1 // Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)
2 const int MASK_ENGINE = 1;
3 const int MASK_ENGINEVIEWMODELS = 2;
4 const int MASK_NORMAL = 4;
6 // Renderflag Constants (used for CSQC entities)
7 const int RF_VIEWMODEL = 1;
8 const int RF_EXTERNALMODEL = 2;
9 const int RF_DEPTHHACK = 4;
10 const int RF_ADDITIVE = 8;
11 const int RF_USEAXIS = 16;
13 // Viewflag Constants (use with R_SetView)
14 const int VF_MIN = 1; //(vector)
15 const int VF_MIN_X = 2; //(float)
16 const int VF_MIN_Y = 3; //(float)
17 const int VF_SIZE = 4; //(vector) (viewport size)
18 const int VF_SIZE_Y = 5; //(float)
19 const int VF_SIZE_X = 6; //(float)
20 const int VF_VIEWPORT = 7; //(vector, vector)
21 const int VF_FOV = 8; //(vector)
22 const int VF_FOVX = 9; //(float)
23 const int VF_FOVY = 10; //(float)
24 const int VF_ORIGIN = 11; //(vector)
25 const int VF_ORIGIN_X = 12; //(float)
26 const int VF_ORIGIN_Y = 13; //(float)
27 const int VF_ORIGIN_Z = 14; //(float)
28 const int VF_ANGLES = 15; //(vector)
29 const int VF_ANGLES_X = 16; //(float)
30 const int VF_ANGLES_Y = 17; //(float)
31 const int VF_ANGLES_Z = 18; //(float)
32 const int VF_DRAWWORLD = 19; //(float)
33 const int VF_DRAWENGINEHUD = 20; //(float)
34 const int VF_DRAWCROSSHAIR = 21; //(float)
35 const int VF_PERSPECTIVE = 200; //(float)
37 const int VF_CL_VIEWANGLES = 33; //(vector)
38 const int VF_CL_VIEWANGLES_X = 34; //(float)
39 const int VF_CL_VIEWANGLES_Y = 35; //(float)
40 const int VF_CL_VIEWANGLES_Z = 36; //(float)
42 // Quake-style Point Contents
43 const int CONTENT_EMPTY = -1;
44 const int CONTENT_SOLID = -2;
45 const int CONTENT_WATER = -3;
46 const int CONTENT_SLIME = -4;
47 const int CONTENT_LAVA = -5;
48 const int CONTENT_SKY = -6;
50 // Vector / Hull Constants
51 const vector VEC_1 = '1 1 1';
52 const vector VEC_0 = '0 0 0';
53 const vector VEC_M1 = '-1 -1 -1';
55 const vector VEC_HULL_MIN = '-16 -16 -24';
56 const vector VEC_HULL_MAX = '16 16 32';
59 const int EF_NODRAW = 16;
60 const int EF_ADDITIVE = 32;
61 const int EF_BLUE = 64;
62 const int EF_RED = 128;
63 const int EF_FULLBRIGHT = 512;
64 const int EF_FLAME = 1024;
65 const int EF_STARDUST = 2048;
66 const int EF_NOSHADOW = 4096;
67 const int EF_NODEPTHTEST = 8192;
69 // Quake Player Flag Constants
70 const int PFL_ONGROUND = 1;
71 const int PFL_CROUCH = 2;
72 const int PFL_DEAD = 4;
73 const int PFL_GIBBED = 8;
75 // Quake Temporary Entity Constants
76 const int TE_SPIKE = 0;
77 const int TE_SUPERSPIKE = 1;
78 const int TE_GUNSHOT = 2;
79 const int TE_EXPLOSION = 3;
80 const int TE_TAREXPLOSION = 4;
81 const int TE_LIGHTNING1 = 5;
82 const int TE_LIGHTNING2 = 6;
83 const int TE_WIZSPIKE = 7;
84 const int TE_KNIGHTSPIKE = 8;
85 const int TE_LIGHTNING3 = 9;
86 const int TE_LAVASPLASH = 10;
87 const int TE_TELEPORT = 11;
88 const int TE_EXPLOSION2 = 12;
89 // Darkplaces Additions
90 const int TE_EXPLOSIONRGB = 53;
91 const int TE_GUNSHOTQUAD = 57;
92 const int TE_EXPLOSIONQUAD = 70;
95 const int EXTRA_LOW = -99999999;
96 const int EXTRA_HIGH = 99999999;
98 // Frik File Constants
99 const int FILE_READ = 0;
100 const int FILE_APPEND = 1;
101 const int FILE_WRITE = 2;
103 // Button values used by input_buttons
104 const int BUTTON_ATTACK = 1;
105 const int BUTTON_JUMP = 2;
106 const int BUTTON_3 = 4;
107 const int BUTTON_4 = 8;
108 const int BUTTON_5 = 16;
109 const int BUTTON_6 = 32;
110 const int BUTTON7 = 64;
111 const int BUTTON8 = 128;
112 const int BUTTON_USE = 256;
113 const int BUTTON_CHAT = 512;
114 const int BUTTON_PRYDONCURSOR = 1024;
115 const int BUTTON_9 = 2048;
116 const int BUTTON_10 = 4096;
117 const int BUTTON_11 = 8192;
118 const int BUTTON_12 = 16384;
119 const int BUTTON_13 = 32768;
120 const int BUTTON_14 = 65536;
121 const int BUTTON_15 = 131072;
122 const int BUTTON_16 = 262144;
124 const int SOLID_NOT = 0; // no interaction with other objects
125 const int SOLID_TRIGGER = 1; // touch on edge, but not blocking
126 const int SOLID_BBOX = 2; // touch on edge, block
127 const int SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
128 const int SOLID_BSP = 4; // bsp clip, touch on edge, block
129 const int SOLID_CORPSE = 5; // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
131 const int MOVE_NORMAL = 0; // same as FALSE
132 const int MOVE_NOMONSTERS = 1; // same as TRUE
133 const int MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
134 const int MOVE_HITMODEL = 4;
135 const int MOVE_WORLDONLY = 3;
137 const int CAMERA_FREE = 1;
138 const int CAMERA_CHASE = 2;
140 const int EF_NOMODELFLAGS = 8388608;