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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqc_constants.qh
index d8906b12ba466a2f0bef24b191e4935e0e30a58e..4889003d8256c172d829872d65ddc3be9c7fdb9e 100644 (file)
 #pragma once
 
 // Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)
-const int              MASK_ENGINE                                             = BIT(0);
-const int              MASK_ENGINEVIEWMODELS                   = BIT(1);
-const int              MASK_NORMAL                                             = BIT(2);
+const int       MASK_ENGINE                     = BIT(0);
+const int       MASK_ENGINEVIEWMODELS           = BIT(1);
+const int       MASK_NORMAL                     = BIT(2);
 
 // Renderflag Constants (used for CSQC entities)
-const int              RF_VIEWMODEL                                    = BIT(0);
-const int              RF_EXTERNALMODEL                                = BIT(1);
-const int              RF_DEPTHHACK                                    = BIT(2);
-const int              RF_ADDITIVE                                             = BIT(3);
-const int              RF_USEAXIS                                              = BIT(4);
+const int       RF_VIEWMODEL                    = BIT(0);
+const int       RF_EXTERNALMODEL                = BIT(1);
+const int       RF_DEPTHHACK                    = BIT(2);
+const int       RF_ADDITIVE                     = BIT(3);
+const int       RF_USEAXIS                      = BIT(4);
 
 // Viewflag Constants (use with R_SetView)
-const int              VF_MIN                                                  = 1;    //(vector)
-const int              VF_MIN_X                                                = 2;    //(float)
-const int              VF_MIN_Y                                                = 3;    //(float)
-const int              VF_SIZE                                                 = 4;    //(vector) (viewport size)
-const int              VF_SIZE_Y                                               = 5;    //(float)
-const int              VF_SIZE_X                                               = 6;    //(float)
-const int              VF_VIEWPORT                                             = 7;    //(vector, vector)
-const int              VF_FOV                                                  = 8;    //(vector)
-const int              VF_FOVX                                                 = 9;    //(float)
-const int              VF_FOVY                                                 = 10;   //(float)
-const int              VF_ORIGIN                                               = 11;   //(vector)
-const int              VF_ORIGIN_X                                             = 12;   //(float)
-const int              VF_ORIGIN_Y                                             = 13;   //(float)
-const int              VF_ORIGIN_Z                                             = 14;   //(float)
-const int              VF_ANGLES                                               = 15;   //(vector)
-const int              VF_ANGLES_X                                             = 16;   //(float)
-const int              VF_ANGLES_Y                                             = 17;   //(float)
-const int              VF_ANGLES_Z                                             = 18;   //(float)
-const int              VF_DRAWWORLD                                    = 19;   //(float)
-const int              VF_DRAWENGINEHUD                                = 20;   //(float)
-const int              VF_DRAWCROSSHAIR                                = 21;   //(float)
-const int              VF_PERSPECTIVE                                  = 200;  //(float)
-
-const int              VF_CL_VIEWANGLES                                = 33;   //(vector)
-const int              VF_CL_VIEWANGLES_X                              = 34;   //(float)
-const int              VF_CL_VIEWANGLES_Y                              = 35;   //(float)
-const int              VF_CL_VIEWANGLES_Z                              = 36;   //(float)
+const int       VF_MIN                          = 1;   // (vector)
+const int       VF_MIN_X                        = 2;   // (float)
+const int       VF_MIN_Y                        = 3;   // (float)
+const int       VF_SIZE                         = 4;   // (vector) (viewport size)
+const int       VF_SIZE_Y                       = 5;   // (float)
+const int       VF_SIZE_X                       = 6;   // (float)
+const int       VF_VIEWPORT                     = 7;   // (vector, vector)
+const int       VF_FOV                          = 8;   // (vector)
+const int       VF_FOVX                         = 9;   // (float)
+const int       VF_FOVY                         = 10;  // (float)
+const int       VF_ORIGIN                       = 11;  // (vector)
+const int       VF_ORIGIN_X                     = 12;  // (float)
+const int       VF_ORIGIN_Y                     = 13;  // (float)
+const int       VF_ORIGIN_Z                     = 14;  // (float)
+const int       VF_ANGLES                       = 15;  // (vector)
+const int       VF_ANGLES_X                     = 16;  // (float)
+const int       VF_ANGLES_Y                     = 17;  // (float)
+const int       VF_ANGLES_Z                     = 18;  // (float)
+const int       VF_DRAWWORLD                    = 19;  // (float)
+const int       VF_DRAWENGINEHUD                = 20;  // (float)
+const int       VF_DRAWCROSSHAIR                = 21;  // (float)
+const int       VF_PERSPECTIVE                  = 200; // (float)
+
+const int       VF_CL_VIEWANGLES                = 33;  // (vector)
+const int       VF_CL_VIEWANGLES_X              = 34;  // (float)
+const int       VF_CL_VIEWANGLES_Y              = 35;  // (float)
+const int       VF_CL_VIEWANGLES_Z              = 36;  // (float)
 
 // Quake-style Point Contents
-const int              CONTENT_EMPTY                                   = -1;
-const int              CONTENT_SOLID                                   = -2;
-const int              CONTENT_WATER                                   = -3;
-const int              CONTENT_SLIME                                   = -4;
-const int              CONTENT_LAVA                                    = -5;
-const int              CONTENT_SKY                                             = -6;
+const int       CONTENT_EMPTY                   = -1;
+const int       CONTENT_SOLID                   = -2;
+const int       CONTENT_WATER                   = -3;
+const int       CONTENT_SLIME                   = -4;
+const int       CONTENT_LAVA                    = -5;
+const int       CONTENT_SKY                     = -6;
 
 // Vector / Hull Constants
-const vector   VEC_1                                                   = '1 1 1';
-const vector   VEC_0                                                   = '0 0 0';
-const vector   VEC_M1                                                  = '-1 -1 -1';
+const vector    VEC_1                           = '1 1 1';
+const vector    VEC_0                           = '0 0 0';
+const vector    VEC_M1                          = '-1 -1 -1';
 
-const vector   VEC_HULL_MIN                                    = '-16 -16 -24';
-const vector   VEC_HULL_MAX                                    = '16 16 32';
+const vector    VEC_HULL_MIN                    = '-16 -16 -24';
+const vector    VEC_HULL_MAX                    = '16 16 32';
 
 // Effect Constants
-const int      EF_NODRAW                                               = BIT(4);
-const int      EF_ADDITIVE                                             = BIT(5);
-const int      EF_BLUE                                                 = BIT(6);
-const int      EF_RED                                                  = BIT(7);
-const int      EF_FULLBRIGHT                                   = BIT(9);
-const int      EF_FLAME                                                = BIT(10);
-const int      EF_STARDUST                                             = BIT(11);
-const int      EF_NOSHADOW                                             = BIT(12);
-const int      EF_NODEPTHTEST                                  = BIT(13);
+const int   EF_NODRAW                       = BIT(4);
+const int   EF_ADDITIVE                     = BIT(5);
+const int   EF_BLUE                         = BIT(6);
+const int   EF_RED                          = BIT(7);
+const int   EF_FULLBRIGHT                   = BIT(9);
+const int   EF_FLAME                        = BIT(10);
+const int   EF_STARDUST                     = BIT(11);
+const int   EF_NOSHADOW                     = BIT(12);
+const int   EF_NODEPTHTEST                  = BIT(13);
 
 // Quake Player Flag Constants
-const int      PFL_ONGROUND                                    = BIT(0);
-const int      PFL_CROUCH                                              = BIT(1);
-const int      PFL_DEAD                                                = BIT(2);
-const int      PFL_GIBBED                                              = BIT(3);
+const int   PFL_ONGROUND                    = BIT(0);
+const int   PFL_CROUCH                      = BIT(1);
+const int   PFL_DEAD                        = BIT(2);
+const int   PFL_GIBBED                      = BIT(3);
 
 // Quake Temporary Entity Constants
-const int              TE_SPIKE                                                = 0;
-const int              TE_SUPERSPIKE                                   = 1;
-const int              TE_GUNSHOT                                              = 2;
-const int              TE_EXPLOSION                                    = 3;
-const int              TE_TAREXPLOSION                                 = 4;
-const int              TE_LIGHTNING1                                   = 5;
-const int              TE_LIGHTNING2                                   = 6;
-const int              TE_WIZSPIKE                                             = 7;
-const int              TE_KNIGHTSPIKE                                  = 8;
-const int              TE_LIGHTNING3                                   = 9;
-const int              TE_LAVASPLASH                                   = 10;
-const int              TE_TELEPORT                                             = 11;
-const int      TE_EXPLOSION2                                   = 12;
+const int       TE_SPIKE                        = 0;
+const int       TE_SUPERSPIKE                   = 1;
+const int       TE_GUNSHOT                      = 2;
+const int       TE_EXPLOSION                    = 3;
+const int       TE_TAREXPLOSION                 = 4;
+const int       TE_LIGHTNING1                   = 5;
+const int       TE_LIGHTNING2                   = 6;
+const int       TE_WIZSPIKE                     = 7;
+const int       TE_KNIGHTSPIKE                  = 8;
+const int       TE_LIGHTNING3                   = 9;
+const int       TE_LAVASPLASH                   = 10;
+const int       TE_TELEPORT                     = 11;
+const int   TE_EXPLOSION2                   = 12;
 // Darkplaces Additions
-const int      TE_EXPLOSIONRGB                                 = 53;
-const int              TE_GUNSHOTQUAD                                  = 57;
-const int              TE_EXPLOSIONQUAD                                = 70;
+const int   TE_EXPLOSIONRGB                 = 53;
+const int       TE_GUNSHOTQUAD                  = 57;
+const int       TE_EXPLOSIONQUAD                = 70;
 
 // Math Constants
-const int      EXTRA_LOW                                               = -99999999;
-const int      EXTRA_HIGH                                              = 99999999;
+const int   EXTRA_LOW                       = -99999999;
+const int   EXTRA_HIGH                      = 99999999;
 
 // Frik File Constants
-const int              FILE_READ                                               = 0;
-const int              FILE_APPEND                                             = 1;
-const int              FILE_WRITE                                              = 2;
+const int       FILE_READ                       = 0;
+const int       FILE_APPEND                     = 1;
+const int       FILE_WRITE                      = 2;
 
 // Button values used by input_buttons
 const int BUTTON_ATTACK = BIT(0);
@@ -123,16 +123,16 @@ const int BUTTON_14 = BIT(16);
 const int BUTTON_15 = BIT(17);
 const int BUTTON_16 = BIT(18);
 
-const int SOLID_NOT            = 0; // no interaction with other objects
-const int SOLID_TRIGGER        = 1; // touch on edge, but not blocking
-const int SOLID_BBOX           = 2; // touch on edge, block
-const int SOLID_SLIDEBOX       = 3; // touch on edge, but not an onground
-const int SOLID_BSP            = 4; // bsp clip, touch on edge, block
-const int SOLID_CORPSE         = 5; // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
+const int SOLID_NOT         = 0; // no interaction with other objects
+const int SOLID_TRIGGER     = 1; // touch on edge, but not blocking
+const int SOLID_BBOX        = 2; // touch on edge, block
+const int SOLID_SLIDEBOX    = 3; // touch on edge, but not an onground
+const int SOLID_BSP         = 4; // bsp clip, touch on edge, block
+const int SOLID_CORPSE  = 5;     // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
 
-const int MOVE_NORMAL = 0; // same as false
-const int MOVE_NOMONSTERS = 1; // same as true
-const int MOVE_MISSILE = 2; // save as movement with .move_movetype == MOVETYPE_FLYMISSILE
+const int MOVE_NORMAL = 0;       // same as false
+const int MOVE_NOMONSTERS = 1;   // same as true
+const int MOVE_MISSILE = 2;      // save as movement with .move_movetype == MOVETYPE_FLYMISSILE
 const int MOVE_HITMODEL = 4;
 const int MOVE_WORLDONLY = 3;