/dialog_settings_misc.c!
111 // on world: announcers, ... INFO
112 // on players: item pickup ITEMS
113 // on entities: UNUSED
114 float CHAN_WEAPON = 1; // Weapon fire
116 // on players: weapon firing WEAPONS
117 // on entities: turret firing WEAPONS
118 float CHAN_VOICE = 2; // Voice/Radio
120 // on players: voice VOICE
121 // on entities: ambient AMBIENT
122 float CHAN_TRIGGER = 3; // Triggers/Items
124 // on players: item pickup ITEMS
125 // on entities: platforms moving etc. ITEMS
126 float CHAN_PROJECTILE = 4; // Projectiles
128 // on players: projectiles hitting player SHOTS
129 // on entities: projectiles SHOTS
130 float CHAN_WEAPON2 = 5; // Nex fire (separated as it is a very long sound)
132 // on players: weapon firing WEAPONS
133 // on entities: turret firing WEAPONS
134 float CHAN_PAIN = 6; // Pain
136 // on players: pain PAIN
137 // on entities: UNUSED
138 float CHAN_PLAYER = 7; // Player body
140 // on players: player sounds PLAYER
141 // on entities: player sounds PLAYER
144 float ATTN_NORM = 0.5;
146 float ATTN_STATIC = 3;
148 float UPDATE_GENERAL = 0;
149 float UPDATE_STATIC = 1;
150 float UPDATE_BINARY = 2;
151 float UPDATE_TEMP = 3;
153 float EF_BRIGHTFIELD = 1;
154 float EF_MUZZLEFLASH = 2;
155 float EF_BRIGHTLIGHT = 4;
156 float EF_DIMLIGHT = 8;
158 float MSG_BROADCAST = 0;
162 float MSG_ENTITY = 5;
164 // Deathtypes (weapon deathtypes are the IT_* constants below)
165 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
166 float DEATH_SPECIAL_START = 10000;
167 float DEATH_FALL = 10000;
168 float DEATH_TELEFRAG = 10001;
169 float DEATH_DROWN = 10002;
170 float DEATH_HURTTRIGGER = 10003;
171 float DEATH_LAVA = 10004;
172 float DEATH_SLIME = 10005;
173 float DEATH_KILL = 10006;
174 float DEATH_NOAMMO = 10007;
175 float DEATH_SWAMP = 10008;
176 float DEATH_TEAMCHANGE = 10009;
177 float DEATH_AUTOTEAMCHANGE = 10010;
178 float DEATH_CAMP = 10011;
179 float DEATH_SHOOTING_STAR = 10012;
180 float DEATH_ROT = 10013;
181 float DEATH_MIRRORDAMAGE = 10014;
182 float DEATH_TURRET = 10100;
184 float DEATH_WEAPONMASK = 0xFF;
185 float DEATH_HITTYPEMASK = 0xF00; // which is WAY below 10000 used for normal deaths
186 float HITTYPE_SECONDARY = 0x100;
187 float HITTYPE_SPLASH = 0x200;
188 float HITTYPE_BOUNCE = 0x400;
190 vector PL_VIEW_OFS = '0 0 35';
191 vector PL_MIN = '-16 -16 -24';
192 vector PL_MAX = '16 16 45';
193 vector PL_CROUCH_VIEW_OFS = '0 0 15';
194 vector PL_CROUCH_MIN = '-16 -16 -24';
195 vector PL_CROUCH_MAX = '16 16 25';
197 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
198 // did this so at least they worked
199 // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu
200 //float GAME_INSTAGIB = 1; /// everyone gets the nex gun with infinite ammo, and one shot kills
201 //float GAME_ROCKET_ARENA = 16; /// Everyone starts with a rocket launcher
202 //float GAME_FULLBRIGHT_PLAYERS = 64; /// makes the players model fullbright
203 //float GAME_TEAMS = 128; /// Teams, red/green/yellow/blue
205 float game; // set to "gamecfg" on spawnfunc_worldspawn
208 //float POWERUP_STRENGTH_DAMAGE = 2; // damage multiplier for strength powerup
209 //float POWERUP_STRENGTH_FORCE = 4; // force multiplier for strength powerup
211 //float POWERUP_INVINCIBLE_TAKEDAMAGE = 0.2; // received damage multiplier for invincible powerup
214 float TE_BEAM = 13; // grappling hook
218 float FLAG_CARRY = 2;
219 float FLAG_DROPPED = 3;
221 float MAX_SHOT_DISTANCE = 32768;
223 float COLOR_TEAM1 = 5; // red
224 float COLOR_TEAM2 = 14; // blue
225 float COLOR_TEAM3 = 13; // yellow
226 float COLOR_TEAM4 = 10; // pink
228 float NUM_PLAYERSKINS_TEAMPLAY = 3;
230 float ASSAULT_VALUE_INACTIVE = 1000;