3 // Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)
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4 const float MASK_ENGINE = 1;
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5 const float MASK_ENGINEVIEWMODELS = 2;
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6 const float MASK_NORMAL = 4;
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8 // Renderflag Constants (used for CSQC entities)
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9 const float RF_VIEWMODEL = 1;
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10 const float RF_EXTERNALMODEL = 2;
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11 const float RF_DEPTHHACK = 4;
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12 const float RF_ADDITIVE = 8;
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13 const float RF_USEAXIS = 16;
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15 // Viewflag Constants (use with R_SetView)
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16 const float VF_MIN = 1; //(vector)
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17 const float VF_MIN_X = 2; //(float)
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18 const float VF_MIN_Y = 3; //(float)
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19 const float VF_SIZE = 4; //(vector) (viewport size)
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20 const float VF_SIZE_Y = 5; //(float)
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21 const float VF_SIZE_X = 6; //(float)
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22 const float VF_VIEWPORT = 7; //(vector, vector)
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23 const float VF_FOV = 8; //(vector)
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24 const float VF_FOVX = 9; //(float)
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25 const float VF_FOVY = 10; //(float)
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26 const float VF_ORIGIN = 11; //(vector)
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27 const float VF_ORIGIN_X = 12; //(float)
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28 const float VF_ORIGIN_Y = 13; //(float)
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29 const float VF_ORIGIN_Z = 14; //(float)
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30 const float VF_ANGLES = 15; //(vector)
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31 const float VF_ANGLES_X = 16; //(float)
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32 const float VF_ANGLES_Y = 17; //(float)
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33 const float VF_ANGLES_Z = 18; //(float)
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34 const float VF_DRAWWORLD = 19; //(float)
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35 const float VF_DRAWENGINESBAR = 20; //(float)
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36 const float VF_DRAWCROSSHAIR = 21; //(float)
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37 const float VF_PERSPECTIVE = 200; //(float)
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39 const float VF_CL_VIEWANGLES = 33; //(vector)
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40 const float VF_CL_VIEWANGLES_X = 34; //(float)
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41 const float VF_CL_VIEWANGLES_Y = 35; //(float)
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42 const float VF_CL_VIEWANGLES_Z = 36; //(float)
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44 // Server Autosent Stat Constants
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45 const float STAT_HEALTH = 0;
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46 const float STAT_WEAPONMODEL = 2;
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47 const float STAT_AMMO = 3;
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48 const float STAT_ARMOR = 4;
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49 const float STAT_WEAPONFRAME = 5;
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50 // const float STAT_SHELLS = 6;
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51 // const float STAT_NAILS = 7;
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52 // const float STAT_ROCKETS = 8;
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53 // const float STAT_CELLS = 9;
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54 const float STAT_ACTIVEWEAPON = 10;
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55 const float STAT_TOTALSECRETS = 11;
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56 const float STAT_TOTALMONSTERS = 12;
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57 const float STAT_SECRETS = 13;
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58 const float STAT_MONSTERS = 14;
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59 const float STAT_ITEMS = 15;
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60 const float STAT_VIEWHEIGHT = 16;
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61 const float STAT_MOVEVARS_TICRATE = 240;
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62 const float STAT_MOVEVARS_TIMESCALE = 241;
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63 const float STAT_FRAGLIMIT = 235;
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64 const float STAT_TIMELIMIT = 236;
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65 const float STAT_MOVEVARS_GRAVITY = 242;
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66 const float STAT_MOVEVARS_MAXSPEED = 244;
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69 //const float CHAN_AUTO = 0;
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70 //const float CHAN_WEAPON = 1;
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71 //const float CHAN_VOICE = 2;
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72 //const float CHAN_ITEM = 3;
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73 //const float CHAN_BODY = 4;
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75 //const float ATTN_NONE = 0;
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76 //const float ATTN_NORM = 1;
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77 //const float ATTN_IDLE = 2;
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78 //const float ATTN_STATIC = 3;
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80 // Quake-style Point Contents
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81 const float CONTENT_EMPTY = -1;
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82 const float CONTENT_SOLID = -2;
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83 const float CONTENT_WATER = -3;
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84 const float CONTENT_SLIME = -4;
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85 const float CONTENT_LAVA = -5;
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86 const float CONTENT_SKY = -6;
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88 // Boolean Constants
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89 const float true = 1;
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90 const float false = 0;
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91 const float TRUE = 1;
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92 const float FALSE = 0;
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94 // Vector / Hull Constants
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95 const vector VEC_1 = '1 1 1';
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96 const vector VEC_0 = '0 0 0';
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97 const vector VEC_M1 = '-1 -1 -1';
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99 const vector VEC_HULL_MIN = '-16 -16 -24';
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100 const vector VEC_HULL_MAX = '16 16 32';
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102 // Effect Constants
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103 const float EF_NODRAW = 16;
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104 const float EF_ADDITIVE = 32;
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105 const float EF_BLUE = 64;
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106 const float EF_RED = 128;
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107 const float EF_FULLBRIGHT = 512;
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108 const float EF_FLAME = 1024;
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109 const float EF_STARDUST = 2048;
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110 const float EF_NOSHADOW = 4096;
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111 const float EF_NODEPTHTEST = 8192;
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113 // Quake Player Flag Constants
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114 const float PFL_ONGROUND = 1;
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115 const float PFL_CROUCH = 2;
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116 const float PFL_DEAD = 4;
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117 const float PFL_GIBBED = 8;
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119 // Quake Temporary Entity Constants
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120 const float TE_SPIKE = 0;
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121 const float TE_SUPERSPIKE = 1;
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122 const float TE_GUNSHOT = 2;
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123 const float TE_EXPLOSION = 3;
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124 const float TE_TAREXPLOSION = 4;
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125 const float TE_LIGHTNING1 = 5;
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126 const float TE_LIGHTNING2 = 6;
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127 const float TE_WIZSPIKE = 7;
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128 const float TE_KNIGHTSPIKE = 8;
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129 const float TE_LIGHTNING3 = 9;
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130 const float TE_LAVASPLASH = 10;
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131 const float TE_TELEPORT = 11;
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132 const float TE_EXPLOSION2 = 12;
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133 // Darkplaces Additions
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134 const float TE_EXPLOSIONRGB = 53;
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135 const float TE_GUNSHOTQUAD = 57;
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136 const float TE_EXPLOSIONQUAD = 70;
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139 const float EXTRA_LOW = -99999999;
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140 const float EXTRA_HIGH = 99999999;
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142 // Frik File Constants
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143 const float FILE_READ = 0;
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144 const float FILE_APPEND = 1;
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145 const float FILE_WRITE = 2;
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147 // Button values used by input_buttons
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148 const float BUTTON_ATTACK = 1;
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149 const float BUTTON_JUMP = 2;
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150 const float BUTTON_3 = 4;
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151 const float BUTTON_4 = 8;
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152 const float BUTTON_5 = 16;
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153 const float BUTTON_6 = 32;
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154 const float BUTTON7 = 64;
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155 const float BUTTON8 = 128;
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156 const float BUTTON_USE = 256;
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157 const float BUTTON_CHAT = 512;
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158 const float BUTTON_PRYDONCURSOR = 1024;
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159 const float BUTTON_9 = 2048;
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160 const float BUTTON_10 = 4096;
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161 const float BUTTON_11 = 8192;
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162 const float BUTTON_12 = 16384;
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163 const float BUTTON_13 = 32768;
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164 const float BUTTON_14 = 65536;
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165 const float BUTTON_15 = 131072;
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166 const float BUTTON_16 = 262144;
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168 const float DRAWFLAG_NORMAL = 0;
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169 const float DRAWFLAG_ADDITIVE = 1;
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170 const float DRAWFLAG_MODULATE = 2;
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171 const float DRAWFLAG_2XMODULATE = 3;
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172 const float DRAWFLAG_SCREEN = 4;
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173 const float DRAWFLAG_MIPMAP = 0x100; // only for R_BeginPolygon
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175 #define SOLID_NOT 0 // no interaction with other objects
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176 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
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177 #define SOLID_BBOX 2 // touch on edge, block
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178 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
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179 #define SOLID_BSP 4 // bsp clip, touch on edge, block
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180 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
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182 float MOVE_NORMAL = 0; // same as FALSE
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183 float MOVE_NOMONSTERS = 1; // same as TRUE
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184 float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
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185 float MOVE_HITMODEL = 4;
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186 float MOVE_WORLDONLY = 3;
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188 float CAMERA_FREE = 1;
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189 float CAMERA_CHASE = 2;
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191 float EF_NOMODELFLAGS = 8388608;
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