X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqc_constants.qc;h=f11c31c62244c9c1667800e6353c1a51d0e25732;hb=c24c0ac5d2fb38c25ab33c552bf8959d0976058f;hp=0016196bac4f615bb0df44c5893d771ec95f0d49;hpb=39380aa9e45dbc545f5fe241c0002ce65a6f635e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/csqc_constants.qc b/qcsrc/client/csqc_constants.qc index 0016196ba..f11c31c62 100644 --- a/qcsrc/client/csqc_constants.qc +++ b/qcsrc/client/csqc_constants.qc @@ -1,82 +1,54 @@ +// MenuQC redefines world, change define it here to be safe #define world world // Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask) -const float MASK_ENGINE = 1; -const float MASK_ENGINEVIEWMODELS = 2; -const float MASK_NORMAL = 4; +const int MASK_ENGINE = 1; +const int MASK_ENGINEVIEWMODELS = 2; +const int MASK_NORMAL = 4; // Renderflag Constants (used for CSQC entities) -const float RF_VIEWMODEL = 1; -const float RF_EXTERNALMODEL = 2; -const float RF_DEPTHHACK = 4; -const float RF_ADDITIVE = 8; -const float RF_USEAXIS = 16; +const int RF_VIEWMODEL = 1; +const int RF_EXTERNALMODEL = 2; +const int RF_DEPTHHACK = 4; +const int RF_ADDITIVE = 8; +const int RF_USEAXIS = 16; // Viewflag Constants (use with R_SetView) -const float VF_MIN = 1; //(vector) -const float VF_MIN_X = 2; //(float) -const float VF_MIN_Y = 3; //(float) -const float VF_SIZE = 4; //(vector) (viewport size) -const float VF_SIZE_Y = 5; //(float) -const float VF_SIZE_X = 6; //(float) -const float VF_VIEWPORT = 7; //(vector, vector) -const float VF_FOV = 8; //(vector) -const float VF_FOVX = 9; //(float) -const float VF_FOVY = 10; //(float) -const float VF_ORIGIN = 11; //(vector) -const float VF_ORIGIN_X = 12; //(float) -const float VF_ORIGIN_Y = 13; //(float) -const float VF_ORIGIN_Z = 14; //(float) -const float VF_ANGLES = 15; //(vector) -const float VF_ANGLES_X = 16; //(float) -const float VF_ANGLES_Y = 17; //(float) -const float VF_ANGLES_Z = 18; //(float) -const float VF_DRAWWORLD = 19; //(float) -const float VF_DRAWENGINEHUD = 20; //(float) -const float VF_DRAWCROSSHAIR = 21; //(float) -const float VF_PERSPECTIVE = 200; //(float) - -const float VF_CL_VIEWANGLES = 33; //(vector) -const float VF_CL_VIEWANGLES_X = 34; //(float) -const float VF_CL_VIEWANGLES_Y = 35; //(float) -const float VF_CL_VIEWANGLES_Z = 36; //(float) - -// Server Autosent Stat Constants -const float STAT_HEALTH = 0; -const float STAT_WEAPONMODEL = 2; -const float STAT_AMMO = 3; -const float STAT_ARMOR = 4; -const float STAT_WEAPONFRAME = 5; -const float STAT_SHELLS = 6; -const float STAT_NAILS = 7; -const float STAT_ROCKETS = 8; -const float STAT_CELLS = 9; -const float STAT_ACTIVEWEAPON = 10; -const float STAT_TOTALSECRETS = 11; -const float STAT_TOTALMONSTERS = 12; -const float STAT_SECRETS = 13; -const float STAT_MONSTERS = 14; -const float STAT_ITEMS = 15; -const float STAT_VIEWHEIGHT = 16; -const float STAT_MOVEVARS_TICRATE = 240; -const float STAT_MOVEVARS_TIMESCALE = 241; -const float STAT_FRAGLIMIT = 235; -const float STAT_TIMELIMIT = 236; -const float STAT_MOVEVARS_GRAVITY = 242; +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 float CONTENT_EMPTY = -1; -const float CONTENT_SOLID = -2; -const float CONTENT_WATER = -3; -const float CONTENT_SLIME = -4; -const float CONTENT_LAVA = -5; -const float CONTENT_SKY = -6; - -// Boolean Constants -const float true = 1; -const float false = 0; -const float TRUE = 1; -const float FALSE = 0; +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'; @@ -87,85 +59,85 @@ const vector VEC_HULL_MIN = '-16 -16 -24'; const vector VEC_HULL_MAX = '16 16 32'; // Effect Constants -const float EF_NODRAW = 16; -const float EF_ADDITIVE = 32; -const float EF_BLUE = 64; -const float EF_RED = 128; -const float EF_FULLBRIGHT = 512; -const float EF_FLAME = 1024; -const float EF_STARDUST = 2048; -const float EF_NOSHADOW = 4096; -const float EF_NODEPTHTEST = 8192; +const int EF_NODRAW = 16; +const int EF_ADDITIVE = 32; +const int EF_BLUE = 64; +const int EF_RED = 128; +const int EF_FULLBRIGHT = 512; +const int EF_FLAME = 1024; +const int EF_STARDUST = 2048; +const int EF_NOSHADOW = 4096; +const int EF_NODEPTHTEST = 8192; // Quake Player Flag Constants -const float PFL_ONGROUND = 1; -const float PFL_CROUCH = 2; -const float PFL_DEAD = 4; -const float PFL_GIBBED = 8; +const int PFL_ONGROUND = 1; +const int PFL_CROUCH = 2; +const int PFL_DEAD = 4; +const int PFL_GIBBED = 8; // Quake Temporary Entity Constants -const float TE_SPIKE = 0; -const float TE_SUPERSPIKE = 1; -const float TE_GUNSHOT = 2; -const float TE_EXPLOSION = 3; -const float TE_TAREXPLOSION = 4; -const float TE_LIGHTNING1 = 5; -const float TE_LIGHTNING2 = 6; -const float TE_WIZSPIKE = 7; -const float TE_KNIGHTSPIKE = 8; -const float TE_LIGHTNING3 = 9; -const float TE_LAVASPLASH = 10; -const float TE_TELEPORT = 11; -const float 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 float TE_EXPLOSIONRGB = 53; -const float TE_GUNSHOTQUAD = 57; -const float TE_EXPLOSIONQUAD = 70; +const int TE_EXPLOSIONRGB = 53; +const int TE_GUNSHOTQUAD = 57; +const int TE_EXPLOSIONQUAD = 70; // Math Constants -const float EXTRA_LOW = -99999999; -const float EXTRA_HIGH = 99999999; +const int EXTRA_LOW = -99999999; +const int EXTRA_HIGH = 99999999; // Frik File Constants -const float FILE_READ = 0; -const float FILE_APPEND = 1; -const float 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 float BUTTON_ATTACK = 1; -const float BUTTON_JUMP = 2; -const float BUTTON_3 = 4; -const float BUTTON_4 = 8; -const float BUTTON_5 = 16; -const float BUTTON_6 = 32; -const float BUTTON7 = 64; -const float BUTTON8 = 128; -const float BUTTON_USE = 256; -const float BUTTON_CHAT = 512; -const float BUTTON_PRYDONCURSOR = 1024; -const float BUTTON_9 = 2048; -const float BUTTON_10 = 4096; -const float BUTTON_11 = 8192; -const float BUTTON_12 = 16384; -const float BUTTON_13 = 32768; -const float BUTTON_14 = 65536; -const float BUTTON_15 = 131072; -const float BUTTON_16 = 262144; - -#define SOLID_NOT 0 // no interaction with other objects -#define SOLID_TRIGGER 1 // touch on edge, but not blocking -#define SOLID_BBOX 2 // touch on edge, block -#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground -#define SOLID_BSP 4 // bsp clip, touch on edge, block -#define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters) - -const float MOVE_NORMAL = 0; // same as FALSE -const float MOVE_NOMONSTERS = 1; // same as TRUE -const float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE -const float MOVE_HITMODEL = 4; -const float MOVE_WORLDONLY = 3; - -const float CAMERA_FREE = 1; -const float CAMERA_CHASE = 2; - -const float EF_NOMODELFLAGS = 8388608; +const int BUTTON_ATTACK = 1; +const int BUTTON_JUMP = 2; +const int BUTTON_3 = 4; +const int BUTTON_4 = 8; +const int BUTTON_5 = 16; +const int BUTTON_6 = 32; +const int BUTTON7 = 64; +const int BUTTON8 = 128; +const int BUTTON_USE = 256; +const int BUTTON_CHAT = 512; +const int BUTTON_PRYDONCURSOR = 1024; +const int BUTTON_9 = 2048; +const int BUTTON_10 = 4096; +const int BUTTON_11 = 8192; +const int BUTTON_12 = 16384; +const int BUTTON_13 = 32768; +const int BUTTON_14 = 65536; +const int BUTTON_15 = 131072; +const int BUTTON_16 = 262144; + +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 .movetype == MOVETYPE_FLYMISSILE +const int MOVE_HITMODEL = 4; +const int MOVE_WORLDONLY = 3; + +const int CAMERA_FREE = 1; +const int CAMERA_CHASE = 2; + +const int EF_NOMODELFLAGS = 8388608;