X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fconstants.qh;h=ccf2725db7eb2faebc4d85cf77274d8108e72e9d;hb=f5685dc712cda2a82063500c6fbe0f6db0c463b9;hp=d0149251f49f6827c80eb06eb33e246ed6b9b069;hpb=b660d4ba58150ab24834cfb104c3216693daa7d8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/constants.qh b/qcsrc/common/constants.qh index d0149251f..ccf2725db 100644 --- a/qcsrc/common/constants.qh +++ b/qcsrc/common/constants.qh @@ -36,17 +36,13 @@ const float TE_CSQC_NEXGUNBEAMPARTICLE = 104; const float TE_CSQC_LIGHTNINGARC = 105; const float TE_CSQC_TEAMNAGGER = 106; const float TE_CSQC_PINGPLREPORT = 107; -const float TE_CSQC_ANNOUNCE = 110; -const float TE_CSQC_TARGET_MUSIC = 111; -const float TE_CSQC_KILLNOTIFY = 112; -const float TE_CSQC_KILLCENTERPRINT = 113; -const float TE_CSQC_CENTERPRINT_GENERIC = 114; -const float TE_CSQC_WEAPONCOMPLAIN = 115; -const float TE_CSQC_NEX_SCOPE = 116; -const float TE_CSQC_MINELAYER_MAXMINES = 117; -const float TE_CSQC_HAGAR_MAXROCKETS = 118; -const float TE_CSQC_VEHICLESETUP = 119; -const float TE_CSQC_SVNOTICE = 120; +const float TE_CSQC_TARGET_MUSIC = 108; +const float TE_CSQC_WEAPONCOMPLAIN = 109; +const float TE_CSQC_NEX_SCOPE = 110; +const float TE_CSQC_MINELAYER_MAXMINES = 111; +const float TE_CSQC_HAGAR_MAXROCKETS = 112; +const float TE_CSQC_VEHICLESETUP = 113; +const float TE_CSQC_SVNOTICE = 114; const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder const float RACE_NET_CHECKPOINT_CLEAR = 1; @@ -97,6 +93,9 @@ 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_NOTIFICATION = 36; const float ENT_CLIENT_TURRET = 40; const float ENT_CLIENT_AUXILIARYXHAIR = 50; @@ -166,28 +165,6 @@ const float STAT_HAGAR_LOAD = 57; const float STAT_SWITCHINGWEAPON = 58; const float STAT_SUPERWEAPONS_FINISHED = 59; -// see DP source, quakedef.h -const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222; -const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223; -const float STAT_MOVEVARS_MAXSPEED = 244; -const float STAT_MOVEVARS_AIRACCEL_QW = 254; - -const float CTF_STATE_ATTACK = 1; -const float CTF_STATE_DEFEND = 2; -const float CTF_STATE_COMMANDER = 3; - -const float HUD_NORMAL = 0; -const float HUD_VEHICLE_FIRST = 10; -const float HUD_SPIDERBOT = 10; -const float HUD_WAKIZASHI = 11; -const float HUD_RAPTOR = 12; -const float HUD_BUMBLEBEE = 13; -const float HUD_VEHICLE_LAST = 13; - -const vector eX = '1 0 0'; -const vector eY = '0 1 0'; -const vector eZ = '0 0 1'; - const float STAT_VEHICLESTAT_HEALTH = 60; const float STAT_VEHICLESTAT_SHIELD = 61; const float STAT_VEHICLESTAT_ENERGY = 62; @@ -199,6 +176,8 @@ const float STAT_VEHICLESTAT_RELOAD2 = 66; const float STAT_SECRETS_TOTAL = 70; const float STAT_SECRETS_FOUND = 71; +const float STAT_RESPAWN_TIME = 72; + // mod stats (1xx) const float STAT_REDALIVE = 100; const float STAT_BLUEALIVE = 101; @@ -209,7 +188,7 @@ const float STAT_PINKALIVE = 103; const float STAT_FROZEN = 104; const float STAT_REVIVE_PROGRESS = 105; - +// domination const float STAT_DOM_TOTAL_PPS = 100; const float STAT_DOM_PPS_RED = 101; const float STAT_DOM_PPS_BLUE = 102; @@ -219,6 +198,29 @@ const float STAT_DOM_PPS_YELLOW = 104; //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin +// see DP source, quakedef.h +const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222; +const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223; +const float STAT_MOVEVARS_MAXSPEED = 244; +const float STAT_MOVEVARS_AIRACCEL_QW = 254; + +const float CTF_STATE_ATTACK = 1; +const float CTF_STATE_DEFEND = 2; +const float CTF_STATE_COMMANDER = 3; + +const float HUD_NORMAL = 0; +const float HUD_VEHICLE_FIRST = 10; +const float HUD_SPIDERBOT = 10; +const float HUD_WAKIZASHI = 11; +const float HUD_RAPTOR = 12; +const float HUD_BUMBLEBEE = 13; +const float HUD_BUMBLEBEE_GUN = 14; +const float HUD_VEHICLE_LAST = 14; + +const vector eX = '1 0 0'; +const vector eY = '0 1 0'; +const vector eZ = '0 0 1'; + // moved that here so the client knows the max. // # of maps, I'll use arrays for them :P #define MAPVOTE_COUNT 10 @@ -348,6 +350,9 @@ float PROJECTILE_SPIDERROCKET = 27; float PROJECTILE_WAKIROCKET = 28; float PROJECTILE_WAKICANNON = 29; +float PROJECTILE_BUMBLE_GUN = 30; +float PROJECTILE_BUMBLE_BEAM = 31; + float SPECIES_HUMAN = 0; float SPECIES_ROBOT_SOLID = 1; float SPECIES_ALIEN = 2; @@ -356,81 +361,6 @@ float SPECIES_ROBOT_RUSTY = 4; float SPECIES_ROBOT_SHINY = 5; float SPECIES_RESERVED = 15; -// Deathtypes (weapon deathtypes are the IT_* constants below) -// NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too. -float DEATH_SPECIAL_START = 10000; -float DEATH_FALL = 10000; -float DEATH_TELEFRAG = 10001; -float DEATH_DROWN = 10002; -float DEATH_HURTTRIGGER = 10003; -float DEATH_LAVA = 10004; -float DEATH_SLIME = 10005; -float DEATH_KILL = 10006; -float DEATH_NOAMMO = 10007; -float DEATH_SWAMP = 10008; -float DEATH_TEAMCHANGE = 10009; -float DEATH_AUTOTEAMCHANGE = 10010; -float DEATH_CAMP = 10011; -float DEATH_SHOOTING_STAR = 10012; -float DEATH_ROT = 10013; -float DEATH_MIRRORDAMAGE = 10014; -float DEATH_TOUCHEXPLODE = 10015; -float DEATH_CHEAT = 10016; -float DEATH_FIRE = 10017; -float DEATH_QUIET = 10021; - -float DEATH_VHFIRST = 10030; -float DEATH_VHCRUSH = 10030; -float DEATH_SBMINIGUN = 10031; -float DEATH_SBROCKET = 10032; -float DEATH_SBBLOWUP = 10033; -float DEATH_WAKIGUN = 10034; -float DEATH_WAKIROCKET = 10035; -float DEATH_WAKIBLOWUP = 10036; -float DEATH_RAPTOR_CANNON = 10037; -float DEATH_RAPTOR_BOMB = 10038; -float DEATH_RAPTOR_BOMB_SPLIT = 10039; -float DEATH_RAPTOR_DEATH = 10040; -float DEATH_VHLAST = 10040; -#define DEATH_ISVEHICLE(t) ((t) >= DEATH_VHFIRST && (t) <= DEATH_VHLAST) - -float DEATH_GENERIC = 10050; - -float DEATH_WEAPON = 10100; - -float DEATH_CUSTOM = 10300; - -float DEATH_TURRET = 10500; -float DEATH_TURRET_EWHEEL = 10501; -float DEATH_TURRET_FLAC = 10502; -float DEATH_TURRET_MACHINEGUN = 10503; -float DEATH_TURRET_WALKER_GUN = 10504; -float DEATH_TURRET_WALKER_MEELE = 10505; -float DEATH_TURRET_WALKER_ROCKET = 10506; -float DEATH_TURRET_HELLION = 10507; -float DEATH_TURRET_HK = 10508; -float DEATH_TURRET_MLRS = 10509; -float DEATH_TURRET_PLASMA = 10510; -float DEATH_TURRET_PHASER = 10511; -float DEATH_TURRET_TESLA = 10512; -float DEATH_TURRET_LAST = 10512; - -float DEATH_WEAPONMASK = 0xFF; -float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths -float HITTYPE_SECONDARY = 0x100; -float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage -float HITTYPE_BOUNCE = 0x400; -float HITTYPE_HEADSHOT = 0x800; // automatically set by Damage (if headshotbonus is set) -float HITTYPE_RESERVED = 0x1000; // unused yet - -// macros to access these -#define DEATH_ISTURRET(t) ((t) >= DEATH_TURRET && (t) <= DEATH_TURRET_LAST) -#define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START) -#define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK) -#define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w)) -#define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t)) -#define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST) - #define FRAGS_PLAYER 0 #define FRAGS_SPECTATOR -666 #define FRAGS_LMS_LOSER -616 @@ -445,62 +375,6 @@ float WATERLEVEL_SUBMERGED = 3; float MAX_SHOT_DISTANCE = 32768; -//centerprint ID list -float CPID_TEAMCHANGE = 1; -float CPID_CTF_CAPTURESHIELD = 2; -float CPID_MINSTA_FINDAMMO = 3; -float CPID_NIX_WPNCHANGE = 4; -float CPID_DISCONNECT_IDLING = 5; -float CPID_ROUND_STARTING = 6; -float CPID_GAME_STARTING = 7; -float CPID_TIMEOUT_COUNTDOWN = 8; -float CPID_MOTD = 9; -float CPID_KH_MSG = 10; -float CPID_PREVENT_JOIN = 11; - -// CSQC centerprint/notify message types -float MSG_SUICIDE = 0; -float MSG_KILL = 1; -float MSG_SPREE = 2; -float MSG_KILL_ACTION = 3; -float MSG_KILL_ACTION_SPREE = 4; -float MSG_INFO = 5; -float MSG_KA = 6; -float MSG_RACE = 10; - -float KILL_TEAM_RED = 12001; -float KILL_TEAM_BLUE = 12002; -float KILL_TEAM_SPREE = 12003; -float KILL_FIRST_BLOOD = 12004; -float KILL_FIRST_VICTIM = 12005; -float KILL_TYPEFRAG = 12006; -float KILL_TYPEFRAGGED = 12007; -float KILL_FRAG = 12008; -float KILL_FRAGGED = 12009; -float KILL_SPREE = 12010; -float KILL_END_SPREE = 12011; -float KILL_SPREE_3 = 12012; -float KILL_SPREE_5 = 12013; -float KILL_SPREE_10 = 12014; -float KILL_SPREE_15 = 12015; -float KILL_SPREE_20 = 12016; -float KILL_SPREE_25 = 12017; -float KILL_SPREE_30 = 12018; - -float INFO_GOTFLAG = 13001; -float INFO_PICKUPFLAG = 13002; -float INFO_LOSTFLAG = 13003; -float INFO_RETURNFLAG = 13004; -float INFO_CAPTUREFLAG = 13005; - -float KA_PICKUPBALL = 14001; -float KA_DROPBALL = 14002; - -float RACE_SERVER_RECORD = 15001; -float RACE_NEW_TIME = 15002; -float RACE_NEW_RANK = 15003; -float RACE_FAIL = 15004; - // weapon requests float WR_SETUP = 1; // (SVQC) setup weapon data float WR_THINK = 2; // (SVQC) logic to run every frame @@ -508,8 +382,8 @@ 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; // (CSQC) sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details) -float WR_KILLMESSAGE = 8; // (CSQC) sets w_deathtypestring or leaves it alone +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 @@ -517,43 +391,6 @@ 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 -float HUD_PANEL_WEAPONS = 0; -float HUD_PANEL_AMMO = 1; -float HUD_PANEL_POWERUPS = 2; -float HUD_PANEL_HEALTHARMOR = 3; -float HUD_PANEL_NOTIFY = 4; -float HUD_PANEL_TIMER = 5; -float HUD_PANEL_RADAR = 6; -float HUD_PANEL_SCORE = 7; -float HUD_PANEL_RACETIMER = 8; -float HUD_PANEL_VOTE = 9; -float HUD_PANEL_MODICONS = 10; -float HUD_PANEL_PRESSEDKEYS = 11; -float HUD_PANEL_CHAT = 12; -float HUD_PANEL_ENGINEINFO = 13; -float HUD_PANEL_INFOMESSAGES = 14; -float HUD_PANEL_PHYSICS = 15; -float HUD_PANEL_CENTERPRINT = 16; -float HUD_PANEL_NUM = 17; // always last panel id + 1, please increment when adding a new panel - -string HUD_PANELNAME_WEAPONS = "weapons"; -string HUD_PANELNAME_AMMO = "ammo"; -string HUD_PANELNAME_POWERUPS = "powerups"; -string HUD_PANELNAME_HEALTHARMOR = "healtharmor"; -string HUD_PANELNAME_NOTIFY = "notify"; -string HUD_PANELNAME_TIMER = "timer"; -string HUD_PANELNAME_RADAR = "radar"; -string HUD_PANELNAME_SCORE = "score"; -string HUD_PANELNAME_RACETIMER = "racetimer"; -string HUD_PANELNAME_VOTE = "vote"; -string HUD_PANELNAME_MODICONS = "modicons"; -string HUD_PANELNAME_PRESSEDKEYS = "pressedkeys"; -string HUD_PANELNAME_CHAT = "chat"; -string HUD_PANELNAME_ENGINEINFO = "engineinfo"; -string HUD_PANELNAME_INFOMESSAGES = "infomessages"; -string HUD_PANELNAME_PHYSICS = "physics"; -string HUD_PANELNAME_CENTERPRINT = "centerprint"; - #define SERVERFLAG_ALLOW_FULLBRIGHT 1 #define SERVERFLAG_TEAMPLAY 2 #define SERVERFLAG_PLAYERSTATS 4