/** Sent as a temp entity from a persistent linked entity */
REGISTER_NET_TEMP(ENT_CLIENT_INIT)
-REGISTER_NET_LINKED(ENT_CLIENT_ENTCS)
REGISTER_NET_LINKED(ENT_CLIENT_SCORES_INFO)
REGISTER_NET_LINKED(ENT_CLIENT_SCORES)
REGISTER_NET_LINKED(ENT_CLIENT_TEAMSCORES)
const int SP_DMGTAKEN = 11;
// game mode specific indices are not in common/, but in server/scores_rules.qc!
-const int CH_INFO = 0;
-const int CH_TRIGGER = -3;
-const int CH_WEAPON_A = -1;
-const int CH_WEAPON_SINGLE = 1;
-const int CH_VOICE = -2;
-const int CH_BGM_SINGLE = 8;
-const int CH_AMBIENT = -9;
-const int CH_TRIGGER_SINGLE = 3;
-const int CH_SHOTS = -4;
-const int CH_SHOTS_SINGLE = 4;
-const int CH_WEAPON_B = -1;
-const int CH_PAIN = -6;
-const int CH_PAIN_SINGLE = 6;
-const int CH_PLAYER = -7;
-const int CH_PLAYER_SINGLE = 7;
-const int CH_TUBA_SINGLE = 5;
-
-const float ATTEN_NONE = 0;
-const float ATTEN_MIN = 0.015625;
-const float ATTEN_NORM = 0.5;
-const float ATTEN_LARGE = 1;
-const float ATTEN_IDLE = 2;
-const float ATTEN_STATIC = 3;
-const float ATTEN_MAX = 3.984375;
-
-const float VOL_BASE = 0.7;
-const float VOL_BASEVOICE = 1.0;
-
// WEAPONTODO: move this into separate/new projectile handling code // this sets sounds and other properties of the projectiles in csqc
const int PROJECTILE_ELECTRO = 1;
const int PROJECTILE_ROCKET = 2;
const int PROJECTILE_ROCKETMINSTA_LASER = 34;
+const int PROJECTILE_ARC_BOLT = 35;
+
// projectile IDs 40-50 reserved
const int PROJECTILE_RPC = 60;
const int WATERLEVEL_WETFEET = 1;
const int WATERLEVEL_SWIMMING = 2;
const int WATERLEVEL_SUBMERGED = 3;
+
+// server flags
const int SERVERFLAG_ALLOW_FULLBRIGHT = 1;
const int SERVERFLAG_TEAMPLAY = 2;
const int SERVERFLAG_PLAYERSTATS = 4;
vector autocvar_sv_player_headsize = '24 24 12';
-// not so constant
-#ifdef SVQC
-#define PL_VIEW_OFS autocvar_sv_player_viewoffset
-#define PL_MIN autocvar_sv_player_mins
-#define PL_MAX autocvar_sv_player_maxs
-#define PL_CROUCH_VIEW_OFS autocvar_sv_player_crouch_viewoffset
-#define PL_CROUCH_MIN autocvar_sv_player_crouch_mins
-#define PL_CROUCH_MAX autocvar_sv_player_crouch_maxs
-#define PL_HEAD autocvar_sv_player_headsize
-#elif defined(CSQC)
-#define PL_VIEW_OFS vec3(getstatf(STAT_PL_VIEW_OFS1), getstatf(STAT_PL_VIEW_OFS2), getstatf(STAT_PL_VIEW_OFS3))
-#define PL_MIN vec3(getstatf(STAT_PL_MIN1), getstatf(STAT_PL_MIN2), getstatf(STAT_PL_MIN3))
-#define PL_MAX vec3(getstatf(STAT_PL_MAX1), getstatf(STAT_PL_MAX2), getstatf(STAT_PL_MAX3))
-#define PL_CROUCH_VIEW_OFS vec3(getstatf(STAT_PL_CROUCH_VIEW_OFS1), getstatf(STAT_PL_CROUCH_VIEW_OFS2), getstatf(STAT_PL_CROUCH_VIEW_OFS3))
-#define PL_CROUCH_MIN vec3(getstatf(STAT_PL_CROUCH_MIN1), getstatf(STAT_PL_CROUCH_MIN2), getstatf(STAT_PL_CROUCH_MIN3))
-#define PL_CROUCH_MAX vec3(getstatf(STAT_PL_CROUCH_MAX1), getstatf(STAT_PL_CROUCH_MAX2), getstatf(STAT_PL_CROUCH_MAX3))
-#endif
-
// a bit more constant
const vector PL_MAX_CONST = '16 16 45';
const vector PL_MIN_CONST = '-16 -16 -24';