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 const float AS_STRING = 1;
27 const float AS_INT = 2;
28 const float AS_FLOAT_TRUNCATED = 2;
29 const float AS_FLOAT = 8;
31 const float TE_CSQC_PICTURE = 100;
32 const float TE_CSQC_RACE = 101;
33 const float TE_CSQC_SPAWN = 102;
34 const float TE_CSQC_ZCURVEPARTICLES = 103;
35 const float TE_CSQC_NEXGUNBEAMPARTICLE = 104;
36 const float TE_CSQC_LIGHTNINGARC = 105;
37 const float TE_CSQC_TEAMNAGGER = 106;
38 const float TE_CSQC_PINGPLREPORT = 107;
39 const float TE_CSQC_SHOCKWAVEPARTICLE = 121;
40 const float TE_CSQC_ANNOUNCE = 110;
41 const float TE_CSQC_TARGET_MUSIC = 111;
42 const float TE_CSQC_KILLNOTIFY = 112;
43 const float TE_CSQC_KILLCENTERPRINT = 113;
44 const float TE_CSQC_CENTERPRINT_GENERIC = 114;
45 const float TE_CSQC_WEAPONCOMPLAIN = 115;
46 const float TE_CSQC_NEX_SCOPE = 116;
47 const float TE_CSQC_MINELAYER_MAXMINES = 117;
48 const float TE_CSQC_HAGAR_MAXROCKETS = 118;
49 const float TE_CSQC_VEHICLESETUP = 119;
50 const float TE_CSQC_SVNOTICE = 120;
52 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
53 const float RACE_NET_CHECKPOINT_CLEAR = 1;
54 const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder
55 const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent
56 const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent
57 const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder
58 const float RACE_NET_PENALTY_RACE = 6; // byte penaltytime, string reason
59 const float RACE_NET_PENALTY_QUALIFYING = 7; // byte penaltytime, string reason
60 const float RACE_NET_SERVER_RECORD = 8; // server record, sent to client
61 const float RACE_NET_SPEED_AWARD = 9; // speed award, sent to client
62 const float RACE_NET_SPEED_AWARD_BEST = 10; // all time best speed award, sent to client
63 const float RACE_NET_SERVER_RANKINGS = 11;
64 const float RACE_NET_SERVER_STATUS = 12;
65 const float RANKINGS_CNT = 15;
67 const float ENT_CLIENT = 0;
68 const float ENT_CLIENT_DEAD = 1;
69 const float ENT_CLIENT_ENTCS = 2;
70 const float ENT_CLIENT_SCORES_INFO = 3;
71 const float ENT_CLIENT_SCORES = 4;
72 const float ENT_CLIENT_TEAMSCORES = 5;
73 const float ENT_CLIENT_POINTPARTICLES = 6;
74 const float ENT_CLIENT_RAINSNOW = 7;
75 const float ENT_CLIENT_LASER = 8;
76 const float ENT_CLIENT_NAGGER = 9; // flags [votecalledvote]
77 const float ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable]
78 const float ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor]
79 const float ENT_CLIENT_PROJECTILE = 12;
80 const float ENT_CLIENT_GIBSPLASH = 13;
81 const float ENT_CLIENT_DAMAGEINFO = 14;
82 const float ENT_CLIENT_CASING = 15;
83 const float ENT_CLIENT_INIT = 16;
84 const float ENT_CLIENT_MAPVOTE = 17;
85 const float ENT_CLIENT_CLIENTDATA = 18;
86 const float ENT_CLIENT_RANDOMSEED = 19;
87 const float ENT_CLIENT_WALL = 20;
88 const float ENT_CLIENT_SPIDERBOT = 21;
89 const float ENT_CLIENT_MODELEFFECT = 22;
90 const float ENT_CLIENT_TUBANOTE = 23;
91 const float ENT_CLIENT_WARPZONE = 24;
92 const float ENT_CLIENT_WARPZONE_CAMERA = 25;
93 const float ENT_CLIENT_TRIGGER_MUSIC = 26;
94 const float ENT_CLIENT_HOOK = 27;
95 const float ENT_CLIENT_LGBEAM = 28;
96 const float ENT_CLIENT_ACCURACY = 29;
97 const float ENT_CLIENT_SHOWNAMES = 30;
98 const float ENT_CLIENT_WARPZONE_TELEPORTED = 31;
99 const float ENT_CLIENT_MODEL = 32;
100 const float ENT_CLIENT_ITEM = 33;
101 const float ENT_CLIENT_BUMBLE_RAYGUN = 34;
104 const float ENT_CLIENT_TURRET = 40;
105 const float ENT_CLIENT_AUXILIARYXHAIR = 50;
106 const float ENT_CLIENT_VEHICLE = 60;
108 const float SPRITERULE_DEFAULT = 0;
109 const float SPRITERULE_TEAMPLAY = 1;
111 const float RADARICON_NONE = 0;
112 const float RADARICON_FLAG = 1;
113 const float RADARICON_FLAGCARRIER = 1;
114 const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them
115 const float RADARICON_DANGER = 1;
116 const float RADARICON_WAYPOINT = 1;
117 const float RADARICON_HELPME = 1;
118 const float RADARICON_CONTROLPOINT = 1;
119 const float RADARICON_GENERATOR = 1;
120 const float RADARICON_OBJECTIVE = 1;
121 const float RADARICON_DOMPOINT = 1;
122 const float RADARICON_POWERUP = 1;
123 const float RADARICON_TAGGED = 1;
125 ///////////////////////////
127 const float KEY_FORWARD = 1;
128 const float KEY_BACKWARD = 2;
129 const float KEY_LEFT = 4;
130 const float KEY_RIGHT = 8;
131 const float KEY_JUMP = 16;
132 const float KEY_CROUCH = 32;
133 const float KEY_ATCK = 64;
134 const float KEY_ATCK2 = 128;
136 ///////////////////////////
140 float CVAR_NOTIFY = 2;
141 float CVAR_READONLY = 4;
143 ///////////////////////////
144 // csqc communication stuff
146 const float STAT_KH_KEYS = 32;
147 const float STAT_CTF_STATE = 33;
148 const float STAT_WEAPONS = 35;
149 const float STAT_SWITCHWEAPON = 36;
150 const float STAT_GAMESTARTTIME = 37;
151 const float STAT_STRENGTH_FINISHED = 38;
152 const float STAT_INVINCIBLE_FINISHED = 39;
153 const float STAT_PRESSED_KEYS = 42;
154 const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
155 const float STAT_FUEL = 44;
156 const float STAT_NB_METERSTART = 45;
157 const float STAT_SHOTORG = 46; // compressShotOrigin
158 const float STAT_LEADLIMIT = 47;
159 const float STAT_WEAPON_CLIPLOAD = 48;
160 const float STAT_WEAPON_CLIPSIZE = 49;
161 const float STAT_NEX_CHARGE = 50;
162 const float STAT_LAST_PICKUP = 51;
163 const float STAT_HUD = 52;
164 const float STAT_NEX_CHARGEPOOL = 53;
165 const float STAT_HIT_TIME = 54;
166 const float STAT_TYPEHIT_TIME = 55;
167 const float STAT_LAYED_MINES = 56;
168 const float STAT_HAGAR_LOAD = 57;
169 const float STAT_SWITCHINGWEAPON = 58;
170 const float STAT_SUPERWEAPONS_FINISHED = 59;
172 // see DP source, quakedef.h
173 const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
174 const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
175 const float STAT_MOVEVARS_MAXSPEED = 244;
176 const float STAT_MOVEVARS_AIRACCEL_QW = 254;
178 const float CTF_STATE_ATTACK = 1;
179 const float CTF_STATE_DEFEND = 2;
180 const float CTF_STATE_COMMANDER = 3;
182 const float HUD_NORMAL = 0;
183 const float HUD_VEHICLE_FIRST = 10;
184 const float HUD_SPIDERBOT = 10;
185 const float HUD_WAKIZASHI = 11;
186 const float HUD_RAPTOR = 12;
187 const float HUD_BUMBLEBEE = 13;
188 const float HUD_BUMBLEBEE_GUN = 14;
189 const float HUD_VEHICLE_LAST = 14;
191 const vector eX = '1 0 0';
192 const vector eY = '0 1 0';
193 const vector eZ = '0 0 1';
195 const float STAT_VEHICLESTAT_HEALTH = 60;
196 const float STAT_VEHICLESTAT_SHIELD = 61;
197 const float STAT_VEHICLESTAT_ENERGY = 62;
198 const float STAT_VEHICLESTAT_AMMO1 = 63;
199 const float STAT_VEHICLESTAT_RELOAD1 = 64;
200 const float STAT_VEHICLESTAT_AMMO2 = 65;
201 const float STAT_VEHICLESTAT_RELOAD2 = 66;
203 const float STAT_SECRETS_TOTAL = 70;
204 const float STAT_SECRETS_FOUND = 71;
207 const float STAT_REDALIVE = 100;
208 const float STAT_BLUEALIVE = 101;
209 const float STAT_YELLOWALIVE = 102;
210 const float STAT_PINKALIVE = 103;
213 const float STAT_FROZEN = 104;
214 const float STAT_REVIVE_PROGRESS = 105;
217 const float STAT_DOM_TOTAL_PPS = 100;
218 const float STAT_DOM_PPS_RED = 101;
219 const float STAT_DOM_PPS_BLUE = 102;
220 const float STAT_DOM_PPS_PINK = 103;
221 const float STAT_DOM_PPS_YELLOW = 104;
223 //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin
224 //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin
226 // moved that here so the client knows the max.
227 // # of maps, I'll use arrays for them :P
228 #define MAPVOTE_COUNT 10
231 * Lower scores are better (e.g. suicides)
233 #define SFL_LOWER_IS_BETTER 1
236 * Don't show zero values as scores
238 #define SFL_HIDE_ZERO 2
241 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
243 #define SFL_ALLOW_HIDE 16
246 * Display as a rank (with st, nd, rd, th suffix)
251 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
255 // not an extra constant yet
256 #define SFL_ZERO_IS_WORST SFL_TIME
259 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
261 #define SFL_SORT_PRIO_SECONDARY 4
262 #define SFL_SORT_PRIO_PRIMARY 8
263 #define SFL_SORT_PRIO_MASK 12
269 #define MAX_TEAMSCORE 2
274 #define SP_SUICIDES 2
276 // game mode specific indices are not in common/, but in server/scores_rules.qc!
278 #ifdef COMPAT_XON010_CHANNELS
279 float CH_INFO = 0; // only on world and csqc
280 float CH_TRIGGER = 0; // only on players; compat: FALSELY CONTROLLED BY "Info"
281 float CH_WEAPON_A = 1; // only on players and entities
282 float CH_WEAPON_SINGLE = 5; // only on players and entities
283 float CH_VOICE = 2; // only on players
284 float CH_BGM_SINGLE = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
285 float CH_AMBIENT = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
286 float CH_TRIGGER_SINGLE = 3; // only on players, entities, csqc
287 float CH_SHOTS = 4; // only on players, entities, csqc
288 float CH_SHOTS_SINGLE = 4; // only on players, entities, csqc
289 float CH_WEAPON_B = 5; // only on players and entities
290 float CH_PAIN = 6; // only on players and csqc
291 float CH_PAIN_SINGLE = 6; // only on players and csqc
292 float CH_PLAYER = 7; // only on players and entities
293 float CH_TUBA = 5; // only on csqc
296 float CH_TRIGGER = -3;
297 float CH_WEAPON_A = -1;
298 float CH_WEAPON_SINGLE = 1;
300 float CH_BGM_SINGLE = 8;
301 float CH_AMBIENT = -9;
302 float CH_TRIGGER_SINGLE = 3;
304 float CH_SHOTS_SINGLE = 4;
305 float CH_WEAPON_B = -1;
307 float CH_PAIN_SINGLE = 6;
308 float CH_PLAYER = -7;
313 float ATTN_MIN = 0.015625;
314 float ATTN_NORM = 0.5;
315 float ATTN_LARGE = 1;
317 float ATTN_STATIC = 3;
318 float ATTN_MAX = 3.984375;
321 #define VOL_BASEVOICE 1.0
323 // this sets sounds and other properties of the projectiles in csqc
324 float PROJECTILE_ELECTRO = 1;
325 float PROJECTILE_ROCKET = 2;
326 float PROJECTILE_TAG = 3;
327 float PROJECTILE_BULLET = 4;
328 float PROJECTILE_CRYLINK = 5;
329 float PROJECTILE_ELECTRO_BEAM = 6;
330 float PROJECTILE_GRENADE = 7;
331 float PROJECTILE_GRENADE_BOUNCING = 8;
332 float PROJECTILE_MINE = 9;
333 float PROJECTILE_LASER = 10;
334 float PROJECTILE_HLAC = 11;
335 float PROJECTILE_SEEKER = 12;
336 float PROJECTILE_FLAC = 13;
337 float PROJECTILE_PORTO_RED = 14;
338 float PROJECTILE_PORTO_BLUE = 15;
339 float PROJECTILE_HOOKBOMB = 16;
340 float PROJECTILE_HAGAR = 17;
341 float PROJECTILE_HAGAR_BOUNCING = 18;
342 float PROJECTILE_BULLET_GLOWING = 19;
343 float PROJECTILE_CRYLINK_BOUNCING = 20;
344 float PROJECTILE_FIREBALL = 21;
345 float PROJECTILE_FIREMINE = 22;
346 float PROJECTILE_BULLET_GLOWING_TRACER = 23;
348 float PROJECTILE_RAPTORCANNON = 24;
349 float PROJECTILE_RAPTORBOMB = 25;
350 float PROJECTILE_RAPTORBOMBLET = 26;
351 float PROJECTILE_SPIDERROCKET = 27;
352 float PROJECTILE_WAKIROCKET = 28;
353 float PROJECTILE_WAKICANNON = 29;
355 float PROJECTILE_BUMBLE_GUN = 30;
356 float PROJECTILE_BUMBLE_BEAM = 31;
358 float SPECIES_HUMAN = 0;
359 float SPECIES_ROBOT_SOLID = 1;
360 float SPECIES_ALIEN = 2;
361 float SPECIES_ANIMAL = 3;
362 float SPECIES_ROBOT_RUSTY = 4;
363 float SPECIES_ROBOT_SHINY = 5;
364 float SPECIES_RESERVED = 15;
366 // Deathtypes (weapon deathtypes are the IT_* constants below)
367 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
368 float DEATH_SPECIAL_START = 10000;
369 float DEATH_FALL = 10000;
370 float DEATH_TELEFRAG = 10001;
371 float DEATH_DROWN = 10002;
372 float DEATH_HURTTRIGGER = 10003;
373 float DEATH_LAVA = 10004;
374 float DEATH_SLIME = 10005;
375 float DEATH_KILL = 10006;
376 float DEATH_NOAMMO = 10007;
377 float DEATH_SWAMP = 10008;
378 float DEATH_TEAMCHANGE = 10009;
379 float DEATH_AUTOTEAMCHANGE = 10010;
380 float DEATH_CAMP = 10011;
381 float DEATH_SHOOTING_STAR = 10012;
382 float DEATH_ROT = 10013;
383 float DEATH_MIRRORDAMAGE = 10014;
384 float DEATH_TOUCHEXPLODE = 10015;
385 float DEATH_CHEAT = 10016;
386 float DEATH_FIRE = 10017;
387 float DEATH_QUIET = 10021;
389 float DEATH_VHFIRST = 10030;
390 float DEATH_VHCRUSH = 10030;
391 float DEATH_SBMINIGUN = 10031;
392 float DEATH_SBROCKET = 10032;
393 float DEATH_SBBLOWUP = 10033;
394 float DEATH_WAKIGUN = 10034;
395 float DEATH_WAKIROCKET = 10035;
396 float DEATH_WAKIBLOWUP = 10036;
397 float DEATH_RAPTOR_CANNON = 10037;
398 float DEATH_RAPTOR_BOMB = 10038;
399 float DEATH_RAPTOR_BOMB_SPLIT = 10039;
400 float DEATH_RAPTOR_DEATH = 10040;
401 float DEATH_BUMB_GUN = 10041;
402 float DEATH_BUMB_RAY = 10042;
403 float DEATH_BUMB_RAY_HEAL = 10043;
404 float DEATH_BUMB_DEATH = 10044;
405 float DEATH_VHLAST = 10044;
406 #define DEATH_ISVEHICLE(t) ((t) >= DEATH_VHFIRST && (t) <= DEATH_VHLAST)
408 float DEATH_GENERIC = 10050;
410 float DEATH_WEAPON = 10100;
412 float DEATH_CUSTOM = 10300;
414 float DEATH_TURRET = 10500;
415 float DEATH_TURRET_EWHEEL = 10501;
416 float DEATH_TURRET_FLAC = 10502;
417 float DEATH_TURRET_MACHINEGUN = 10503;
418 float DEATH_TURRET_WALKER_GUN = 10504;
419 float DEATH_TURRET_WALKER_MEELE = 10505;
420 float DEATH_TURRET_WALKER_ROCKET = 10506;
421 float DEATH_TURRET_HELLION = 10507;
422 float DEATH_TURRET_HK = 10508;
423 float DEATH_TURRET_MLRS = 10509;
424 float DEATH_TURRET_PLASMA = 10510;
425 float DEATH_TURRET_PHASER = 10511;
426 float DEATH_TURRET_TESLA = 10512;
427 float DEATH_TURRET_LAST = 10512;
429 float DEATH_WEAPONMASK = 0xFF;
430 float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
431 float HITTYPE_SECONDARY = 0x100;
432 float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage
433 float HITTYPE_BOUNCE = 0x400;
434 float HITTYPE_HEADSHOT = 0x800; // automatically set by Damage (if headshotbonus is set)
435 float HITTYPE_RESERVED = 0x1000; // unused yet
437 // macros to access these
438 #define DEATH_ISTURRET(t) ((t) >= DEATH_TURRET && (t) <= DEATH_TURRET_LAST)
439 #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
440 #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
441 #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
442 #define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
443 #define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
445 #define FRAGS_PLAYER 0
446 #define FRAGS_SPECTATOR -666
447 #define FRAGS_LMS_LOSER -616
448 #define FRAGS_PLAYER_NONSOLID -616
449 // we can use this frags value for both
452 float WATERLEVEL_NONE = 0;
453 float WATERLEVEL_WETFEET = 1;
454 float WATERLEVEL_SWIMMING = 2;
455 float WATERLEVEL_SUBMERGED = 3;
457 float MAX_SHOT_DISTANCE = 32768;
459 //centerprint ID list
460 float CPID_TEAMCHANGE = 1;
461 float CPID_CTF_CAPTURESHIELD = 2;
462 float CPID_MINSTA_FINDAMMO = 3;
463 float CPID_NIX_WPNCHANGE = 4;
464 float CPID_DISCONNECT_IDLING = 5;
465 float CPID_ROUND_STARTING = 6;
466 float CPID_GAME_STARTING = 7;
467 float CPID_TIMEOUT_COUNTDOWN = 8;
469 float CPID_KH_MSG = 10;
470 float CPID_PREVENT_JOIN = 11;
472 // CSQC centerprint/notify message types
473 float MSG_SUICIDE = 0;
476 float MSG_KILL_ACTION = 3;
477 float MSG_KILL_ACTION_SPREE = 4;
482 float KILL_TEAM_RED = 12001;
483 float KILL_TEAM_BLUE = 12002;
484 float KILL_TEAM_SPREE = 12003;
485 float KILL_FIRST_BLOOD = 12004;
486 float KILL_FIRST_VICTIM = 12005;
487 float KILL_TYPEFRAG = 12006;
488 float KILL_TYPEFRAGGED = 12007;
489 float KILL_FRAG = 12008;
490 float KILL_FRAGGED = 12009;
491 float KILL_SPREE = 12010;
492 float KILL_END_SPREE = 12011;
493 float KILL_SPREE_3 = 12012;
494 float KILL_SPREE_5 = 12013;
495 float KILL_SPREE_10 = 12014;
496 float KILL_SPREE_15 = 12015;
497 float KILL_SPREE_20 = 12016;
498 float KILL_SPREE_25 = 12017;
499 float KILL_SPREE_30 = 12018;
501 float INFO_GOTFLAG = 13001;
502 float INFO_PICKUPFLAG = 13002;
503 float INFO_LOSTFLAG = 13003;
504 float INFO_RETURNFLAG = 13004;
505 float INFO_CAPTUREFLAG = 13005;
507 float KA_PICKUPBALL = 14001;
508 float KA_DROPBALL = 14002;
510 float RACE_SERVER_RECORD = 15001;
511 float RACE_NEW_TIME = 15002;
512 float RACE_NEW_RANK = 15003;
513 float RACE_FAIL = 15004;
516 float WR_SETUP = 1; // (SVQC) setup weapon data
517 float WR_THINK = 2; // (SVQC) logic to run every frame
518 float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
519 float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
520 float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
521 float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
522 float WR_SUICIDEMESSAGE = 7; // (CSQC) sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
523 float WR_KILLMESSAGE = 8; // (CSQC) sets w_deathtypestring or leaves it alone
524 float WR_RELOAD = 9; // (SVQC) does not need to do anything
525 float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
526 float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
527 float WR_SWITCHABLE = 12; // (CSQC) impact effect
528 float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
529 float WR_GONETHINK = 14; // (SVQC) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
531 float HUD_PANEL_WEAPONS = 0;
532 float HUD_PANEL_AMMO = 1;
533 float HUD_PANEL_POWERUPS = 2;
534 float HUD_PANEL_HEALTHARMOR = 3;
535 float HUD_PANEL_NOTIFY = 4;
536 float HUD_PANEL_TIMER = 5;
537 float HUD_PANEL_RADAR = 6;
538 float HUD_PANEL_SCORE = 7;
539 float HUD_PANEL_RACETIMER = 8;
540 float HUD_PANEL_VOTE = 9;
541 float HUD_PANEL_MODICONS = 10;
542 float HUD_PANEL_PRESSEDKEYS = 11;
543 float HUD_PANEL_CHAT = 12;
544 float HUD_PANEL_ENGINEINFO = 13;
545 float HUD_PANEL_INFOMESSAGES = 14;
546 float HUD_PANEL_PHYSICS = 15;
547 float HUD_PANEL_CENTERPRINT = 16;
548 float HUD_PANEL_NUM = 17; // always last panel id + 1, please increment when adding a new panel
550 string HUD_PANELNAME_WEAPONS = "weapons";
551 string HUD_PANELNAME_AMMO = "ammo";
552 string HUD_PANELNAME_POWERUPS = "powerups";
553 string HUD_PANELNAME_HEALTHARMOR = "healtharmor";
554 string HUD_PANELNAME_NOTIFY = "notify";
555 string HUD_PANELNAME_TIMER = "timer";
556 string HUD_PANELNAME_RADAR = "radar";
557 string HUD_PANELNAME_SCORE = "score";
558 string HUD_PANELNAME_RACETIMER = "racetimer";
559 string HUD_PANELNAME_VOTE = "vote";
560 string HUD_PANELNAME_MODICONS = "modicons";
561 string HUD_PANELNAME_PRESSEDKEYS = "pressedkeys";
562 string HUD_PANELNAME_CHAT = "chat";
563 string HUD_PANELNAME_ENGINEINFO = "engineinfo";
564 string HUD_PANELNAME_INFOMESSAGES = "infomessages";
565 string HUD_PANELNAME_PHYSICS = "physics";
566 string HUD_PANELNAME_CENTERPRINT = "centerprint";
568 #define SERVERFLAG_ALLOW_FULLBRIGHT 1
569 #define SERVERFLAG_TEAMPLAY 2
570 #define SERVERFLAG_PLAYERSTATS 4
572 // FIXME/EXPLAINME: why?
573 noref var vector autocvar_sv_player_maxs = '16 16 45';
574 noref var vector autocvar_sv_player_mins = '-16 -16 -24';
575 noref var vector autocvar_sv_player_viewoffset = '0 0 20';
576 noref var vector autocvar_sv_player_crouch_maxs = '16 16 25';
577 noref var vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
578 noref var vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
579 noref var vector autocvar_sv_player_headsize = '24 24 12';
581 #define PL_VIEW_OFS autocvar_sv_player_viewoffset
582 #define PL_MIN autocvar_sv_player_mins
583 #define PL_MAX autocvar_sv_player_maxs
584 #define PL_CROUCH_VIEW_OFS autocvar_sv_player_crouch_viewoffset
585 #define PL_CROUCH_MIN autocvar_sv_player_crouch_mins
586 #define PL_CROUCH_MAX autocvar_sv_player_crouch_maxs
587 #define PL_HEAD autocvar_sv_player_headsize
590 #define PL_VIEW_OFS_z autocvar_sv_player_viewoffset_z
591 #define PL_MIN_z autocvar_sv_player_mins_z
592 #define PL_MAX_z autocvar_sv_player_maxs_z
593 #define PL_CROUCH_VIEW_OFS_z autocvar_sv_player_crouch_viewoffset_z
594 #define PL_CROUCH_MIN_z autocvar_sv_player_mins_z
595 #define PL_HEAD_x autocvar_sv_player_headsize_x
596 #define PL_HEAD_y autocvar_sv_player_headsize_y
597 #define PL_HEAD_z autocvar_sv_player_headsize_z
600 #define SPAWN_PRIO_NEAR_TEAMMATE_FOUND 200
601 #define SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM 100
602 #define SPAWN_PRIO_RACE_PREVIOUS_SPAWN 50
603 #define SPAWN_PRIO_GOOD_DISTANCE 10
606 #define URI_GET_DISCARD 0
607 #define URI_GET_IPBAN 1
608 #define URI_GET_IPBAN_END 16
609 #define URI_GET_CURL 17
610 #define URI_GET_CURL_END 32
611 #define URI_GET_UPDATENOTIFICATION 33
612 #define URI_GET_URLLIB 128
613 #define URI_GET_URLLIB_END 191