const float TE_CSQC_RACE = 101;
const float TE_CSQC_ZCURVEPARTICLES = 102;
const float TE_CSQC_NEXGUNBEAMPARTICLE = 103;
-const float TE_CSQC_LIGHTNINGARC = 104;
+const float TE_CSQC_ARC = 104;
const float TE_CSQC_TEAMNAGGER = 105;
const float TE_CSQC_PINGPLREPORT = 106;
const float TE_CSQC_TARGET_MUSIC = 107;
const float TE_CSQC_HAGAR_MAXROCKETS = 111;
const float TE_CSQC_VEHICLESETUP = 112;
const float TE_CSQC_SVNOTICE = 113;
+const float TE_CSQC_SHOCKWAVEPARTICLE = 114;
const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
const float RACE_NET_CHECKPOINT_CLEAR = 1;
const float ENT_CLIENT_TRIGGER_MUSIC = 26;
const float ENT_CLIENT_HOOK = 27;
const float ENT_CLIENT_ELECTRO_BEAM = 28;
-const float ENT_CLIENT_LIGHTNING_BEAM = 29;
-const float ENT_CLIENT_GAUNTLET = 30;
-const float ENT_CLIENT_ACCURACY = 31;
-const float ENT_CLIENT_SHOWNAMES = 32;
-const float ENT_CLIENT_WARPZONE_TELEPORTED = 33;
-const float ENT_CLIENT_MODEL = 34;
-const float ENT_CLIENT_ITEM = 35;
-const float ENT_CLIENT_BUMBLE_RAYGUN = 36;
-const float ENT_CLIENT_SPAWNPOINT = 37;
-const float ENT_CLIENT_SPAWNEVENT = 38;
-const float ENT_CLIENT_NOTIFICATION = 39;
+const float ENT_CLIENT_ARC_BEAM = 29;
+const float ENT_CLIENT_ACCURACY = 30;
+const float ENT_CLIENT_SHOWNAMES = 31;
+const float ENT_CLIENT_WARPZONE_TELEPORTED = 32;
+const float ENT_CLIENT_MODEL = 33;
+const float ENT_CLIENT_ITEM = 34;
+const float ENT_CLIENT_BUMBLE_RAYGUN = 35;
+const float ENT_CLIENT_SPAWNPOINT = 36;
+const float ENT_CLIENT_SPAWNEVENT = 37;
+const float ENT_CLIENT_NOTIFICATION = 38;
const float ENT_CLIENT_TURRET = 40;
const float ENT_CLIENT_AUXILIARYXHAIR = 50;
float PROJECTILE_BUMBLE_GUN = 30;
float PROJECTILE_BUMBLE_BEAM = 31;
+float PROJECTILE_NADE_RED = 50;
+float PROJECTILE_NADE_RED_BURN = 51;
+float PROJECTILE_NADE_BLUE = 52;
+float PROJECTILE_NADE_BLUE_BURN = 53;
+float PROJECTILE_NADE_YELLOW = 54;
+float PROJECTILE_NADE_YELLOW_BURN = 55;
+float PROJECTILE_NADE_PINK = 56;
+float PROJECTILE_NADE_PINK_BURN = 57;
+float PROJECTILE_NADE = 58;
+float PROJECTILE_NADE_BURN = 59;
+
float SPECIES_HUMAN = 0;
float SPECIES_ROBOT_SOLID = 1;
float SPECIES_ALIEN = 2;
float WATERLEVEL_SWIMMING = 2;
float WATERLEVEL_SUBMERGED = 3;
-float MAX_SHOT_DISTANCE = 32768;
-
-// weapon requests
-float WR_SETUP = 1; // (SVQC) setup weapon data
-float WR_THINK = 2; // (SVQC) logic to run every frame
-float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
-float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
-float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
-float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
-float WR_SUICIDEMESSAGE = 7; // (SVQC) notification number for suicide message (may inspect w_deathtype for details)
-float WR_KILLMESSAGE = 8; // (SVQC) notification number for kill message (may inspect w_deathtype for details)
-float WR_RELOAD = 9; // (SVQC) does not need to do anything
-float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
-float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
-float WR_SWITCHABLE = 12; // (CSQC) impact effect
-float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
-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
-
#define SERVERFLAG_ALLOW_FULLBRIGHT 1
#define SERVERFLAG_TEAMPLAY 2
#define SERVERFLAG_PLAYERSTATS 4