1 // COMMIT-TODO: Update if necessary before committing
2 // Revision 1: additional statistics sent (flag caps, returns, deaths)
3 // Revision 2: Mapvote preview pictures
4 // Revision 3: optimized map vote protocol
5 // Revision 4: CSQC config var system
6 // Revision 5: mapvote time fix
7 // Revision 6: more robust against packet loss/delays, also show not yet connected clients
8 // Revision 7: packet loss column
10 // Revision 9: race delta
11 // Revision 10: scoreboard force
12 // Revision 11: scoreboard unforce; spectator support beginning
13 // Revision 12: smaller scores updates (SERVER: requires new engine)
14 // Revision 13: pointparticles
17 // Revision 16: multi-weapons
18 // Revision 17: multi-weaponimpulses
19 // Revision 18: warmup
21 // Revision 20: naggers
22 // Revision 21: entcs for players optimized (position data down from 12 to 7 bytes); waypointsprites in csqc for team radar
23 // Revision 22: hook shot origin
24 #define CSQC_REVISION 22
26 // probably put these in common/
27 // so server/ and client/ can be synced better
28 const float GAME_DEATHMATCH = 1;
29 const float GAME_TEAM_DEATHMATCH = 2;
30 const float GAME_DOMINATION = 3;
31 const float GAME_CTF = 4;
32 const float GAME_RUNEMATCH = 5;
33 const float GAME_LMS = 6;
34 const float GAME_ARENA = 7;
35 const float GAME_KEYHUNT = 8;
36 const float GAME_ASSAULT = 9;
37 const float GAME_ONSLAUGHT = 10;
38 const float GAME_RACE = 11;
39 const float GAME_NEXBALL = 12;
40 const float GAME_CTS = 13;
41 const float GAME_CA = 14;
42 const float GAME_FREEZETAG = 15;
43 const float GAME_KEEPAWAY = 16;
45 const float AS_STRING = 1;
46 const float AS_INT = 2;
47 const float AS_FLOAT_TRUNCATED = 2;
48 const float AS_FLOAT = 8;
50 const float TE_CSQC_PICTURE = 100;
51 const float TE_CSQC_RACE = 101;
52 const float TE_CSQC_SPAWN = 102;
53 const float TE_CSQC_ZCURVEPARTICLES = 103;
54 const float TE_CSQC_NEXGUNBEAMPARTICLE = 104;
55 const float TE_CSQC_LIGHTNINGARC = 105;
56 const float TE_CSQC_TEAMNAGGER = 106;
57 const float TE_CSQC_PINGPLREPORT = 107;
58 const float TE_CSQC_VOTE = 108;
59 const float TE_CSQC_VOTERESET = 109;
60 const float TE_CSQC_ANNOUNCE = 110;
61 const float TE_CSQC_TARGET_MUSIC = 111;
62 const float TE_CSQC_NOTIFY = 112;
63 const float TE_CSQC_WEAPONCOMPLAIN = 113;
64 const float TE_CSQC_NEX_SCOPE = 116;
65 const float TE_CSQC_MINELAYER_MAXMINES = 117;
66 const float TE_CSQC_HAGAR_MAXROCKETS = 118;
68 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
69 const float RACE_NET_CHECKPOINT_CLEAR = 1;
70 const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder
71 const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent
72 const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent
73 const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder
74 const float RACE_NET_PENALTY_RACE = 6; // byte penaltytime, string reason
75 const float RACE_NET_PENALTY_QUALIFYING = 7; // byte penaltytime, string reason
76 const float RACE_NET_SERVER_RECORD = 8; // server record, sent to client
77 const float RACE_NET_SPEED_AWARD = 9; // speed award, sent to client
78 const float RACE_NET_SPEED_AWARD_BEST = 10; // all time best speed award, sent to client
79 const float RACE_NET_SERVER_RANKINGS = 11;
80 const float RACE_NET_SERVER_STATUS = 12;
81 const float RANKINGS_CNT = 15;
83 const float CSQC_KILLNOTIFY = 0;
84 const float CSQC_CENTERPRINT = 1;
85 const float CSQC_CENTERPRINT_GENERIC = 2;
87 const float ENT_CLIENT = 0;
88 const float ENT_CLIENT_DEAD = 1;
89 const float ENT_CLIENT_ENTCS = 2;
90 const float ENT_CLIENT_SCORES_INFO = 3;
91 const float ENT_CLIENT_SCORES = 4;
92 const float ENT_CLIENT_TEAMSCORES = 5;
93 const float ENT_CLIENT_POINTPARTICLES = 6;
94 const float ENT_CLIENT_RAINSNOW = 7;
95 const float ENT_CLIENT_LASER = 8;
96 const float ENT_CLIENT_NAGGER = 9; // flags [votecalledvote]
97 const float ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable]
98 const float ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor]
99 const float ENT_CLIENT_PROJECTILE = 12;
100 const float ENT_CLIENT_GIBSPLASH = 13;
101 const float ENT_CLIENT_DAMAGEINFO = 14;
102 const float ENT_CLIENT_CASING = 15;
103 const float ENT_CLIENT_INIT = 16;
104 const float ENT_CLIENT_MAPVOTE = 17;
105 const float ENT_CLIENT_CLIENTDATA = 18;
106 const float ENT_CLIENT_RANDOMSEED = 19;
107 const float ENT_CLIENT_WALL = 20;
108 const float ENT_CLIENT_SPIDERBOT = 21;
109 const float ENT_CLIENT_MODELEFFECT = 22;
110 const float ENT_CLIENT_TUBANOTE = 23;
111 const float ENT_CLIENT_WARPZONE = 24;
112 const float ENT_CLIENT_WARPZONE_CAMERA = 25;
113 const float ENT_CLIENT_TRIGGER_MUSIC = 26;
114 const float ENT_CLIENT_HOOK = 27;
115 const float ENT_CLIENT_LGBEAM = 28;
116 const float ENT_CLIENT_GAUNTLET = 29;
117 const float ENT_CLIENT_ACCURACY = 30;
118 const float ENT_CLIENT_SHOWNAMES = 31;
119 const float ENT_CLIENT_WARPZONE_TELEPORTED = 32;
121 const float ENT_CLIENT_TURRET = 40;
123 const float SPRITERULE_DEFAULT = 0;
124 const float SPRITERULE_TEAMPLAY = 1;
126 const float RADARICON_FLAG = 1;
127 const float RADARICON_FLAGCARRIER = 1;
128 const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them
129 const float RADARICON_DANGER = 1;
130 const float RADARICON_WAYPOINT = 1;
131 const float RADARICON_HELPME = 1;
132 const float RADARICON_CONTROLPOINT = 1;
133 const float RADARICON_GENERATOR = 1;
134 const float RADARICON_OBJECTIVE = 1;
135 const float RADARICON_DOMPOINT = 1;
136 const float RADARICON_POWERUP = 1;
138 ///////////////////////////
142 // these are the key numbers that should be passed to Key_Event
144 const float K_TAB = 9;
145 const float K_ENTER = 13;
146 const float K_ESCAPE = 27;
147 const float K_SPACE = 32;
149 // normal keys should be passed as lowercased ascii
151 const float K_BACKSPACE = 127;
152 const float K_UPARROW = 128;
153 const float K_DOWNARROW = 129;
154 const float K_LEFTARROW = 130;
155 const float K_RIGHTARROW = 131;
157 const float K_ALT = 132;
158 const float K_CTRL = 133;
159 const float K_SHIFT = 134;
161 const float K_F1 = 135;
162 const float K_F2 = 136;
163 const float K_F3 = 137;
164 const float K_F4 = 138;
165 const float K_F5 = 139;
166 const float K_F6 = 140;
167 const float K_F7 = 141;
168 const float K_F8 = 142;
169 const float K_F9 = 143;
170 const float K_F10 = 144;
171 const float K_F11 = 145;
172 const float K_F12 = 146;
174 const float K_INS = 147;
175 const float K_DEL = 148;
176 const float K_PGDN = 149;
177 const float K_PGUP = 150;
178 const float K_HOME = 151;
179 const float K_END = 152;
181 const float K_NUMLOCK = 154;
182 const float K_CAPSLOCK = 155;
183 const float K_SCROLLOCK = 156;
185 const float K_KP_0 = 157;
186 const float K_KP_INS = K_KP_0;
187 const float K_KP_1 = 158;
188 const float K_KP_END = K_KP_1;
189 const float K_KP_2 = 159;
190 const float K_KP_DOWNARROW = K_KP_2;
191 const float K_KP_3 = 160;
192 const float K_KP_PGDN = K_KP_3;
193 const float K_KP_4 = 161;
194 const float K_KP_LEFTARROW = K_KP_4;
195 const float K_KP_5 = 162;
196 const float K_KP_6 = 163;
197 const float K_KP_RIGHTARROW = K_KP_6;
198 const float K_KP_7 = 164;
199 const float K_KP_HOME = K_KP_7;
200 const float K_KP_8 = 165;
201 const float K_KP_UPARROW = K_KP_8;
202 const float K_KP_9 = 166;
203 const float K_KP_PGUP = K_KP_9;
204 const float K_KP_PERIOD = 167;
205 const float K_KP_DEL = K_KP_PERIOD;
206 const float K_KP_DIVIDE = 168;
207 const float K_KP_SLASH = K_KP_DIVIDE;
208 const float K_KP_MULTIPLY = 169;
209 const float K_KP_MINUS = 170;
210 const float K_KP_PLUS = 171;
211 const float K_KP_ENTER = 172;
212 const float K_KP_EQUALS = 173;
214 const float K_PAUSE = 255;
219 const float K_JOY1 = 768;
220 const float K_JOY2 = 769;
221 const float K_JOY3 = 770;
222 const float K_JOY4 = 771;
225 // aux keys are for multi-buttoned joysticks to generate so they can use
226 // the normal binding process
228 const float K_AUX1 = 772;
229 const float K_AUX2 = 773;
230 const float K_AUX3 = 774;
231 const float K_AUX4 = 775;
232 const float K_AUX5 = 776;
233 const float K_AUX6 = 777;
234 const float K_AUX7 = 778;
235 const float K_AUX8 = 779;
236 const float K_AUX9 = 780;
237 const float K_AUX10 = 781;
238 const float K_AUX11 = 782;
239 const float K_AUX12 = 783;
240 const float K_AUX13 = 784;
241 const float K_AUX14 = 785;
242 const float K_AUX15 = 786;
243 const float K_AUX16 = 787;
244 const float K_AUX17 = 788;
245 const float K_AUX18 = 789;
246 const float K_AUX19 = 790;
247 const float K_AUX20 = 791;
248 const float K_AUX21 = 792;
249 const float K_AUX22 = 793;
250 const float K_AUX23 = 794;
251 const float K_AUX24 = 795;
252 const float K_AUX25 = 796;
253 const float K_AUX26 = 797;
254 const float K_AUX27 = 798;
255 const float K_AUX28 = 799;
256 const float K_AUX29 = 800;
257 const float K_AUX30 = 801;
258 const float K_AUX31 = 802;
259 const float K_AUX32 = 803;
262 // mouse buttons generate virtual keys
264 const float K_MOUSE1 = 512;
265 const float K_MOUSE2 = 513;
266 const float K_MOUSE3 = 514;
267 const float K_MWHEELUP = 515;
268 const float K_MWHEELDOWN = 516;
269 const float K_MOUSE4 = 517;
270 const float K_MOUSE5 = 518;
271 const float K_MOUSE6 = 519;
272 const float K_MOUSE7 = 520;
273 const float K_MOUSE8 = 521;
274 const float K_MOUSE9 = 522;
275 const float K_MOUSE10 = 523;
276 const float K_MOUSE11 = 524;
277 const float K_MOUSE12 = 525;
278 const float K_MOUSE13 = 526;
279 const float K_MOUSE14 = 527;
280 const float K_MOUSE15 = 528;
281 const float K_MOUSE16 = 529;
283 ///////////////////////////
285 const float KEY_FORWARD = 1;
286 const float KEY_BACKWARD = 2;
287 const float KEY_LEFT = 4;
288 const float KEY_RIGHT = 8;
289 const float KEY_JUMP = 16;
290 const float KEY_CROUCH = 32;
292 ///////////////////////////
296 float CVAR_NOTIFY = 2;
297 float CVAR_READONLY = 4;
299 ///////////////////////////
300 // csqc communication stuff
302 const float STAT_KH_KEYS = 32;
303 const float STAT_CTF_STATE = 33;
304 const float STAT_WEAPONS = 35;
305 const float STAT_SWITCHWEAPON = 36;
306 const float STAT_GAMESTARTTIME = 37;
307 const float STAT_STRENGTH_FINISHED = 38;
308 const float STAT_INVINCIBLE_FINISHED = 39;
309 const float STAT_PRESSED_KEYS = 42;
310 const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
311 const float STAT_FUEL = 44;
312 const float STAT_NB_METERSTART = 45;
313 const float STAT_SHOTORG = 46; // compressShotOrigin
314 const float STAT_LEADLIMIT = 47;
315 const float STAT_WEAPON_CLIPLOAD = 48;
316 const float STAT_WEAPON_CLIPSIZE = 49;
317 const float STAT_NEX_CHARGE = 50;
318 const float STAT_LAST_PICKUP = 51;
319 const float STAT_HUD = 52;
320 const float STAT_NEX_CHARGEPOOL = 53;
321 const float STAT_HIT_TIME = 54;
322 const float STAT_TYPEHIT_TIME = 55;
323 const float STAT_LAYED_MINES = 56;
324 const float STAT_HAGAR_LOAD = 57;
326 // see DP source, quakedef.h
327 const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
328 const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
329 const float STAT_MOVEVARS_MAXSPEED = 244;
330 const float STAT_MOVEVARS_AIRACCEL_QW = 254;
332 const float CTF_STATE_ATTACK = 1;
333 const float CTF_STATE_DEFEND = 2;
334 const float CTF_STATE_COMMANDER = 3;
336 const float HUD_NORMAL = 0;
337 const float HUD_SPIDERBOT = 10;
338 const float HUD_WAKIZASHI = 11;
339 const float HUD_RAPTOR = 12;
340 const vector eX = '1 0 0';
341 const vector eY = '0 1 0';
342 const vector eZ = '0 0 1';
344 const float STAT_VEHICLESTAT_HEALTH = 60;
345 const float STAT_VEHICLESTAT_SHIELD = 61;
346 const float STAT_VEHICLESTAT_ENERGY = 62;
347 const float STAT_VEHICLESTAT_AMMO1 = 63;
348 const float STAT_VEHICLESTAT_RELOAD1 = 64;
349 const float STAT_VEHICLESTAT_AMMO2 = 65;
350 const float STAT_VEHICLESTAT_RELOAD2 = 66;
353 const float STAT_REDALIVE = 100;
354 const float STAT_BLUEALIVE = 101;
355 const float STAT_YELLOWALIVE = 102;
356 const float STAT_PINKALIVE = 103;
359 const float STAT_FROZEN = 104;
360 const float STAT_REVIVE_PROGRESS = 105;
362 const float STAT_DOM_TOTAL_PPS = 100;
363 const float STAT_DOM_PPS_RED = 101;
364 const float STAT_DOM_PPS_BLUE = 102;
365 const float STAT_DOM_PPS_PINK = 103;
366 const float STAT_DOM_PPS_YELLOW = 104;
368 //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin
369 //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin
374 // moved that here so the client knows the max.
375 // # of maps, I'll use arrays for them :P
376 #define MAPVOTE_COUNT 10
379 * Lower scores are better (e.g. suicides)
381 #define SFL_LOWER_IS_BETTER 1
384 * Don't show zero values as scores
386 #define SFL_HIDE_ZERO 2
389 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
391 #define SFL_ALLOW_HIDE 16
394 * Display as a rank (with st, nd, rd, th suffix)
399 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
403 // not an extra constant yet
404 #define SFL_ZERO_IS_WORST SFL_TIME
407 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
409 #define SFL_SORT_PRIO_SECONDARY 4
410 #define SFL_SORT_PRIO_PRIMARY 8
411 #define SFL_SORT_PRIO_MASK 12
417 #define MAX_TEAMSCORE 2
422 #define SP_SUICIDES 2
424 // game mode specific indices are not in common/, but in server/scores_rules.qc!
426 // this assignment must match menu/xonotic/dialog_settings_misc.c!
428 // on world: announcers, ... INFO
429 // on players: item pickup ITEMS
430 // on entities: UNUSED
431 // on csqc: announcers INFO
432 float CHAN_WEAPON = 1; // Weapon fire
434 // on players: weapon firing WEAPONS
435 // on entities: turret firing WEAPONS
437 float CHAN_VOICE = 2; // Voice/Radio
439 // on players: voice VOICE
440 // on entities: ambient AMBIENT
441 // on csqc: background music BGM
442 float CHAN_TRIGGER = 3; // Triggers/Items
444 // on players: item pickup ITEMS
445 // on entities: platforms moving etc. ITEMS
446 // on csqc: platforms moving etc. ITEMS
447 float CHAN_PROJECTILE = 4; // Projectiles
449 // on players: projectiles hitting player SHOTS
450 // on entities: projectiles SHOTS
451 // on csqc: projectile sounds SHOTS
452 float CHAN_WEAPON2 = 5; // Nex fire (separated as it is a very long sound)
454 // on players: weapon firing WEAPONS
455 // on entities: turret firing WEAPONS
457 float CHAN_PAIN = 6; // Pain
459 // on players: pain PAIN
460 // on entities: projectiles flying SHOTS
461 // on csqc: player pain PAIN
462 float CHAN_PLAYER = 7; // Player body
464 // on players: player sounds PLAYER
465 // on entities: player sounds PLAYER
469 float ATTN_MIN = 0.015625;
470 float ATTN_NORM = 0.5;
472 float ATTN_STATIC = 3;
473 float ATTN_MAX = 3.984375;
476 #define VOL_BASEVOICE 1.0
478 // this sets sounds and other properties of the projectiles in csqc
479 float PROJECTILE_ELECTRO = 1;
480 float PROJECTILE_ROCKET = 2;
481 float PROJECTILE_TAG = 3;
482 float PROJECTILE_BULLET = 4;
483 float PROJECTILE_CRYLINK = 5;
484 float PROJECTILE_ELECTRO_BEAM = 6;
485 float PROJECTILE_GRENADE = 7;
486 float PROJECTILE_GRENADE_BOUNCING = 8;
487 float PROJECTILE_MINE = 9;
488 float PROJECTILE_LASER = 10;
489 float PROJECTILE_HLAC = 11;
490 float PROJECTILE_SEEKER = 12;
491 float PROJECTILE_FLAC = 13;
492 float PROJECTILE_PORTO_RED = 14;
493 float PROJECTILE_PORTO_BLUE = 15;
494 float PROJECTILE_HOOKBOMB = 16;
495 float PROJECTILE_HAGAR = 17;
496 float PROJECTILE_HAGAR_BOUNCING = 18;
497 float PROJECTILE_BULLET_GLOWING = 19;
498 float PROJECTILE_CRYLINK_BOUNCING = 20;
499 float PROJECTILE_FIREBALL = 21;
500 float PROJECTILE_FIREMINE = 22;
501 float PROJECTILE_BULLET_GLOWING_TRACER = 23;
503 float SPECIES_HUMAN = 0;
504 float SPECIES_ROBOT_SOLID = 1;
505 float SPECIES_ALIEN = 2;
506 float SPECIES_ANIMAL = 3;
507 float SPECIES_ROBOT_RUSTY = 4;
508 float SPECIES_ROBOT_SHINY = 5;
509 float SPECIES_RESERVED = 15;
511 // Deathtypes (weapon deathtypes are the IT_* constants below)
512 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
513 float DEATH_SPECIAL_START = 10000;
514 float DEATH_FALL = 10000;
515 float DEATH_TELEFRAG = 10001;
516 float DEATH_DROWN = 10002;
517 float DEATH_HURTTRIGGER = 10003;
518 float DEATH_LAVA = 10004;
519 float DEATH_SLIME = 10005;
520 float DEATH_KILL = 10006;
521 float DEATH_NOAMMO = 10007;
522 float DEATH_SWAMP = 10008;
523 float DEATH_TEAMCHANGE = 10009;
524 float DEATH_AUTOTEAMCHANGE = 10010;
525 float DEATH_CAMP = 10011;
526 float DEATH_SHOOTING_STAR = 10012;
527 float DEATH_ROT = 10013;
528 float DEATH_MIRRORDAMAGE = 10014;
529 float DEATH_TOUCHEXPLODE = 10015;
530 float DEATH_CHEAT = 10016;
531 float DEATH_FIRE = 10017;
532 float DEATH_TURRET = 10020;
533 float DEATH_QUIET = 10021;
534 float DEATH_HEADSHOT = 10022;
536 float DEATH_SBMINIGUN = 10030;
537 float DEATH_SBROCKET = 10031;
538 float DEATH_SBCRUSH = 10032;
539 float DEATH_SBBLOWUP = 10033;
541 float DEATH_WAKIGUN = 10040;
542 float DEATH_WAKIROCKET = 10041;
543 float DEATH_WAKIBLOWUP = 10042;
545 float DEATH_GENERIC = 10050;
547 float DEATH_WEAPON = 10100;
549 float DEATH_CUSTOM = 10300;
552 float DEATH_WEAPONMASK = 0xFF;
553 float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
554 float HITTYPE_SECONDARY = 0x100;
555 float HITTYPE_SPLASH = 0x200;
556 float HITTYPE_BOUNCE = 0x400;
557 float HITTYPE_HEADSHOT = 0x800;
558 float HITTYPE_RESERVED = 0x1000; // unused yet
560 // macros to access these
561 #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
562 #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
563 #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
564 #define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
565 #define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
567 #define FRAGS_PLAYER 0
568 #define FRAGS_SPECTATOR -666
569 #define FRAGS_LMS_LOSER -616
570 #define FRAGS_PLAYER_NONSOLID -616
571 // we can use this frags value for both
574 #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"
577 float WATERLEVEL_NONE = 0;
578 float WATERLEVEL_WETFEET = 1;
579 float WATERLEVEL_SWIMMING = 2;
580 float WATERLEVEL_SUBMERGED = 3;
582 float MAX_SHOT_DISTANCE = 32768;
584 //centerprint ID list
585 float CPID_TEAMCHANGE = 1;
587 float CPID_MINSTA_FINDAMMO = 3;
588 float CPID_NIX_WPNCHANGE = 4;
589 float CPID_DISCONNECT_IDLING = 5;
590 float CPID_ROUND_STARTING = 6;
591 float CPID_GAME_STARTING = 7;
592 float CPID_TIMEOUT_COUNTDOWN = 8;
594 float CPID_KH_MSG = 10;
596 // CSQC centerprint/notify message types
597 float MSG_SUICIDE = 0;
600 float MSG_KILL_ACTION = 3;
601 float MSG_KILL_ACTION_SPREE = 4;
606 float KILL_TEAM_RED = 10301;
607 float KILL_TEAM_BLUE = 10302;
608 float KILL_TEAM_SPREE = 10303;
609 float KILL_FIRST_BLOOD = 10304;
610 float KILL_FIRST_VICTIM = 10305;
611 float KILL_TYPEFRAG = 10306;
612 float KILL_TYPEFRAGGED = 10307;
613 float KILL_FRAG = 10308;
614 float KILL_FRAGGED = 10309;
615 float KILL_SPREE = 10310;
616 float KILL_END_SPREE = 10311;
617 float KILL_SPREE_3 = 10312;
618 float KILL_SPREE_5 = 10313;
619 float KILL_SPREE_10 = 10314;
620 float KILL_SPREE_15 = 10315;
621 float KILL_SPREE_20 = 10316;
622 float KILL_SPREE_25 = 10317;
623 float KILL_SPREE_30 = 10318;
625 float INFO_GOTFLAG = 10319;
626 float INFO_PICKUPFLAG = 10320;
627 float INFO_LOSTFLAG = 10321;
628 float INFO_RETURNFLAG = 10322;
629 float INFO_CAPTUREFLAG = 10323;
631 float KA_PICKUPBALL = 10350;
632 float KA_DROPBALL = 10351;
634 float RACE_SERVER_RECORD = 10400;
635 float RACE_NEW_TIME = 10401;
636 float RACE_NEW_RANK = 10402;
637 float RACE_FAIL = 10403;
640 float WR_SETUP = 1; // (SVQC) setup weapon data
641 float WR_THINK = 2; // (SVQC) logic to run every frame
642 float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
643 float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
644 float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
645 float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
646 float WR_SUICIDEMESSAGE = 7; // (CSQC) sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
647 float WR_KILLMESSAGE = 8; // (CSQC) sets w_deathtypestring or leaves it alone
648 float WR_RELOAD = 9; // (SVQC) does not need to do anything
649 float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
650 float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
651 float WR_SWITCHABLE = 12; // (CSQC) impact effect
652 float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
654 float HUD_PANEL_WEAPONS = 0;
655 float HUD_PANEL_AMMO = 1;
656 float HUD_PANEL_POWERUPS = 2;
657 float HUD_PANEL_HEALTHARMOR = 3;
658 float HUD_PANEL_NOTIFY = 4;
659 float HUD_PANEL_TIMER = 5;
660 float HUD_PANEL_RADAR = 6;
661 float HUD_PANEL_SCORE = 7;
662 float HUD_PANEL_RACETIMER = 8;
663 float HUD_PANEL_VOTE = 9;
664 float HUD_PANEL_MODICONS = 10;
665 float HUD_PANEL_PRESSEDKEYS = 11;
666 float HUD_PANEL_CHAT = 12;
667 float HUD_PANEL_ENGINEINFO = 13;
668 float HUD_PANEL_INFOMESSAGES = 14;
669 float HUD_PANEL_PHYSICS = 15;
670 float HUD_PANEL_CENTERPRINT = 16;
671 float HUD_PANEL_NUM = 17; // always last panel id + 1, please increment when adding a new panel
673 string HUD_PANELNAME_WEAPONS = "weapons";
674 string HUD_PANELNAME_AMMO = "ammo";
675 string HUD_PANELNAME_POWERUPS = "powerups";
676 string HUD_PANELNAME_HEALTHARMOR = "healtharmor";
677 string HUD_PANELNAME_NOTIFY = "notify";
678 string HUD_PANELNAME_TIMER = "timer";
679 string HUD_PANELNAME_RADAR = "radar";
680 string HUD_PANELNAME_SCORE = "score";
681 string HUD_PANELNAME_RACETIMER = "racetimer";
682 string HUD_PANELNAME_VOTE = "vote";
683 string HUD_PANELNAME_MODICONS = "modicons";
684 string HUD_PANELNAME_PRESSEDKEYS = "pressedkeys";
685 string HUD_PANELNAME_CHAT = "chat";
686 string HUD_PANELNAME_ENGINEINFO = "engineinfo";
687 string HUD_PANELNAME_INFOMESSAGES = "infomessages";
688 string HUD_PANELNAME_PHYSICS = "physics";
689 string HUD_PANELNAME_CENTERPRINT = "centerprint";
691 float HUD_MENU_ENABLE = 0;
693 #define SERVERFLAG_ALLOW_FULLBRIGHT 1
694 #define SERVERFLAG_TEAMPLAY 2