X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fconstants.qh;h=ee8a228ed9a7905772e275fa37064056c04e2e54;hb=493bc951895ef01d82def3b2dd2d41517dd9c6fd;hp=55d16953f6a04d4a5e4f9bc8c289b5981654704e;hpb=0141f75c97bb3f15455bfa8dd1e0225817bb8081;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/constants.qh b/qcsrc/common/constants.qh index 55d16953f..ee8a228ed 100644 --- a/qcsrc/common/constants.qh +++ b/qcsrc/common/constants.qh @@ -30,18 +30,18 @@ const float AS_FLOAT = 8; const float TE_CSQC_PICTURE = 100; 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_VORTEXBEAMPARTICLE = 103; +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_WEAPONCOMPLAIN = 108; -const float TE_CSQC_NEX_SCOPE = 109; +const float TE_CSQC_VORTEX_SCOPE = 109; const float TE_CSQC_MINELAYER_MAXMINES = 110; 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; @@ -86,8 +86,7 @@ const float ENT_CLIENT_WARPZONE = 24; const float ENT_CLIENT_WARPZONE_CAMERA = 25; const float ENT_CLIENT_TRIGGER_MUSIC = 26; const float ENT_CLIENT_HOOK = 27; -const float ENT_CLIENT_LGBEAM = 28; -const float ENT_CLIENT_GAUNTLET = 29; +const float ENT_CLIENT_ARC_BEAM = 29; // WEAPONTODO: fix numbers const float ENT_CLIENT_ACCURACY = 30; const float ENT_CLIENT_SHOWNAMES = 31; const float ENT_CLIENT_WARPZONE_TELEPORTED = 32; @@ -155,10 +154,10 @@ const float STAT_SHOTORG = 46; // compressShotOrigin const float STAT_LEADLIMIT = 47; const float STAT_WEAPON_CLIPLOAD = 48; const float STAT_WEAPON_CLIPSIZE = 49; -const float STAT_NEX_CHARGE = 50; +const float STAT_VORTEX_CHARGE = 50; const float STAT_LAST_PICKUP = 51; const float STAT_HUD = 52; -const float STAT_NEX_CHARGEPOOL = 53; +const float STAT_VORTEX_CHARGEPOOL = 53; const float STAT_HIT_TIME = 54; const float STAT_TYPEHIT_TIME = 55; const float STAT_LAYED_MINES = 56; @@ -183,6 +182,11 @@ const float STAT_ROUNDSTARTTIME = 73; const float STAT_WEAPONS2 = 74; const float STAT_WEAPONS3 = 75; +const float STAT_MONSTERS_TOTAL = 76; +const float STAT_MONSTERS_KILLED = 77; + +const float STAT_PLASMA = 80; + // mod stats (1xx) const float STAT_REDALIVE = 100; const float STAT_BLUEALIVE = 101; @@ -323,7 +327,7 @@ const float ATTEN_MAX = 3.984375; #define VOL_BASE 0.7 #define VOL_BASEVOICE 1.0 -// this sets sounds and other properties of the projectiles in csqc +// WEAPONTODO: move this into separate/new projectile handling code // this sets sounds and other properties of the projectiles in csqc const float PROJECTILE_ELECTRO = 1; const float PROJECTILE_ROCKET = 2; const float PROJECTILE_TAG = 3; @@ -332,7 +336,7 @@ const float PROJECTILE_ELECTRO_BEAM = 6; const float PROJECTILE_GRENADE = 7; const float PROJECTILE_GRENADE_BOUNCING = 8; const float PROJECTILE_MINE = 9; -const float PROJECTILE_LASER = 10; +const float PROJECTILE_BLASTER = 10; const float PROJECTILE_HLAC = 11; const float PROJECTILE_SEEKER = 12; const float PROJECTILE_FLAC = 13; @@ -355,6 +359,9 @@ const float PROJECTILE_WAKICANNON = 29; const float PROJECTILE_BUMBLE_GUN = 30; const float PROJECTILE_BUMBLE_BEAM = 31; +const float PROJECTILE_MAGE_SPIKE = 32; +const float PROJECTILE_SHAMBLER_LIGHTNING = 33; + const float PROJECTILE_NADE_RED = 50; const float PROJECTILE_NADE_RED_BURN = 51; const float PROJECTILE_NADE_BLUE = 52; @@ -385,25 +392,6 @@ const float WATERLEVEL_NONE = 0; const float WATERLEVEL_WETFEET = 1; const float WATERLEVEL_SWIMMING = 2; const float WATERLEVEL_SUBMERGED = 3; - -const float MAX_SHOT_DISTANCE = 32768; - -// weapon requests -const float WR_SETUP = 1; // (SVQC) setup weapon data -const float WR_THINK = 2; // (SVQC) logic to run every frame -const float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon -const float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon -const float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon -const float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon -const float WR_SUICIDEMESSAGE = 7; // (SVQC) notification number for suicide message (may inspect w_deathtype for details) -const float WR_KILLMESSAGE = 8; // (SVQC) notification number for kill message (may inspect w_deathtype for details) -const float WR_RELOAD = 9; // (SVQC) does not need to do anything -const float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything -const float WR_IMPACTEFFECT = 11; // (CSQC) impact effect -const float WR_SWITCHABLE = 12; // (CSQC) impact effect -const float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything -const 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