1 // COMMIT-TODO: Update if necessary before committing
2 // Revision 1: additional statistics sent (flag caps, returns, deaths)
3 // Revision 2: Mapvote preview pictures
4 // Revision 3: optimized map vote protocol
5 // Revision 4: CSQC config var system
6 // Revision 5: mapvote time fix
7 // Revision 6: more robust against packet loss/delays, also show not yet connected clients
8 // Revision 7: packet loss column
10 // Revision 9: race delta
11 // Revision 10: scoreboard force
12 // Revision 11: scoreboard unforce; spectator support beginning
13 // Revision 12: smaller scores updates (SERVER: requires new engine)
14 // Revision 13: pointparticles
17 // Revision 16: multi-weapons
18 // Revision 17: multi-weaponimpulses
19 // Revision 18: warmup
21 // Revision 20: naggers
22 // Revision 21: entcs for players optimized (position data down from 12 to 7 bytes); waypointsprites in csqc for team radar
23 // Revision 22: hook shot origin
24 #define CSQC_REVISION 22
26 // probably put these in common/
27 // so server/ and client/ can be synced better
28 const float GAME_DEATHMATCH = 1;
29 const float GAME_TEAM_DEATHMATCH = 2;
30 const float GAME_DOMINATION = 3;
31 const float GAME_CTF = 4;
32 const float GAME_RUNEMATCH = 5;
33 const float GAME_LMS = 6;
34 const float GAME_ARENA = 7;
35 const float GAME_KEYHUNT = 8;
36 const float GAME_ASSAULT = 9;
37 const float GAME_ONSLAUGHT = 10;
38 const float GAME_RACE = 11;
39 const float GAME_NEXBALL = 12;
40 const float GAME_CTS = 13;
41 const float GAME_CA = 14;
43 const float AS_STRING = 1;
44 const float AS_INT = 2;
45 const float AS_FLOAT_TRUNCATED = 2;
46 const float AS_FLOAT = 8;
48 const float TE_CSQC_PICTURE = 100;
49 const float TE_CSQC_RACE = 101;
50 const float TE_CSQC_SPAWN = 102;
51 const float TE_CSQC_ZCURVEPARTICLES = 103;
52 const float TE_CSQC_NEXGUNBEAMPARTICLE = 104;
53 const float TE_CSQC_LIGHTNINGARC = 105;
54 const float TE_CSQC_TEAMNAGGER = 106;
55 const float TE_CSQC_PINGPLREPORT = 107;
56 const float TE_CSQC_VOTE = 108;
57 const float TE_CSQC_VOTERESET = 109;
58 const float TE_CSQC_ANNOUNCE = 110;
59 const float TE_CSQC_TARGET_MUSIC = 111;
60 const float TE_CSQC_NOTIFY = 112;
61 const float TE_CSQC_WEAPONCOMPLAIN = 113;
63 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
64 const float RACE_NET_CHECKPOINT_CLEAR = 1;
65 const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder
66 const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent
67 const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent
68 const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder
69 const float RACE_NET_PENALTY_RACE = 6; // byte penaltytime, string reason
70 const float RACE_NET_PENALTY_QUALIFYING = 7; // byte penaltytime, string reason
71 const float RACE_NET_SERVER_RECORD = 8; // server record, sent to client
72 const float RACE_NET_SPEED_AWARD = 9; // speed award, sent to client
73 const float RACE_NET_SPEED_AWARD_BEST = 10; // all time best speed award, sent to client
74 const float RACE_NET_SERVER_RANKINGS = 11;
75 const float RACE_NET_SERVER_STATUS = 12;
76 const float RANKINGS_CNT = 15;
78 const float CSQC_KILLNOTIFY = 0;
79 const float CSQC_CENTERPRINT = 1;
81 const float ENT_CLIENT = 0;
82 const float ENT_CLIENT_DEAD = 1;
83 const float ENT_CLIENT_ENTCS = 2;
84 const float ENT_CLIENT_SCORES_INFO = 3;
85 const float ENT_CLIENT_SCORES = 4;
86 const float ENT_CLIENT_TEAMSCORES = 5;
87 const float ENT_CLIENT_POINTPARTICLES = 6;
88 const float ENT_CLIENT_RAINSNOW = 7;
89 const float ENT_CLIENT_LASER = 8;
90 const float ENT_CLIENT_NAGGER = 9; // flags [votecalledvote]
91 const float ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable]
92 const float ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor]
93 const float ENT_CLIENT_PROJECTILE = 12;
94 const float ENT_CLIENT_GIBSPLASH = 13;
95 const float ENT_CLIENT_DAMAGEINFO = 14;
96 const float ENT_CLIENT_CASING = 15;
97 const float ENT_CLIENT_INIT = 16;
98 const float ENT_CLIENT_MAPVOTE = 17;
99 const float ENT_CLIENT_CLIENTDATA = 18;
100 const float ENT_CLIENT_RANDOMSEED = 19;
101 const float ENT_CLIENT_WALL = 20;
102 const float ENT_CLIENT_SPIDERBOT = 21;
103 const float ENT_CLIENT_MODELEFFECT = 22;
104 const float ENT_CLIENT_TUBANOTE = 23;
105 const float ENT_CLIENT_WARPZONE = 24;
106 const float ENT_CLIENT_WARPZONE_CAMERA = 25;
107 const float ENT_CLIENT_TRIGGER_MUSIC = 26;
109 const float ENT_CLIENT_TURRET = 40;
111 const float SPRITERULE_DEFAULT = 0;
112 const float SPRITERULE_TEAMPLAY = 1;
114 const float RADARICON_FLAG = 1;
115 const float RADARICON_FLAGCARRIER = 1;
116 const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them
117 const float RADARICON_DANGER = 1;
118 const float RADARICON_WAYPOINT = 1;
119 const float RADARICON_HELPME = 1;
120 const float RADARICON_CONTROLPOINT = 1;
121 const float RADARICON_GENERATOR = 1;
122 const float RADARICON_OBJECTIVE = 1;
123 const float RADARICON_DOMPOINT = 1;
124 const float RADARICON_POWERUP = 1;
126 ///////////////////////////
130 // these are the key numbers that should be passed to Key_Event
132 const float K_TAB = 9;
133 const float K_ENTER = 13;
134 const float K_ESCAPE = 27;
135 const float K_SPACE = 32;
137 // normal keys should be passed as lowercased ascii
139 const float K_BACKSPACE = 127;
140 const float K_UPARROW = 128;
141 const float K_DOWNARROW = 129;
142 const float K_LEFTARROW = 130;
143 const float K_RIGHTARROW = 131;
145 const float K_ALT = 132;
146 const float K_CTRL = 133;
147 const float K_SHIFT = 134;
149 const float K_F1 = 135;
150 const float K_F2 = 136;
151 const float K_F3 = 137;
152 const float K_F4 = 138;
153 const float K_F5 = 139;
154 const float K_F6 = 140;
155 const float K_F7 = 141;
156 const float K_F8 = 142;
157 const float K_F9 = 143;
158 const float K_F10 = 144;
159 const float K_F11 = 145;
160 const float K_F12 = 146;
162 const float K_INS = 147;
163 const float K_DEL = 148;
164 const float K_PGDN = 149;
165 const float K_PGUP = 150;
166 const float K_HOME = 151;
167 const float K_END = 152;
169 const float K_NUMLOCK = 154;
170 const float K_CAPSLOCK = 155;
171 const float K_SCROLLOCK = 156;
173 const float K_KP_0 = 157;
174 const float K_KP_INS = K_KP_0;
175 const float K_KP_1 = 158;
176 const float K_KP_END = K_KP_1;
177 const float K_KP_2 = 159;
178 const float K_KP_DOWNARROW = K_KP_2;
179 const float K_KP_3 = 160;
180 const float K_KP_PGDN = K_KP_3;
181 const float K_KP_4 = 161;
182 const float K_KP_LEFTARROW = K_KP_4;
183 const float K_KP_5 = 162;
184 const float K_KP_6 = 163;
185 const float K_KP_RIGHTARROW = K_KP_6;
186 const float K_KP_7 = 164;
187 const float K_KP_HOME = K_KP_7;
188 const float K_KP_8 = 165;
189 const float K_KP_UPARROW = K_KP_8;
190 const float K_KP_9 = 166;
191 const float K_KP_PGUP = K_KP_9;
192 const float K_KP_PERIOD = 167;
193 const float K_KP_DEL = K_KP_PERIOD;
194 const float K_KP_DIVIDE = 168;
195 const float K_KP_SLASH = K_KP_DIVIDE;
196 const float K_KP_MULTIPLY = 169;
197 const float K_KP_MINUS = 170;
198 const float K_KP_PLUS = 171;
199 const float K_KP_ENTER = 172;
200 const float K_KP_EQUALS = 173;
202 const float K_PAUSE = 255;
207 const float K_JOY1 = 768;
208 const float K_JOY2 = 769;
209 const float K_JOY3 = 770;
210 const float K_JOY4 = 771;
213 // aux keys are for multi-buttoned joysticks to generate so they can use
214 // the normal binding process
216 const float K_AUX1 = 772;
217 const float K_AUX2 = 773;
218 const float K_AUX3 = 774;
219 const float K_AUX4 = 775;
220 const float K_AUX5 = 776;
221 const float K_AUX6 = 777;
222 const float K_AUX7 = 778;
223 const float K_AUX8 = 779;
224 const float K_AUX9 = 780;
225 const float K_AUX10 = 781;
226 const float K_AUX11 = 782;
227 const float K_AUX12 = 783;
228 const float K_AUX13 = 784;
229 const float K_AUX14 = 785;
230 const float K_AUX15 = 786;
231 const float K_AUX16 = 787;
232 const float K_AUX17 = 788;
233 const float K_AUX18 = 789;
234 const float K_AUX19 = 790;
235 const float K_AUX20 = 791;
236 const float K_AUX21 = 792;
237 const float K_AUX22 = 793;
238 const float K_AUX23 = 794;
239 const float K_AUX24 = 795;
240 const float K_AUX25 = 796;
241 const float K_AUX26 = 797;
242 const float K_AUX27 = 798;
243 const float K_AUX28 = 799;
244 const float K_AUX29 = 800;
245 const float K_AUX30 = 801;
246 const float K_AUX31 = 802;
247 const float K_AUX32 = 803;
250 // mouse buttons generate virtual keys
252 const float K_MOUSE1 = 512;
253 const float K_MOUSE2 = 513;
254 const float K_MOUSE3 = 514;
255 const float K_MWHEELUP = 515;
256 const float K_MWHEELDOWN = 516;
257 const float K_MOUSE4 = 517;
258 const float K_MOUSE5 = 518;
259 const float K_MOUSE6 = 519;
260 const float K_MOUSE7 = 520;
261 const float K_MOUSE8 = 521;
262 const float K_MOUSE9 = 522;
263 const float K_MOUSE10 = 523;
264 const float K_MOUSE11 = 524;
265 const float K_MOUSE12 = 525;
266 const float K_MOUSE13 = 526;
267 const float K_MOUSE14 = 527;
268 const float K_MOUSE15 = 528;
269 const float K_MOUSE16 = 529;
271 ///////////////////////////
273 const float KEY_FORWARD = 1;
274 const float KEY_BACKWARD = 2;
275 const float KEY_LEFT = 4;
276 const float KEY_RIGHT = 8;
277 const float KEY_JUMP = 16;
278 const float KEY_CROUCH = 32;
280 ///////////////////////////
284 float CVAR_NOTIFY = 2;
285 float CVAR_READONLY = 4;
287 ///////////////////////////
288 // csqc communication stuff
290 const float STAT_KH_KEYS = 32;
291 const float STAT_CTF_STATE = 33;
292 const float STAT_WEAPONS = 35;
293 const float STAT_SWITCHWEAPON = 36;
294 const float STAT_GAMESTARTTIME = 37;
295 const float STAT_STRENGTH_FINISHED = 38;
296 const float STAT_INVINCIBLE_FINISHED = 39;
297 const float STAT_DAMAGE_HITS = 40; // Used by the weapon stats code, represents the total amount of damage done to other players
298 const float STAT_DAMAGE_FIRED = 41;// Used by the weapon stats code, represents the total amount of potential damage fired
299 const float STAT_PRESSED_KEYS = 42;
300 const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
301 const float STAT_FUEL = 44;
302 const float STAT_NB_METERSTART = 45;
303 const float STAT_SHOTORG = 46; // compressShotOrigin
304 const float STAT_LEADLIMIT = 47;
305 const float STAT_BULLETS_LOADED = 48;
307 // see DP source, quakedef.h
308 const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
309 const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
310 const float STAT_MOVEVARS_AIRACCEL_QW = 254;
312 const float CTF_STATE_ATTACK = 1;
313 const float CTF_STATE_DEFEND = 2;
314 const float CTF_STATE_COMMANDER = 3;
316 const float STAT_HUD = 50;
317 const float HUD_NORMAL = 0;
318 const float HUD_SPIDERBOT = 10;
319 const float HUD_WAKIZASHI = 11;
320 const float HUD_RAPTOR = 12;
321 const vector eX = '1 0 0';
322 const vector eY = '0 1 0';
323 const vector eZ = '0 0 1';
325 const float STAT_VEHICLESTAT_HEALTH = 60;
326 const float STAT_VEHICLESTAT_SHIELD = 61;
327 const float STAT_VEHICLESTAT_ENERGY = 62;
328 const float STAT_VEHICLESTAT_AMMO1 = 63;
329 const float STAT_VEHICLESTAT_RELOAD1 = 64;
330 const float STAT_VEHICLESTAT_AMMO2 = 65;
331 const float STAT_VEHICLESTAT_RELOAD2 = 66;
333 //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin
334 //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin
339 // moved that here so the client knows the max.
340 // # of maps, I'll use arrays for them :P
341 #define MAPVOTE_COUNT 10
344 * Lower scores are better (e.g. suicides)
346 #define SFL_LOWER_IS_BETTER 1
349 * Don't show zero values as scores
351 #define SFL_HIDE_ZERO 2
354 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
356 #define SFL_ALLOW_HIDE 16
359 * Display as a rank (with st, nd, rd, th suffix)
364 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
368 // not an extra constant yet
369 #define SFL_ZERO_IS_WORST SFL_TIME
372 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
374 #define SFL_SORT_PRIO_SECONDARY 4
375 #define SFL_SORT_PRIO_PRIMARY 8
376 #define SFL_SORT_PRIO_MASK 12
382 #define MAX_TEAMSCORE 2
387 #define SP_SUICIDES 2
389 // game mode specific indices are not in common/, but in server/scores_rules.qc!
391 // this assignment must match menu/xonotic/dialog_settings_misc.c!
393 // on world: announcers, ... INFO
394 // on players: item pickup ITEMS
395 // on entities: UNUSED
397 float CHAN_WEAPON = 1; // Weapon fire
399 // on players: weapon firing WEAPONS
400 // on entities: turret firing WEAPONS
402 float CHAN_VOICE = 2; // Voice/Radio
404 // on players: voice VOICE
405 // on entities: ambient AMBIENT
406 // on csqc: background music BGM
407 float CHAN_TRIGGER = 3; // Triggers/Items
409 // on players: item pickup ITEMS
410 // on entities: platforms moving etc. ITEMS
412 float CHAN_PROJECTILE = 4; // Projectiles
414 // on players: projectiles hitting player SHOTS
415 // on entities: projectiles SHOTS
416 // on csqc: projectile sounds SHOTS
417 float CHAN_WEAPON2 = 5; // Nex fire (separated as it is a very long sound)
419 // on players: weapon firing WEAPONS
420 // on entities: turret firing WEAPONS
422 float CHAN_PAIN = 6; // Pain
424 // on players: pain PAIN
425 // on entities: projectiles flying SHOTS
426 // on csqc: player pain PAIN
427 float CHAN_PLAYER = 7; // Player body
429 // on players: player sounds PLAYER
430 // on entities: player sounds PLAYER
434 float ATTN_MIN = 0.015625;
435 float ATTN_NORM = 0.5;
437 float ATTN_STATIC = 3;
438 float ATTN_MAX = 3.984375;
441 #define VOL_BASEVOICE 1.0
443 // this sets sounds and other properties of the projectiles in csqc
444 float PROJECTILE_ELECTRO = 1;
445 float PROJECTILE_ROCKET = 2;
446 float PROJECTILE_TAG = 3;
447 float PROJECTILE_BULLET = 4;
448 float PROJECTILE_CRYLINK = 5;
449 float PROJECTILE_ELECTRO_BEAM = 6;
450 float PROJECTILE_GRENADE = 7;
451 float PROJECTILE_GRENADE_BOUNCING = 8;
452 float PROJECTILE_LASER = 9;
453 float PROJECTILE_HLAC = 10;
454 float PROJECTILE_SEEKER = 11;
455 float PROJECTILE_FLAC = 12;
456 float PROJECTILE_PORTO_RED = 13;
457 float PROJECTILE_PORTO_BLUE = 14;
458 float PROJECTILE_HOOKBOMB = 15;
459 float PROJECTILE_HAGAR = 16;
460 float PROJECTILE_HAGAR_BOUNCING = 17;
461 float PROJECTILE_BULLET_GLOWING = 18;
462 float PROJECTILE_CRYLINK_BOUNCING = 19;
463 float PROJECTILE_FIREBALL = 20;
464 float PROJECTILE_FIREMINE = 21;
465 float PROJECTILE_BULLET_GLOWING_TRACER = 22;
467 float SPECIES_HUMAN = 0;
468 float SPECIES_ROBOT_SOLID = 1;
469 float SPECIES_ALIEN = 2;
470 float SPECIES_ANIMAL = 3;
471 float SPECIES_ROBOT_RUSTY = 4;
472 float SPECIES_ROBOT_SHINY = 5;
473 float SPECIES_RESERVED = 15;
475 // Deathtypes (weapon deathtypes are the IT_* constants below)
476 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
477 float DEATH_SPECIAL_START = 10000;
478 float DEATH_FALL = 10000;
479 float DEATH_TELEFRAG = 10001;
480 float DEATH_DROWN = 10002;
481 float DEATH_HURTTRIGGER = 10003;
482 float DEATH_LAVA = 10004;
483 float DEATH_SLIME = 10005;
484 float DEATH_KILL = 10006;
485 float DEATH_NOAMMO = 10007;
486 float DEATH_SWAMP = 10008;
487 float DEATH_TEAMCHANGE = 10009;
488 float DEATH_AUTOTEAMCHANGE = 10010;
489 float DEATH_CAMP = 10011;
490 float DEATH_SHOOTING_STAR = 10012;
491 float DEATH_ROT = 10013;
492 float DEATH_MIRRORDAMAGE = 10014;
493 float DEATH_TOUCHEXPLODE = 10015;
494 float DEATH_CHEAT = 10016;
495 float DEATH_FIRE = 10017;
496 float DEATH_TURRET = 10020;
497 float DEATH_QUIET = 10021;
499 float DEATH_SBMINIGUN = 10030;
500 float DEATH_SBROCKET = 10031;
501 float DEATH_SBCRUSH = 10032;
502 float DEATH_SBBLOWUP = 10033;
504 float DEATH_WAKIGUN = 10040;
505 float DEATH_WAKIROCKET = 10041;
506 float DEATH_WAKIBLOWUP = 10042;
508 float DEATH_GENERIC = 10050;
510 float DEATH_WEAPON = 10100;
512 float DEATH_CUSTOM = 10300;
515 float DEATH_WEAPONMASK = 0xFF;
516 float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
517 float HITTYPE_SECONDARY = 0x100;
518 float HITTYPE_SPLASH = 0x200;
519 float HITTYPE_BOUNCE = 0x400;
520 float HITTYPE_HEADSHOT = 0x800;
521 float HITTYPE_RESERVED = 0x1000; // unused yet
523 // macros to access these
524 #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
525 #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
526 #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
527 #define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
528 #define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
530 #define FRAGS_PLAYER 0
531 #define FRAGS_SPECTATOR -666
532 #define FRAGS_LMS_LOSER -616
533 #define FRAGS_PLAYER_NONSOLID -616
534 // we can use this frags value for both
537 #define NEWLINES "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"
540 float WATERLEVEL_NONE = 0;
541 float WATERLEVEL_WETFEET = 1;
542 float WATERLEVEL_SWIMMING = 2;
543 float WATERLEVEL_SUBMERGED = 3;
545 float MAX_SHOT_DISTANCE = 32768;
547 // CSQC centerprint/notify message types
548 float MSG_SUICIDE = 0;
551 float MSG_KILL_ACTION = 3;
552 float MSG_KILL_ACTION_SPREE = 4;
555 float KILL_TEAM_RED = 10301;
556 float KILL_TEAM_BLUE = 10302;
557 float KILL_TEAM_SPREE = 10303;
558 float KILL_FIRST_BLOOD = 10304;
559 float KILL_FIRST_VICTIM = 10305;
560 float KILL_TYPEFRAG = 10306;
561 float KILL_TYPEFRAGGED = 10307;
562 float KILL_FRAG = 10308;
563 float KILL_FRAGGED = 10309;
564 float KILL_SPREE = 10310;
565 float KILL_END_SPREE = 10311;
566 float KILL_SPREE_3 = 10312;
567 float KILL_SPREE_5 = 10313;
568 float KILL_SPREE_10 = 10314;
569 float KILL_SPREE_15 = 10315;
570 float KILL_SPREE_20 = 10316;
571 float KILL_SPREE_25 = 10317;
572 float KILL_SPREE_30 = 10318;
574 float INFO_GOTFLAG = 10319;
575 float INFO_PICKUPFLAG = 10320;
576 float INFO_LOSTFLAG = 10321;
577 float INFO_RETURNFLAG = 10322;
580 float WR_SETUP = 1; // (SVQC) setup weapon data
581 float WR_THINK = 2; // (SVQC) logic to run every frame
582 float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
583 float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
584 float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
585 float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
586 float WR_SUICIDEMESSAGE = 7; // (CSQC) sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
587 float WR_KILLMESSAGE = 8; // (CSQC) sets w_deathtypestring or leaves it alone
588 float WR_RELOAD = 9; // (SVQC) does not need to do anything
589 float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
590 float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
593 float HUD_PANEL_WEAPONICONS = 0;
594 float HUD_PANEL_INVENTORY = 1;
595 float HUD_PANEL_POWERUPS = 2;
596 float HUD_PANEL_HEALTHARMOR = 3;
597 float HUD_PANEL_NOTIFY = 4;
598 float HUD_PANEL_TIMER = 5;
599 float HUD_PANEL_RADAR = 6;
600 float HUD_PANEL_SCORE = 7;
601 float HUD_PANEL_RACETIMER = 8;
602 float HUD_PANEL_VOTE = 9;
603 float HUD_PANEL_MODICONS = 10;
604 float HUD_PANEL_PRESSEDKEYS = 11;
605 float HUD_PANEL_CHAT = 12;
606 float HUD_PANEL_ENGINEINFO = 13;
607 float HUD_PANEL_INFOMESSAGES = 14;
608 float HUD_PANEL_NUM = 15; // always last panel id + 1, please increment when adding a new panel
610 string HUD_PANELNAME_WEAPONICONS = "weaponicons";
611 string HUD_PANELNAME_INVENTORY = "inventory";
612 string HUD_PANELNAME_POWERUPS = "powerups";
613 string HUD_PANELNAME_HEALTHARMOR = "healtharmor";
614 string HUD_PANELNAME_NOTIFY = "notify";
615 string HUD_PANELNAME_TIMER = "timer";
616 string HUD_PANELNAME_RADAR = "radar";
617 string HUD_PANELNAME_SCORE = "score";
618 string HUD_PANELNAME_RACETIMER = "racetimer";
619 string HUD_PANELNAME_VOTE = "vote";
620 string HUD_PANELNAME_MODICONS = "modicons";
621 string HUD_PANELNAME_PRESSEDKEYS = "pressedkeys";
622 string HUD_PANELNAME_CHAT = "chat";
623 string HUD_PANELNAME_ENGINEINFO = "engineinfo";
624 string HUD_PANELNAME_INFOMESSAGES = "infomessages";
626 float HUD_MENU_ENABLE = 0;