1 string CVAR_CHECK_DEFAULT = "913e35a06d0542e7ba625bfe0e0844c9";
2 string CVAR_CHECK_WEAPONS = "2a35f7139825257d468d22354209cf54";
10 float FL_MONSTER = 32;
11 float FL_GODMODE = 64;
12 float FL_NOTARGET = 128;
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 float FL_NO_WEAPON_STAY = 131072;
24 float MOVETYPE_NONE = 0;
25 float MOVETYPE_ANGLENOCLIP = 1;
26 float MOVETYPE_ANGLECLIP = 2;
27 float MOVETYPE_WALK = 3;
28 float MOVETYPE_STEP = 4;
29 float MOVETYPE_FLY = 5;
30 float MOVETYPE_TOSS = 6;
31 float MOVETYPE_PUSH = 7;
32 float MOVETYPE_NOCLIP = 8;
33 float MOVETYPE_FLYMISSILE = 9;
34 float MOVETYPE_BOUNCE = 10;
35 float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
36 //float MOVETYPE_FOLLOW = 12; // 'Attaches' the entity to its aim_ent
39 float SOLID_TRIGGER = 1;
41 float SOLID_SLIDEBOX = 3;
43 //float SOLID_CORPSE = 5; // Unobstructed by CORPSE or SLIDEBOX
48 float DEAD_RESPAWNABLE = 3;
49 float DEAD_RESPAWNING = 4;
55 float CONTENT_EMPTY = -1;
56 float CONTENT_SOLID = -2;
57 float CONTENT_WATER = -3;
58 float CONTENT_SLIME = -4;
59 float CONTENT_LAVA = -5;
60 float CONTENT_SKY = -6;
64 float SVC_DISCONNECT = 2;
65 float SVC_UPDATESTAT = 3;
66 float SVC_VERSION = 4;
67 float SVC_SETVIEW = 5;
71 float SVC_STUFFTEXT = 9;
72 float SVC_SETANGLE = 10;
73 float SVC_SERVERINFO = 11;
74 float SVC_LIGHTSTYLE = 12;
75 float SVC_UPDATENAME = 13;
76 float SVC_UPDATEFRAGS = 14;
77 float SVC_CLIENTDATA = 15;
78 float SVC_STOPSOUND = 16;
79 float SVC_UPDATECOLORS = 17;
80 float SVC_PARTICLE = 18;
81 float SVC_DAMAGE = 19;
82 float SVC_SPAWNSTATIC = 20;
83 float SVC_SPAWNBINARY = 21;
84 float SVC_SPAWNBASELINE = 22;
85 float SVC_TEMPENTITY = 23;
86 float SVC_SETPAUSE = 24;
87 float SVC_SIGNONNUM = 25;
88 float SVC_CENTERPRINT = 26;
89 float SVC_KILLEDMONSTER = 27;
90 float SVC_FOUNDSECRET = 28;
91 float SVC_SPAWNSTATICSOUND = 29;
92 float SVC_INTERMISSION = 30;
93 float SVC_FINALE = 31;
94 float SVC_CDTRACK = 32;
95 float SVC_SELLSCREEN = 33;
96 float SVC_CUTSCENE = 34;
99 float TE_SUPERSPIKE = 1;
100 float TE_GUNSHOT = 2;
101 float TE_EXPLOSION = 3;
102 float TE_TAREXPLOSION = 4;
103 float TE_LIGHTNING1 = 5;
104 float TE_LIGHTNING2 = 6;
105 float TE_WIZSPIKE = 7;
106 float TE_KNIGHTSPIKE = 8;
107 float TE_LIGHTNING3 = 9;
108 float TE_LAVASPLASH = 10;
109 float TE_TELEPORT = 11;
111 float UPDATE_GENERAL = 0;
112 float UPDATE_STATIC = 1;
113 float UPDATE_BINARY = 2;
114 float UPDATE_TEMP = 3;
116 float EF_BRIGHTFIELD = 1;
117 float EF_MUZZLEFLASH = 2;
118 float EF_BRIGHTLIGHT = 4;
119 float EF_DIMLIGHT = 8;
121 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE)
123 float MSG_BROADCAST = 0; // unreliable
124 float MSG_ONE = 1; // reliable
125 float MSG_ALL = 2; // reliable
126 float MSG_INIT = 3; // initialization
127 float MSG_ENTITY = 5; // csqc
129 // Deathtypes (weapon deathtypes are the IT_* constants below)
130 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
131 float DEATH_SPECIAL_START = 10000;
132 float DEATH_FALL = 10000;
133 float DEATH_TELEFRAG = 10001;
134 float DEATH_DROWN = 10002;
135 float DEATH_HURTTRIGGER = 10003;
136 float DEATH_LAVA = 10004;
137 float DEATH_SLIME = 10005;
138 float DEATH_KILL = 10006;
139 float DEATH_NOAMMO = 10007;
140 float DEATH_SWAMP = 10008;
141 float DEATH_TEAMCHANGE = 10009;
142 float DEATH_AUTOTEAMCHANGE = 10010;
143 float DEATH_CAMP = 10011;
144 float DEATH_SHOOTING_STAR = 10012;
145 float DEATH_ROT = 10013;
146 float DEATH_MIRRORDAMAGE = 10014;
147 float DEATH_TOUCHEXPLODE = 10015;
148 float DEATH_TURRET = 10100;
150 float DEATH_WEAPONMASK = 0xFF;
151 float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
152 float HITTYPE_SECONDARY = 0x100;
153 float HITTYPE_SPLASH = 0x200;
154 float HITTYPE_BOUNCE = 0x400;
155 float HITTYPE_HEADSHOT = 0x800;
156 float HITTYPE_RESERVED = 0x1000; // unused yet
158 // macros to access these
159 #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
160 #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
161 #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
162 #define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
163 #define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
165 vector PL_VIEW_OFS = '0 0 35';
166 vector PL_MIN = '-16 -16 -24';
167 vector PL_MAX = '16 16 45';
168 vector PL_CROUCH_VIEW_OFS = '0 0 15';
169 vector PL_CROUCH_MIN = '-16 -16 -24';
170 vector PL_CROUCH_MAX = '16 16 25';
172 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
173 // did this so at least they worked
174 // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu
175 //float GAME_INSTAGIB = 1; /// everyone gets the nex gun with infinite ammo, and one shot kills
176 //float GAME_ROCKET_ARENA = 16; /// Everyone starts with a rocket launcher
177 //float GAME_FULLBRIGHT_PLAYERS = 64; /// makes the players model fullbright
178 //float GAME_TEAMS = 128; /// Teams, red/green/yellow/blue
180 float game; // set to "gamecfg" on spawnfunc_worldspawn
183 //float POWERUP_STRENGTH_DAMAGE = 2; // damage multiplier for strength powerup
184 //float POWERUP_STRENGTH_FORCE = 4; // force multiplier for strength powerup
186 //float POWERUP_INVINCIBLE_TAKEDAMAGE = 0.2; // received damage multiplier for invincible powerup
189 float TE_BEAM = 13; // grappling hook
193 float FLAG_CARRY = 2;
194 float FLAG_DROPPED = 3;
196 float MAX_SHOT_DISTANCE = 32768;
198 float COLOR_TEAM1 = 5; // red
199 float COLOR_TEAM2 = 14; // blue
200 float COLOR_TEAM3 = 13; // yellow
201 float COLOR_TEAM4 = 10; // pink
203 float NUM_PLAYERSKINS_TEAMPLAY = 3;
205 float ASSAULT_VALUE_INACTIVE = 1000;