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_TARGET_MUSIC = 108;
40 const float TE_CSQC_WEAPONCOMPLAIN = 109;
41 const float TE_CSQC_NEX_SCOPE = 110;
42 const float TE_CSQC_MINELAYER_MAXMINES = 111;
43 const float TE_CSQC_HAGAR_MAXROCKETS = 112;
44 const float TE_CSQC_VEHICLESETUP = 113;
45 const float TE_CSQC_SVNOTICE = 114;
47 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
48 const float RACE_NET_CHECKPOINT_CLEAR = 1;
49 const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder
50 const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent
51 const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent
52 const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder
53 const float RACE_NET_PENALTY_RACE = 6; // byte penaltytime, string reason
54 const float RACE_NET_PENALTY_QUALIFYING = 7; // byte penaltytime, string reason
55 const float RACE_NET_SERVER_RECORD = 8; // server record, sent to client
56 const float RACE_NET_SPEED_AWARD = 9; // speed award, sent to client
57 const float RACE_NET_SPEED_AWARD_BEST = 10; // all time best speed award, sent to client
58 const float RACE_NET_SERVER_RANKINGS = 11;
59 const float RACE_NET_SERVER_STATUS = 12;
60 const float RANKINGS_CNT = 15;
62 const float ENT_CLIENT = 0;
63 const float ENT_CLIENT_DEAD = 1;
64 const float ENT_CLIENT_ENTCS = 2;
65 const float ENT_CLIENT_SCORES_INFO = 3;
66 const float ENT_CLIENT_SCORES = 4;
67 const float ENT_CLIENT_TEAMSCORES = 5;
68 const float ENT_CLIENT_POINTPARTICLES = 6;
69 const float ENT_CLIENT_RAINSNOW = 7;
70 const float ENT_CLIENT_LASER = 8;
71 const float ENT_CLIENT_NAGGER = 9; // flags [votecalledvote]
72 const float ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable]
73 const float ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor]
74 const float ENT_CLIENT_PROJECTILE = 12;
75 const float ENT_CLIENT_GIBSPLASH = 13;
76 const float ENT_CLIENT_DAMAGEINFO = 14;
77 const float ENT_CLIENT_CASING = 15;
78 const float ENT_CLIENT_INIT = 16;
79 const float ENT_CLIENT_MAPVOTE = 17;
80 const float ENT_CLIENT_CLIENTDATA = 18;
81 const float ENT_CLIENT_RANDOMSEED = 19;
82 const float ENT_CLIENT_WALL = 20;
83 const float ENT_CLIENT_SPIDERBOT = 21;
84 const float ENT_CLIENT_MODELEFFECT = 22;
85 const float ENT_CLIENT_TUBANOTE = 23;
86 const float ENT_CLIENT_WARPZONE = 24;
87 const float ENT_CLIENT_WARPZONE_CAMERA = 25;
88 const float ENT_CLIENT_TRIGGER_MUSIC = 26;
89 const float ENT_CLIENT_HOOK = 27;
90 const float ENT_CLIENT_LGBEAM = 28;
91 const float ENT_CLIENT_GAUNTLET = 29;
92 const float ENT_CLIENT_ACCURACY = 30;
93 const float ENT_CLIENT_SHOWNAMES = 31;
94 const float ENT_CLIENT_WARPZONE_TELEPORTED = 32;
95 const float ENT_CLIENT_MODEL = 33;
96 const float ENT_CLIENT_ITEM = 34;
97 const float ENT_CLIENT_BUMBLE_RAYGUN = 35;
98 const float ENT_CLIENT_NOTIFICATION = 36;
100 const float ENT_CLIENT_TURRET = 40;
101 const float ENT_CLIENT_AUXILIARYXHAIR = 50;
102 const float ENT_CLIENT_VEHICLE = 60;
104 const float SPRITERULE_DEFAULT = 0;
105 const float SPRITERULE_TEAMPLAY = 1;
107 const float RADARICON_NONE = 0;
108 const float RADARICON_FLAG = 1;
109 const float RADARICON_FLAGCARRIER = 1;
110 const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them
111 const float RADARICON_DANGER = 1;
112 const float RADARICON_WAYPOINT = 1;
113 const float RADARICON_HELPME = 1;
114 const float RADARICON_CONTROLPOINT = 1;
115 const float RADARICON_GENERATOR = 1;
116 const float RADARICON_OBJECTIVE = 1;
117 const float RADARICON_DOMPOINT = 1;
118 const float RADARICON_POWERUP = 1;
119 const float RADARICON_TAGGED = 1;
121 ///////////////////////////
123 const float KEY_FORWARD = 1;
124 const float KEY_BACKWARD = 2;
125 const float KEY_LEFT = 4;
126 const float KEY_RIGHT = 8;
127 const float KEY_JUMP = 16;
128 const float KEY_CROUCH = 32;
129 const float KEY_ATCK = 64;
130 const float KEY_ATCK2 = 128;
132 ///////////////////////////
136 float CVAR_NOTIFY = 2;
137 float CVAR_READONLY = 4;
139 ///////////////////////////
140 // csqc communication stuff
142 const float STAT_KH_KEYS = 32;
143 const float STAT_CTF_STATE = 33;
144 const float STAT_WEAPONS = 35;
145 const float STAT_SWITCHWEAPON = 36;
146 const float STAT_GAMESTARTTIME = 37;
147 const float STAT_STRENGTH_FINISHED = 38;
148 const float STAT_INVINCIBLE_FINISHED = 39;
149 const float STAT_PRESSED_KEYS = 42;
150 const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
151 const float STAT_FUEL = 44;
152 const float STAT_NB_METERSTART = 45;
153 const float STAT_SHOTORG = 46; // compressShotOrigin
154 const float STAT_LEADLIMIT = 47;
155 const float STAT_WEAPON_CLIPLOAD = 48;
156 const float STAT_WEAPON_CLIPSIZE = 49;
157 const float STAT_NEX_CHARGE = 50;
158 const float STAT_LAST_PICKUP = 51;
159 const float STAT_HUD = 52;
160 const float STAT_NEX_CHARGEPOOL = 53;
161 const float STAT_HIT_TIME = 54;
162 const float STAT_TYPEHIT_TIME = 55;
163 const float STAT_LAYED_MINES = 56;
164 const float STAT_HAGAR_LOAD = 57;
165 const float STAT_SWITCHINGWEAPON = 58;
166 const float STAT_SUPERWEAPONS_FINISHED = 59;
168 const float STAT_VEHICLESTAT_HEALTH = 60;
169 const float STAT_VEHICLESTAT_SHIELD = 61;
170 const float STAT_VEHICLESTAT_ENERGY = 62;
171 const float STAT_VEHICLESTAT_AMMO1 = 63;
172 const float STAT_VEHICLESTAT_RELOAD1 = 64;
173 const float STAT_VEHICLESTAT_AMMO2 = 65;
174 const float STAT_VEHICLESTAT_RELOAD2 = 66;
176 const float STAT_SECRETS_TOTAL = 70;
177 const float STAT_SECRETS_FOUND = 71;
179 const float STAT_RESPAWN_TIME = 72;
182 const float STAT_REDALIVE = 100;
183 const float STAT_BLUEALIVE = 101;
184 const float STAT_YELLOWALIVE = 102;
185 const float STAT_PINKALIVE = 103;
188 const float STAT_FROZEN = 104;
189 const float STAT_REVIVE_PROGRESS = 105;
192 const float STAT_DOM_TOTAL_PPS = 100;
193 const float STAT_DOM_PPS_RED = 101;
194 const float STAT_DOM_PPS_BLUE = 102;
195 const float STAT_DOM_PPS_PINK = 103;
196 const float STAT_DOM_PPS_YELLOW = 104;
198 //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin
199 //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin
201 // see DP source, quakedef.h
202 const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
203 const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
204 const float STAT_MOVEVARS_MAXSPEED = 244;
205 const float STAT_MOVEVARS_AIRACCEL_QW = 254;
207 const float CTF_STATE_ATTACK = 1;
208 const float CTF_STATE_DEFEND = 2;
209 const float CTF_STATE_COMMANDER = 3;
211 const float HUD_NORMAL = 0;
212 const float HUD_VEHICLE_FIRST = 10;
213 const float HUD_SPIDERBOT = 10;
214 const float HUD_WAKIZASHI = 11;
215 const float HUD_RAPTOR = 12;
216 const float HUD_BUMBLEBEE = 13;
217 const float HUD_BUMBLEBEE_GUN = 14;
218 const float HUD_VEHICLE_LAST = 14;
220 const vector eX = '1 0 0';
221 const vector eY = '0 1 0';
222 const vector eZ = '0 0 1';
224 // moved that here so the client knows the max.
225 // # of maps, I'll use arrays for them :P
226 #define MAPVOTE_COUNT 10
229 * Lower scores are better (e.g. suicides)
231 #define SFL_LOWER_IS_BETTER 1
234 * Don't show zero values as scores
236 #define SFL_HIDE_ZERO 2
239 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
241 #define SFL_ALLOW_HIDE 16
244 * Display as a rank (with st, nd, rd, th suffix)
249 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
253 // not an extra constant yet
254 #define SFL_ZERO_IS_WORST SFL_TIME
257 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
259 #define SFL_SORT_PRIO_SECONDARY 4
260 #define SFL_SORT_PRIO_PRIMARY 8
261 #define SFL_SORT_PRIO_MASK 12
267 #define MAX_TEAMSCORE 2
272 #define SP_SUICIDES 2
274 // game mode specific indices are not in common/, but in server/scores_rules.qc!
276 #ifdef COMPAT_XON010_CHANNELS
277 float CH_INFO = 0; // only on world and csqc
278 float CH_TRIGGER = 0; // only on players; compat: FALSELY CONTROLLED BY "Info"
279 float CH_WEAPON_A = 1; // only on players and entities
280 float CH_WEAPON_SINGLE = 5; // only on players and entities
281 float CH_VOICE = 2; // only on players
282 float CH_BGM_SINGLE = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
283 float CH_AMBIENT = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
284 float CH_TRIGGER_SINGLE = 3; // only on players, entities, csqc
285 float CH_SHOTS = 4; // only on players, entities, csqc
286 float CH_SHOTS_SINGLE = 4; // only on players, entities, csqc
287 float CH_WEAPON_B = 5; // only on players and entities
288 float CH_PAIN = 6; // only on players and csqc
289 float CH_PAIN_SINGLE = 6; // only on players and csqc
290 float CH_PLAYER = 7; // only on players and entities
291 float CH_TUBA = 5; // only on csqc
294 float CH_TRIGGER = -3;
295 float CH_WEAPON_A = -1;
296 float CH_WEAPON_SINGLE = 1;
298 float CH_BGM_SINGLE = 8;
299 float CH_AMBIENT = -9;
300 float CH_TRIGGER_SINGLE = 3;
302 float CH_SHOTS_SINGLE = 4;
303 float CH_WEAPON_B = -1;
305 float CH_PAIN_SINGLE = 6;
306 float CH_PLAYER = -7;
311 float ATTN_MIN = 0.015625;
312 float ATTN_NORM = 0.5;
313 float ATTN_LARGE = 1;
315 float ATTN_STATIC = 3;
316 float ATTN_MAX = 3.984375;
319 #define VOL_BASEVOICE 1.0
321 // this sets sounds and other properties of the projectiles in csqc
322 float PROJECTILE_ELECTRO = 1;
323 float PROJECTILE_ROCKET = 2;
324 float PROJECTILE_TAG = 3;
325 float PROJECTILE_BULLET = 4;
326 float PROJECTILE_CRYLINK = 5;
327 float PROJECTILE_ELECTRO_BEAM = 6;
328 float PROJECTILE_GRENADE = 7;
329 float PROJECTILE_GRENADE_BOUNCING = 8;
330 float PROJECTILE_MINE = 9;
331 float PROJECTILE_LASER = 10;
332 float PROJECTILE_HLAC = 11;
333 float PROJECTILE_SEEKER = 12;
334 float PROJECTILE_FLAC = 13;
335 float PROJECTILE_PORTO_RED = 14;
336 float PROJECTILE_PORTO_BLUE = 15;
337 float PROJECTILE_HOOKBOMB = 16;
338 float PROJECTILE_HAGAR = 17;
339 float PROJECTILE_HAGAR_BOUNCING = 18;
340 float PROJECTILE_BULLET_GLOWING = 19;
341 float PROJECTILE_CRYLINK_BOUNCING = 20;
342 float PROJECTILE_FIREBALL = 21;
343 float PROJECTILE_FIREMINE = 22;
344 float PROJECTILE_BULLET_GLOWING_TRACER = 23;
346 float PROJECTILE_RAPTORCANNON = 24;
347 float PROJECTILE_RAPTORBOMB = 25;
348 float PROJECTILE_RAPTORBOMBLET = 26;
349 float PROJECTILE_SPIDERROCKET = 27;
350 float PROJECTILE_WAKIROCKET = 28;
351 float PROJECTILE_WAKICANNON = 29;
353 float PROJECTILE_BUMBLE_GUN = 30;
354 float PROJECTILE_BUMBLE_BEAM = 31;
356 float SPECIES_HUMAN = 0;
357 float SPECIES_ROBOT_SOLID = 1;
358 float SPECIES_ALIEN = 2;
359 float SPECIES_ANIMAL = 3;
360 float SPECIES_ROBOT_RUSTY = 4;
361 float SPECIES_ROBOT_SHINY = 5;
362 float SPECIES_RESERVED = 15;
364 #define FRAGS_PLAYER 0
365 #define FRAGS_SPECTATOR -666
366 #define FRAGS_LMS_LOSER -616
367 #define FRAGS_PLAYER_NONSOLID -616
368 // we can use this frags value for both
371 float WATERLEVEL_NONE = 0;
372 float WATERLEVEL_WETFEET = 1;
373 float WATERLEVEL_SWIMMING = 2;
374 float WATERLEVEL_SUBMERGED = 3;
376 float MAX_SHOT_DISTANCE = 32768;
379 float WR_SETUP = 1; // (SVQC) setup weapon data
380 float WR_THINK = 2; // (SVQC) logic to run every frame
381 float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
382 float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
383 float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
384 float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
385 float WR_SUICIDEMESSAGE = 7; // (SVQC) notification number for suicide message (may inspect w_deathtype for details)
386 float WR_KILLMESSAGE = 8; // (SVQC) notification number for kill message (may inspect w_deathtype for details)
387 float WR_RELOAD = 9; // (SVQC) does not need to do anything
388 float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
389 float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
390 float WR_SWITCHABLE = 12; // (CSQC) impact effect
391 float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
392 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
394 #define SERVERFLAG_ALLOW_FULLBRIGHT 1
395 #define SERVERFLAG_TEAMPLAY 2
396 #define SERVERFLAG_PLAYERSTATS 4
398 // FIXME/EXPLAINME: why?
399 noref var vector autocvar_sv_player_maxs = '16 16 45';
400 noref var vector autocvar_sv_player_mins = '-16 -16 -24';
401 noref var vector autocvar_sv_player_viewoffset = '0 0 20';
402 noref var vector autocvar_sv_player_crouch_maxs = '16 16 25';
403 noref var vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
404 noref var vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
405 noref var vector autocvar_sv_player_headsize = '24 24 12';
407 #define PL_VIEW_OFS autocvar_sv_player_viewoffset
408 #define PL_MIN autocvar_sv_player_mins
409 #define PL_MAX autocvar_sv_player_maxs
410 #define PL_CROUCH_VIEW_OFS autocvar_sv_player_crouch_viewoffset
411 #define PL_CROUCH_MIN autocvar_sv_player_crouch_mins
412 #define PL_CROUCH_MAX autocvar_sv_player_crouch_maxs
413 #define PL_HEAD autocvar_sv_player_headsize
416 #define PL_VIEW_OFS_z autocvar_sv_player_viewoffset_z
417 #define PL_MIN_z autocvar_sv_player_mins_z
418 #define PL_MAX_z autocvar_sv_player_maxs_z
419 #define PL_CROUCH_VIEW_OFS_z autocvar_sv_player_crouch_viewoffset_z
420 #define PL_CROUCH_MIN_z autocvar_sv_player_mins_z
421 #define PL_HEAD_x autocvar_sv_player_headsize_x
422 #define PL_HEAD_y autocvar_sv_player_headsize_y
423 #define PL_HEAD_z autocvar_sv_player_headsize_z
426 #define SPAWN_PRIO_NEAR_TEAMMATE_FOUND 200
427 #define SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM 100
428 #define SPAWN_PRIO_RACE_PREVIOUS_SPAWN 50
429 #define SPAWN_PRIO_GOOD_DISTANCE 10
432 #define URI_GET_DISCARD 0
433 #define URI_GET_IPBAN 1
434 #define URI_GET_IPBAN_END 16
435 #define URI_GET_CURL 17
436 #define URI_GET_CURL_END 32
437 #define URI_GET_UPDATENOTIFICATION 33
438 #define URI_GET_URLLIB 128
439 #define URI_GET_URLLIB_END 191