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_ANNOUNCE = 110;
59 const float TE_CSQC_TARGET_MUSIC = 111;
60 const float TE_CSQC_KILLNOTIFY = 112;
61 const float TE_CSQC_KILLCENTERPRINT = 113;
62 const float TE_CSQC_CENTERPRINT_GENERIC = 114;
63 const float TE_CSQC_WEAPONCOMPLAIN = 115;
64 const float TE_CSQC_NEX_SCOPE = 116;
65 const float TE_CSQC_MINELAYER_MAXMINES = 117;
66 const float TE_CSQC_HAGAR_MAXROCKETS = 118;
67 const float TE_CSQC_VEHICLESETUP = 119;
69 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
70 const float RACE_NET_CHECKPOINT_CLEAR = 1;
71 const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder
72 const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent
73 const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent
74 const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder
75 const float RACE_NET_PENALTY_RACE = 6; // byte penaltytime, string reason
76 const float RACE_NET_PENALTY_QUALIFYING = 7; // byte penaltytime, string reason
77 const float RACE_NET_SERVER_RECORD = 8; // server record, sent to client
78 const float RACE_NET_SPEED_AWARD = 9; // speed award, sent to client
79 const float RACE_NET_SPEED_AWARD_BEST = 10; // all time best speed award, sent to client
80 const float RACE_NET_SERVER_RANKINGS = 11;
81 const float RACE_NET_SERVER_STATUS = 12;
82 const float RANKINGS_CNT = 15;
84 const float ENT_CLIENT = 0;
85 const float ENT_CLIENT_DEAD = 1;
86 const float ENT_CLIENT_ENTCS = 2;
87 const float ENT_CLIENT_SCORES_INFO = 3;
88 const float ENT_CLIENT_SCORES = 4;
89 const float ENT_CLIENT_TEAMSCORES = 5;
90 const float ENT_CLIENT_POINTPARTICLES = 6;
91 const float ENT_CLIENT_RAINSNOW = 7;
92 const float ENT_CLIENT_LASER = 8;
93 const float ENT_CLIENT_NAGGER = 9; // flags [votecalledvote]
94 const float ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable]
95 const float ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor]
96 const float ENT_CLIENT_PROJECTILE = 12;
97 const float ENT_CLIENT_GIBSPLASH = 13;
98 const float ENT_CLIENT_DAMAGEINFO = 14;
99 const float ENT_CLIENT_CASING = 15;
100 const float ENT_CLIENT_INIT = 16;
101 const float ENT_CLIENT_MAPVOTE = 17;
102 const float ENT_CLIENT_CLIENTDATA = 18;
103 const float ENT_CLIENT_RANDOMSEED = 19;
104 const float ENT_CLIENT_WALL = 20;
105 const float ENT_CLIENT_SPIDERBOT = 21;
106 const float ENT_CLIENT_MODELEFFECT = 22;
107 const float ENT_CLIENT_TUBANOTE = 23;
108 const float ENT_CLIENT_WARPZONE = 24;
109 const float ENT_CLIENT_WARPZONE_CAMERA = 25;
110 const float ENT_CLIENT_TRIGGER_MUSIC = 26;
111 const float ENT_CLIENT_HOOK = 27;
112 const float ENT_CLIENT_LGBEAM = 28;
113 const float ENT_CLIENT_GAUNTLET = 29;
114 const float ENT_CLIENT_ACCURACY = 30;
115 const float ENT_CLIENT_SHOWNAMES = 31;
116 const float ENT_CLIENT_WARPZONE_TELEPORTED = 32;
117 const float ENT_CLIENT_MODEL = 33;
119 const float ENT_CLIENT_TURRET = 40;
120 const float ENT_CLIENT_AUXILIARYXHAIR = 50;
121 const float ENT_CLIENT_VEHICLE = 60;
123 const float SPRITERULE_DEFAULT = 0;
124 const float SPRITERULE_TEAMPLAY = 1;
125 const float SPRITERULE_SPECTATOR = 2;
127 const float RADARICON_NONE = 0;
128 const float RADARICON_FLAG = 1;
129 const float RADARICON_FLAGCARRIER = 1;
130 const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them
131 const float RADARICON_DANGER = 1;
132 const float RADARICON_WAYPOINT = 1;
133 const float RADARICON_HELPME = 1;
134 const float RADARICON_CONTROLPOINT = 1;
135 const float RADARICON_GENERATOR = 1;
136 const float RADARICON_OBJECTIVE = 1;
137 const float RADARICON_DOMPOINT = 1;
138 const float RADARICON_POWERUP = 1;
139 const float RADARICON_TAGGED = 1;
141 ///////////////////////////
143 const float KEY_FORWARD = 1;
144 const float KEY_BACKWARD = 2;
145 const float KEY_LEFT = 4;
146 const float KEY_RIGHT = 8;
147 const float KEY_JUMP = 16;
148 const float KEY_CROUCH = 32;
150 ///////////////////////////
154 float CVAR_NOTIFY = 2;
155 float CVAR_READONLY = 4;
157 ///////////////////////////
158 // csqc communication stuff
160 const float STAT_KH_KEYS = 32;
161 const float STAT_CTF_STATE = 33;
162 const float STAT_WEAPONS = 35;
163 const float STAT_SWITCHWEAPON = 36;
164 const float STAT_GAMESTARTTIME = 37;
165 const float STAT_STRENGTH_FINISHED = 38;
166 const float STAT_INVINCIBLE_FINISHED = 39;
167 const float STAT_PRESSED_KEYS = 42;
168 const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
169 const float STAT_FUEL = 44;
170 const float STAT_NB_METERSTART = 45;
171 const float STAT_SHOTORG = 46; // compressShotOrigin
172 const float STAT_LEADLIMIT = 47;
173 const float STAT_WEAPON_CLIPLOAD = 48;
174 const float STAT_WEAPON_CLIPSIZE = 49;
175 const float STAT_NEX_CHARGE = 50;
176 const float STAT_LAST_PICKUP = 51;
177 const float STAT_HUD = 52;
178 const float STAT_NEX_CHARGEPOOL = 53;
179 const float STAT_HIT_TIME = 54;
180 const float STAT_TYPEHIT_TIME = 55;
181 const float STAT_LAYED_MINES = 56;
182 const float STAT_HAGAR_LOAD = 57;
183 const float STAT_SWITCHINGWEAPON = 58;
185 // see DP source, quakedef.h
186 const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
187 const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
188 const float STAT_MOVEVARS_MAXSPEED = 244;
189 const float STAT_MOVEVARS_AIRACCEL_QW = 254;
191 const float CTF_STATE_ATTACK = 1;
192 const float CTF_STATE_DEFEND = 2;
193 const float CTF_STATE_COMMANDER = 3;
195 const float HUD_NORMAL = 0;
196 const float HUD_VEHICLE_FIRST = 10;
197 const float HUD_SPIDERBOT = 10;
198 const float HUD_WAKIZASHI = 11;
199 const float HUD_RAPTOR = 12;
200 const float HUD_BUMBLEBEE = 13;
201 const float HUD_VEHICLE_LAST = 13;
203 const vector eX = '1 0 0';
204 const vector eY = '0 1 0';
205 const vector eZ = '0 0 1';
207 const float STAT_VEHICLESTAT_HEALTH = 60;
208 const float STAT_VEHICLESTAT_SHIELD = 61;
209 const float STAT_VEHICLESTAT_ENERGY = 62;
210 const float STAT_VEHICLESTAT_AMMO1 = 63;
211 const float STAT_VEHICLESTAT_RELOAD1 = 64;
212 const float STAT_VEHICLESTAT_AMMO2 = 65;
213 const float STAT_VEHICLESTAT_RELOAD2 = 66;
215 const float STAT_SECRETS_TOTAL = 70;
216 const float STAT_SECRETS_FOUND = 71;
218 const float STAT_ARMOR_LARGE_TIME = 80;
219 const float STAT_HEALTH_MEGA_TIME = 81;
220 const float STAT_INVISIBLE_TIME = 82;
221 const float STAT_SPEED_TIME = 83;
222 const float STAT_EXTRALIFE_TIME = 84;
223 const float STAT_STRENGTH_TIME = 85;
224 const float STAT_SHIELD_TIME = 86;
225 const float STAT_FUELREGEN_TIME = 87;
226 const float STAT_JETPACK_TIME = 88;
229 const float STAT_REDALIVE = 100;
230 const float STAT_BLUEALIVE = 101;
231 const float STAT_YELLOWALIVE = 102;
232 const float STAT_PINKALIVE = 103;
235 const float STAT_FROZEN = 104;
236 const float STAT_REVIVE_PROGRESS = 105;
239 const float STAT_DOM_TOTAL_PPS = 100;
240 const float STAT_DOM_PPS_RED = 101;
241 const float STAT_DOM_PPS_BLUE = 102;
242 const float STAT_DOM_PPS_PINK = 103;
243 const float STAT_DOM_PPS_YELLOW = 104;
245 //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin
246 //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin
248 // moved that here so the client knows the max.
249 // # of maps, I'll use arrays for them :P
250 #define MAPVOTE_COUNT 10
253 * Lower scores are better (e.g. suicides)
255 #define SFL_LOWER_IS_BETTER 1
258 * Don't show zero values as scores
260 #define SFL_HIDE_ZERO 2
263 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
265 #define SFL_ALLOW_HIDE 16
268 * Display as a rank (with st, nd, rd, th suffix)
273 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
277 // not an extra constant yet
278 #define SFL_ZERO_IS_WORST SFL_TIME
281 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
283 #define SFL_SORT_PRIO_SECONDARY 4
284 #define SFL_SORT_PRIO_PRIMARY 8
285 #define SFL_SORT_PRIO_MASK 12
291 #define MAX_TEAMSCORE 2
296 #define SP_SUICIDES 2
298 // game mode specific indices are not in common/, but in server/scores_rules.qc!
300 #ifdef COMPAT_XON010_CHANNELS
301 float CH_INFO = 0; // only on world and csqc
302 float CH_TRIGGER = 0; // only on players; compat: FALSELY CONTROLLED BY "Info"
303 float CH_WEAPON_A = 1; // only on players and entities
304 float CH_WEAPON_SINGLE = 5; // only on players and entities
305 float CH_VOICE = 2; // only on players
306 float CH_BGM_SINGLE = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
307 float CH_AMBIENT = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
308 float CH_TRIGGER_SINGLE = 3; // only on players, entities, csqc
309 float CH_SHOTS = 4; // only on players, entities, csqc
310 float CH_SHOTS_SINGLE = 4; // only on players, entities, csqc
311 float CH_WEAPON_B = 5; // only on players and entities
312 float CH_PAIN = 6; // only on players and csqc
313 float CH_PAIN_SINGLE = 6; // only on players and csqc
314 float CH_PLAYER = 7; // only on players and entities
315 float CH_TUBA = 5; // only on csqc
318 float CH_TRIGGER = -3;
319 float CH_WEAPON_A = -1;
320 float CH_WEAPON_SINGLE = 1;
322 float CH_BGM_SINGLE = 8;
323 float CH_AMBIENT = -9;
324 float CH_TRIGGER_SINGLE = 3;
326 float CH_SHOTS_SINGLE = 4;
327 float CH_WEAPON_B = -1;
329 float CH_PAIN_SINGLE = 6;
330 float CH_PLAYER = -7;
335 float ATTN_MIN = 0.015625;
336 float ATTN_NORM = 0.5;
337 float ATTN_LARGE = 1;
339 float ATTN_STATIC = 3;
340 float ATTN_MAX = 3.984375;
343 #define VOL_BASEVOICE 1.0
345 // this sets sounds and other properties of the projectiles in csqc
346 float PROJECTILE_ELECTRO = 1;
347 float PROJECTILE_ROCKET = 2;
348 float PROJECTILE_TAG = 3;
349 float PROJECTILE_BULLET = 4;
350 float PROJECTILE_CRYLINK = 5;
351 float PROJECTILE_ELECTRO_BEAM = 6;
352 float PROJECTILE_GRENADE = 7;
353 float PROJECTILE_GRENADE_BOUNCING = 8;
354 float PROJECTILE_MINE = 9;
355 float PROJECTILE_LASER = 10;
356 float PROJECTILE_HLAC = 11;
357 float PROJECTILE_SEEKER = 12;
358 float PROJECTILE_FLAC = 13;
359 float PROJECTILE_PORTO_RED = 14;
360 float PROJECTILE_PORTO_BLUE = 15;
361 float PROJECTILE_HOOKBOMB = 16;
362 float PROJECTILE_HAGAR = 17;
363 float PROJECTILE_HAGAR_BOUNCING = 18;
364 float PROJECTILE_BULLET_GLOWING = 19;
365 float PROJECTILE_CRYLINK_BOUNCING = 20;
366 float PROJECTILE_FIREBALL = 21;
367 float PROJECTILE_FIREMINE = 22;
368 float PROJECTILE_BULLET_GLOWING_TRACER = 23;
370 float PROJECTILE_RAPTORCANNON = 24;
371 float PROJECTILE_RAPTORBOMB = 25;
372 float PROJECTILE_RAPTORBOMBLET = 26;
373 float PROJECTILE_SPIDERROCKET = 27;
374 float PROJECTILE_WAKIROCKET = 28;
375 float PROJECTILE_WAKICANNON = 29;
377 float SPECIES_HUMAN = 0;
378 float SPECIES_ROBOT_SOLID = 1;
379 float SPECIES_ALIEN = 2;
380 float SPECIES_ANIMAL = 3;
381 float SPECIES_ROBOT_RUSTY = 4;
382 float SPECIES_ROBOT_SHINY = 5;
383 float SPECIES_RESERVED = 15;
385 // Deathtypes (weapon deathtypes are the IT_* constants below)
386 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
387 float DEATH_SPECIAL_START = 10000;
388 float DEATH_FALL = 10000;
389 float DEATH_TELEFRAG = 10001;
390 float DEATH_DROWN = 10002;
391 float DEATH_HURTTRIGGER = 10003;
392 float DEATH_LAVA = 10004;
393 float DEATH_SLIME = 10005;
394 float DEATH_KILL = 10006;
395 float DEATH_NOAMMO = 10007;
396 float DEATH_SWAMP = 10008;
397 float DEATH_TEAMCHANGE = 10009;
398 float DEATH_AUTOTEAMCHANGE = 10010;
399 float DEATH_CAMP = 10011;
400 float DEATH_SHOOTING_STAR = 10012;
401 float DEATH_ROT = 10013;
402 float DEATH_MIRRORDAMAGE = 10014;
403 float DEATH_TOUCHEXPLODE = 10015;
404 float DEATH_CHEAT = 10016;
405 float DEATH_FIRE = 10017;
406 float DEATH_QUIET = 10021;
407 float DEATH_HEADSHOT = 10022;
409 float DEATH_VHFIRST = 10030;
410 float DEATH_VHCRUSH = 10030;
411 float DEATH_SBMINIGUN = 10031;
412 float DEATH_SBROCKET = 10032;
413 float DEATH_SBBLOWUP = 10033;
414 float DEATH_WAKIGUN = 10034;
415 float DEATH_WAKIROCKET = 10035;
416 float DEATH_WAKIBLOWUP = 10036;
417 float DEATH_RAPTOR_CANNON = 10037;
418 float DEATH_RAPTOR_BOMB = 10038;
419 float DEATH_RAPTOR_BOMB_SPLIT = 10039;
420 float DEATH_RAPTOR_DEATH = 10040;
421 float DEATH_VHLAST = 10040;
422 #define DEATH_ISVEHICLE(t) ((t) >= DEATH_VHFIRST && (t) <= DEATH_VHLAST)
424 float DEATH_GENERIC = 10050;
426 float DEATH_WEAPON = 10100;
428 float DEATH_CUSTOM = 10300;
430 float DEATH_TURRET = 10500;
431 float DEATH_TURRET_EWHEEL = 10501;
432 float DEATH_TURRET_FLAC = 10502;
433 float DEATH_TURRET_MACHINEGUN = 10503;
434 float DEATH_TURRET_WALKER_GUN = 10504;
435 float DEATH_TURRET_WALKER_MEELE = 10505;
436 float DEATH_TURRET_WALKER_ROCKET = 10506;
437 float DEATH_TURRET_HELLION = 10507;
438 float DEATH_TURRET_HK = 10508;
439 float DEATH_TURRET_MLRS = 10509;
440 float DEATH_TURRET_PLASMA = 10510;
441 float DEATH_TURRET_PHASER = 10511;
442 float DEATH_TURRET_TESLA = 10512;
443 float DEATH_TURRET_LAST = 10512;
445 float DEATH_WEAPONMASK = 0xFF;
446 float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
447 float HITTYPE_SECONDARY = 0x100;
448 float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage
449 float HITTYPE_BOUNCE = 0x400;
450 float HITTYPE_HEADSHOT = 0x800; // automatically set by Damage (if headshotbonus is set)
451 float HITTYPE_RESERVED = 0x1000; // unused yet
453 // macros to access these
454 #define DEATH_ISTURRET(t) ((t) >= DEATH_TURRET && (t) <= DEATH_TURRET_LAST)
455 #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
456 #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
457 #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
458 #define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
459 #define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
461 #define FRAGS_PLAYER 0
462 #define FRAGS_SPECTATOR -666
463 #define FRAGS_LMS_LOSER -616
464 #define FRAGS_PLAYER_NONSOLID -616
465 // we can use this frags value for both
468 float WATERLEVEL_NONE = 0;
469 float WATERLEVEL_WETFEET = 1;
470 float WATERLEVEL_SWIMMING = 2;
471 float WATERLEVEL_SUBMERGED = 3;
473 float MAX_SHOT_DISTANCE = 32768;
475 //centerprint ID list
476 float CPID_TEAMCHANGE = 1;
477 float CPID_CTF_CAPTURESHIELD = 2;
478 float CPID_MINSTA_FINDAMMO = 3;
479 float CPID_NIX_WPNCHANGE = 4;
480 float CPID_DISCONNECT_IDLING = 5;
481 float CPID_ROUND_STARTING = 6;
482 float CPID_GAME_STARTING = 7;
483 float CPID_TIMEOUT_COUNTDOWN = 8;
485 float CPID_KH_MSG = 10;
486 float CPID_PREVENT_JOIN = 11;
488 // CSQC centerprint/notify message types
489 float MSG_SUICIDE = 0;
492 float MSG_KILL_ACTION = 3;
493 float MSG_KILL_ACTION_SPREE = 4;
498 float KILL_TEAM_RED = 10301;
499 float KILL_TEAM_BLUE = 10302;
500 float KILL_TEAM_SPREE = 10303;
501 float KILL_FIRST_BLOOD = 10304;
502 float KILL_FIRST_VICTIM = 10305;
503 float KILL_TYPEFRAG = 10306;
504 float KILL_TYPEFRAGGED = 10307;
505 float KILL_FRAG = 10308;
506 float KILL_FRAGGED = 10309;
507 float KILL_SPREE = 10310;
508 float KILL_END_SPREE = 10311;
509 float KILL_SPREE_3 = 10312;
510 float KILL_SPREE_5 = 10313;
511 float KILL_SPREE_10 = 10314;
512 float KILL_SPREE_15 = 10315;
513 float KILL_SPREE_20 = 10316;
514 float KILL_SPREE_25 = 10317;
515 float KILL_SPREE_30 = 10318;
517 float INFO_GOTFLAG = 10319;
518 float INFO_PICKUPFLAG = 10320;
519 float INFO_LOSTFLAG = 10321;
520 float INFO_RETURNFLAG = 10322;
521 float INFO_CAPTUREFLAG = 10323;
523 float KA_PICKUPBALL = 10350;
524 float KA_DROPBALL = 10351;
526 float RACE_SERVER_RECORD = 10400;
527 float RACE_NEW_TIME = 10401;
528 float RACE_NEW_RANK = 10402;
529 float RACE_FAIL = 10403;
532 float WR_SETUP = 1; // (SVQC) setup weapon data
533 float WR_THINK = 2; // (SVQC) logic to run every frame
534 float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
535 float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
536 float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
537 float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
538 float WR_SUICIDEMESSAGE = 7; // (CSQC) sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
539 float WR_KILLMESSAGE = 8; // (CSQC) sets w_deathtypestring or leaves it alone
540 float WR_RELOAD = 9; // (SVQC) does not need to do anything
541 float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
542 float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
543 float WR_SWITCHABLE = 12; // (CSQC) impact effect
544 float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
545 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
547 float HUD_PANEL_WEAPONS = 0;
548 float HUD_PANEL_AMMO = 1;
549 float HUD_PANEL_POWERUPS = 2;
550 float HUD_PANEL_HEALTHARMOR = 3;
551 float HUD_PANEL_NOTIFY = 4;
552 float HUD_PANEL_TIMER = 5;
553 float HUD_PANEL_RADAR = 6;
554 float HUD_PANEL_SCORE = 7;
555 float HUD_PANEL_RACETIMER = 8;
556 float HUD_PANEL_VOTE = 9;
557 float HUD_PANEL_MODICONS = 10;
558 float HUD_PANEL_PRESSEDKEYS = 11;
559 float HUD_PANEL_CHAT = 12;
560 float HUD_PANEL_ENGINEINFO = 13;
561 float HUD_PANEL_INFOMESSAGES = 14;
562 float HUD_PANEL_PHYSICS = 15;
563 float HUD_PANEL_CENTERPRINT = 16;
564 float HUD_PANEL_ITEMSTIME = 17;
565 float HUD_PANEL_NUM = 18; // always last panel id + 1, please increment when adding a new panel
567 string HUD_PANELNAME_WEAPONS = "weapons";
568 string HUD_PANELNAME_AMMO = "ammo";
569 string HUD_PANELNAME_POWERUPS = "powerups";
570 string HUD_PANELNAME_HEALTHARMOR = "healtharmor";
571 string HUD_PANELNAME_NOTIFY = "notify";
572 string HUD_PANELNAME_TIMER = "timer";
573 string HUD_PANELNAME_RADAR = "radar";
574 string HUD_PANELNAME_SCORE = "score";
575 string HUD_PANELNAME_RACETIMER = "racetimer";
576 string HUD_PANELNAME_VOTE = "vote";
577 string HUD_PANELNAME_MODICONS = "modicons";
578 string HUD_PANELNAME_PRESSEDKEYS = "pressedkeys";
579 string HUD_PANELNAME_CHAT = "chat";
580 string HUD_PANELNAME_ENGINEINFO = "engineinfo";
581 string HUD_PANELNAME_INFOMESSAGES = "infomessages";
582 string HUD_PANELNAME_PHYSICS = "physics";
583 string HUD_PANELNAME_CENTERPRINT = "centerprint";
584 string HUD_PANELNAME_ITEMSTIME = "itemstime";
586 float HUD_MENU_ENABLE = 0;
588 #define SERVERFLAG_ALLOW_FULLBRIGHT 1
589 #define SERVERFLAG_TEAMPLAY 2
590 #define SERVERFLAG_PLAYERSTATS 4
592 var vector autocvar_sv_player_maxs = '16 16 45';
593 var vector autocvar_sv_player_mins = '-16 -16 -24';
594 var vector autocvar_sv_player_viewoffset = '0 0 20';
595 var vector autocvar_sv_player_crouch_maxs = '16 16 25';
596 var vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
597 var vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
598 noref var vector autocvar_sv_player_headsize = '24 24 12';
600 #define PL_VIEW_OFS autocvar_sv_player_viewoffset
601 #define PL_MIN autocvar_sv_player_mins
602 #define PL_MAX autocvar_sv_player_maxs
603 #define PL_CROUCH_VIEW_OFS autocvar_sv_player_crouch_viewoffset
604 #define PL_CROUCH_MIN autocvar_sv_player_crouch_mins
605 #define PL_CROUCH_MAX autocvar_sv_player_crouch_maxs
606 #define PL_HEAD autocvar_sv_player_headsize
609 #define PL_VIEW_OFS_z autocvar_sv_player_viewoffset_z
610 #define PL_MIN_z autocvar_sv_player_mins_z
611 #define PL_MAX_z autocvar_sv_player_maxs_z
612 #define PL_CROUCH_VIEW_OFS_z autocvar_sv_player_crouch_viewoffset_z
613 #define PL_CROUCH_MIN_z autocvar_sv_player_mins_z
614 #define PL_HEAD_x autocvar_sv_player_headsize_x
615 #define PL_HEAD_y autocvar_sv_player_headsize_y
616 #define PL_HEAD_z autocvar_sv_player_headsize_z
619 #define SPAWN_PRIO_NEAR_TEAMMATE_FOUND 200
620 #define SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM 100
621 #define SPAWN_PRIO_RACE_PREVIOUS_SPAWN 50
622 #define SPAWN_PRIO_GOOD_DISTANCE 10