// COMMIT-TODO: Update if necessary before committing // Revision 1: additional statistics sent (flag caps, returns, deaths) // Revision 2: Mapvote preview pictures // Revision 3: optimized map vote protocol // Revision 4: CSQC config var system // Revision 5: mapvote time fix // Revision 6: more robust against packet loss/delays, also show not yet connected clients // Revision 7: packet loss column // Revision 8: race // Revision 9: race delta // Revision 10: scoreboard force // Revision 11: scoreboard unforce; spectator support beginning // Revision 12: smaller scores updates (SERVER: requires new engine) // Revision 13: pointparticles // Revision 14: laser // Revision 15: zoom // Revision 16: multi-weapons // Revision 17: multi-weaponimpulses // Revision 18: warmup // Revision 19: fog // Revision 20: naggers // Revision 21: entcs for players optimized (position data down from 12 to 7 bytes); waypointsprites in csqc for team radar // Revision 22: hook shot origin #define CSQC_REVISION 22 // probably put these in common/ // so server/ and client/ can be synced better const float GAME_DEATHMATCH = 1; const float GAME_TEAM_DEATHMATCH = 2; const float GAME_DOMINATION = 3; const float GAME_CTF = 4; const float GAME_RUNEMATCH = 5; const float GAME_LMS = 6; const float GAME_ARENA = 7; const float GAME_KEYHUNT = 8; const float GAME_ASSAULT = 9; const float GAME_ONSLAUGHT = 10; const float GAME_RACE = 11; const float GAME_NEXBALL = 12; const float AS_STRING = 1; const float AS_INT = 2; const float AS_FLOAT_TRUNCATED = 2; const float AS_FLOAT = 8; const float TE_CSQC_PICTURE = 100; const float TE_CSQC_RACE = 101; const float TE_CSQC_SPAWN = 102; const float TE_CSQC_ZCURVEPARTICLES = 103; const float TE_CSQC_NEXGUNBEAMPARTICLE = 104; const float TE_CSQC_LIGHTNINGARC = 105; const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder const float RACE_NET_CHECKPOINT_CLEAR = 1; const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder const float ENT_CLIENT = 0; const float ENT_CLIENT_DEAD = 1; const float ENT_CLIENT_ENTCS = 2; const float ENT_CLIENT_SCORES_INFO = 3; const float ENT_CLIENT_SCORES = 4; const float ENT_CLIENT_TEAMSCORES = 5; const float ENT_CLIENT_POINTPARTICLES = 6; const float ENT_CLIENT_RAINSNOW = 7; const float ENT_CLIENT_LASER = 8; const float ENT_CLIENT_NAGGER = 9; // flags [votecalledvote] const float ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable] const float ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor] const float ENT_CLIENT_PROJECTILE = 12; const float ENT_CLIENT_GIBSPLASH = 13; const float ENT_CLIENT_DAMAGEINFO = 14; const float ENT_CLIENT_CASING = 15; const float ENT_CLIENT_INIT = 16; const float ENT_CLIENT_MAPVOTE = 17; const float ENT_CLIENT_CLIENTDATA = 18; const float ENT_CLIENT_RANDOMSEED = 19; const float ENT_CLIENT_WALL = 20; const float ENT_CLIENT_SPIDERBOT = 21; const float ENT_CLIENT_TURRET = 40; const float SPRITERULE_DEFAULT = 0; const float SPRITERULE_TEAMPLAY = 1; const float RADARICON_FLAG = 1; const float RADARICON_FLAGCARRIER = 1; const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them const float RADARICON_DANGER = 1; const float RADARICON_WAYPOINT = 1; const float RADARICON_HELPME = 1; const float RADARICON_CONTROLPOINT = 1; const float RADARICON_GENERATOR = 1; const float RADARICON_OBJECTIVE = 1; const float RADARICON_DOMPOINT = 1; const float RADARICON_POWERUP = 1; /////////////////////////// // key constants // // these are the key numbers that should be passed to Key_Event // const float K_TAB = 9; const float K_ENTER = 13; const float K_ESCAPE = 27; const float K_SPACE = 32; // normal keys should be passed as lowercased ascii const float K_BACKSPACE = 127; const float K_UPARROW = 128; const float K_DOWNARROW = 129; const float K_LEFTARROW = 130; const float K_RIGHTARROW = 131; const float K_ALT = 132; const float K_CTRL = 133; const float K_SHIFT = 134; const float K_F1 = 135; const float K_F2 = 136; const float K_F3 = 137; const float K_F4 = 138; const float K_F5 = 139; const float K_F6 = 140; const float K_F7 = 141; const float K_F8 = 142; const float K_F9 = 143; const float K_F10 = 144; const float K_F11 = 145; const float K_F12 = 146; const float K_INS = 147; const float K_DEL = 148; const float K_PGDN = 149; const float K_PGUP = 150; const float K_HOME = 151; const float K_END = 152; const float K_KP_HOME = 160; const float K_KP_UPARROW = 161; const float K_KP_PGUP = 162; const float K_KP_LEFTARROW = 163; const float K_KP_5 = 164; const float K_KP_RIGHTARROW = 165; const float K_KP_END = 166; const float K_KP_DOWNARROW = 167; const float K_KP_PGDN = 168; const float K_KP_ENTER = 169; const float K_KP_INS = 170; const float K_KP_DEL = 171; const float K_KP_SLASH = 172; const float K_KP_MINUS = 173; const float K_KP_PLUS = 174; const float K_PAUSE = 255; // // joystick buttons // const float K_JOY1 = 768; const float K_JOY2 = 769; const float K_JOY3 = 770; const float K_JOY4 = 771; // // aux keys are for multi-buttoned joysticks to generate so they can use // the normal binding process // const float K_AUX1 = 772; const float K_AUX2 = 773; const float K_AUX3 = 774; const float K_AUX4 = 775; const float K_AUX5 = 776; const float K_AUX6 = 777; const float K_AUX7 = 778; const float K_AUX8 = 779; const float K_AUX9 = 780; const float K_AUX10 = 781; const float K_AUX11 = 782; const float K_AUX12 = 783; const float K_AUX13 = 784; const float K_AUX14 = 785; const float K_AUX15 = 786; const float K_AUX16 = 787; const float K_AUX17 = 788; const float K_AUX18 = 789; const float K_AUX19 = 790; const float K_AUX20 = 791; const float K_AUX21 = 792; const float K_AUX22 = 793; const float K_AUX23 = 794; const float K_AUX24 = 795; const float K_AUX25 = 796; const float K_AUX26 = 797; const float K_AUX27 = 798; const float K_AUX28 = 799; const float K_AUX29 = 800; const float K_AUX30 = 801; const float K_AUX31 = 802; const float K_AUX32 = 803; // // mouse buttons generate virtual keys // const float K_MOUSE1 = 512; const float K_MOUSE2 = 513; const float K_MOUSE3 = 514; const float K_MWHEELUP = 515; const float K_MWHEELDOWN = 516; const float K_MOUSE4 = 517; const float K_MOUSE5 = 518; const float K_MOUSE6 = 519; const float K_MOUSE7 = 520; const float K_MOUSE8 = 521; const float K_MOUSE9 = 522; const float K_MOUSE10 = 523; const float K_MOUSE11 = 524; const float K_MOUSE12 = 525; const float K_MOUSE13 = 526; const float K_MOUSE14 = 527; const float K_MOUSE15 = 528; const float K_MOUSE16 = 529; /////////////////////////// // keys pressed const float KEY_FORWARD = 1; const float KEY_BACKWARD = 2; const float KEY_LEFT = 4; const float KEY_RIGHT = 8; const float KEY_JUMP = 16; const float KEY_CROUCH = 32; /////////////////////////// // cvar constants float CVAR_SAVE = 1; float CVAR_NOTIFY = 2; float CVAR_READONLY = 4; /////////////////////////// // csqc communication stuff const float STAT_KH_KEYS = 32; const float STAT_CTF_STATE = 33; const float STAT_WEAPONS = 35; const float STAT_SWITCHWEAPON = 36; const float STAT_GAMESTARTTIME = 37; const float STAT_STRENGTH_FINISHED = 38; const float STAT_INVINCIBLE_FINISHED = 39; const float STAT_DAMAGE_HITS = 40; // Used by the weapon stats code, represents the total amount of damage done to other players const float STAT_DAMAGE_FIRED = 41;// Used by the weapon stats code, represents the total amount of potential damage fired const float STAT_PRESSED_KEYS = 42; const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config const float STAT_FUEL = 44; const float STAT_NB_METERSTART = 45; const float STAT_SHOTORG = 46; // compressShotOrigin const float STAT_LEADLIMIT = 47; const float CTF_STATE_ATTACK = 1; const float CTF_STATE_DEFEND = 2; const float CTF_STATE_COMMANDER = 3; const float STAT_HUD = 50; const float HUD_NORMAL = 0; const float HUD_SPIDEBOT = 10; const float STAT_SPIDERBOT_HEALTH = 60; const float STAT_SPIDERBOT_ROCKETS = 61; const float STAT_SPIDERBOT_HEAT = 62; const float STAT_SPIDERBOT_RELOAD = 63; const float STAT_SPIDERBOT_ENERGY = 64; const float STAT_SPIDERBOT_SHIELD = 65; //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin // moved that here so the client knows the max. // # of maps, I'll use arrays for them :P #define MAPVOTE_COUNT 10 /** * Lower scores are better (e.g. suicides) */ #define SFL_LOWER_IS_BETTER 1 /** * Don't show zero values as scores */ #define SFL_HIDE_ZERO 2 /** * Allow a column to be hidden (do not automatically add it even if it is a sorting key) */ #define SFL_ALLOW_HIDE 16 /** * Display as a rank (with st, nd, rd, th suffix) */ #define SFL_RANK 32 /** * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!) */ #define SFL_TIME 64 // not an extra constant yet #define SFL_ZERO_IS_WORST SFL_TIME /** * Scoring priority (NOTE: PRIMARY is used for fraglimit) */ #define SFL_SORT_PRIO_SECONDARY 4 #define SFL_SORT_PRIO_PRIMARY 8 #define SFL_SORT_PRIO_MASK 12 /** * Score indices */ #define MAX_SCORE 10 #define MAX_TEAMSCORE 2 #define ST_SCORE 0 #define SP_KILLS 0 #define SP_DEATHS 1 #define SP_SUICIDES 2 #define SP_SCORE 3 // game mode specific indices are not in common/, but in server/scores_rules.qc! // 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 // on csqc: UNUSED float CHAN_WEAPON = 1; // Weapon fire // on world: UNUSED // on players: weapon firing WEAPONS // on entities: turret firing WEAPONS // on csqc: UNUSED float CHAN_VOICE = 2; // Voice/Radio // on world: UNUSED // on players: voice VOICE // on entities: ambient AMBIENT // on csqc: UNUSED float CHAN_TRIGGER = 3; // Triggers/Items // on world: UNUSED // on players: item pickup ITEMS // on entities: platforms moving etc. ITEMS // on csqc: UNUSED float CHAN_PROJECTILE = 4; // Projectiles // on world: UNUSED // on players: projectiles hitting player SHOTS // on entities: projectiles SHOTS // on csqc: projectile sounds 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 // on csqc: UNUSED float CHAN_PAIN = 6; // Pain // on world: UNUSED // on players: pain PAIN // on entities: projectiles flying SHOTS // on csqc: player pain PAIN float CHAN_PLAYER = 7; // Player body // on world: UNUSED // on players: player sounds PLAYER // on entities: player sounds PLAYER // on csqc: UNUSED float ATTN_NONE = 0; float ATTN_MIN = 0.015625; float ATTN_NORM = 0.5; float ATTN_IDLE = 2; float ATTN_STATIC = 3; float ATTN_MAX = 3.984375; #define VOL_BASE 0.7 #define VOL_BASEVOICE 1.0 // this sets sounds and other properties of the projectiles in csqc float PROJECTILE_ELECTRO = 1; float PROJECTILE_ROCKET = 2; float PROJECTILE_TAG = 3; float PROJECTILE_BULLET = 4; float PROJECTILE_CRYLINK = 5; float PROJECTILE_ELECTRO_BEAM = 6; float PROJECTILE_GRENADE = 7; float PROJECTILE_GRENADE_BOUNCING = 8; float PROJECTILE_LASER = 9; float PROJECTILE_HLAC = 10; float PROJECTILE_SEEKER = 11; float PROJECTILE_FLAC = 12; float PROJECTILE_PORTO_RED = 13; float PROJECTILE_PORTO_BLUE = 14; float PROJECTILE_HOOKBOMB = 15; float PROJECTILE_HAGAR = 16; float PROJECTILE_HAGAR_BOUNCING = 17; float PROJECTILE_BULLET_GLOWING = 18; float PROJECTILE_CRYLINK_BOUNCING = 19; float SPECIES_HUMAN = 0; float SPECIES_ROBOT_SHINY = 1; float SPECIES_ALIEN = 2; float SPECIES_ROBOT_RUSTY = 3; float SPECIES_ANIMAL = 4; float SPECIES_RESERVED = 15; // 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_CHEAT = 10016; 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) #define FRAGS_PLAYER 0 #define FRAGS_SPECTATOR -666 #define FRAGS_LMS_LOSER -616 #define FRAGS_PLAYER_NONSOLID -616 // we can use this frags value for both //misc. stuff #define NEWLINES "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n" // water levels float WATERLEVEL_NONE = 0; float WATERLEVEL_WETFEET = 1; float WATERLEVEL_SWIMMING = 2; float WATERLEVEL_SUBMERGED = 3; float MAX_SHOT_DISTANCE = 32768;