//FIXME: some of this should be in common/constants.qc // // constants // // point content values float CONTENT_EMPTY = -1; float CONTENT_SOLID = -2; float CONTENT_WATER = -3; float CONTENT_SLIME = -4; float CONTENT_LAVA = -5; float CONTENT_SKY = -6; // sound channels // channel 0 never willingly overrides // other channels (1-7) allways override a playing sound on that channel float CHAN_AUTO = 0; float CHAN_WEAPON = 1; float CHAN_VOICE = 2; float CHAN_ITEM = 3; float CHAN_BODY = 4; float ATTN_NONE = 0; float ATTN_NORM = 1; float ATTN_IDLE = 2; float ATTN_STATIC = 3; // entity effects float EF_BRIGHTFIELD = 1; float EF_MUZZLEFLASH = 2; float EF_BRIGHTLIGHT = 4; float EF_DIMLIGHT = 8; float MASK_ENGINE = 1; //this is special. Any entities known by the engine but not the csqc will be added (does not include viewmodels). float MASK_VIEWMODELS = 2; //this is also special. It will cause all engine viewmodels to be added (including viewmodelforclient). //you can add any other masks below, remember, use bits. float MASK_NORMAL = 4; //normal, as in normal view ents that the csqc provides float INPUT_KEYDOWN = 0; float INPUT_KEYUP = 1; float INPUT_MOUSEMOVE = 2; //stats 0-31 are filled by the engine. //they are for the 'fixed function' stuff, that works without requiring csqc. //these stats need to be standardized amoung engines, so you're not allowed to mod them, so nur. #define STAT_HEALTH 0 #define STAT_WEAPONMODEL 2 //weapon model index, as evalutated by server code. #define STAT_AMMO 3 #define STAT_ARMOR 4 #define STAT_WEAPONFRAME 5 #define STAT_SHELLS 6 #define STAT_NAILS 7 #define STAT_ROCKETS 8 #define STAT_CELLS 9 #define STAT_ACTIVEWEAPON 10 //the one shown on the hud #define STAT_ITEMS 15 //stats 32 onwards are filled by the csqc. #define FL_ONGROUND 1 enum { VF_MIN = 1, VF_MIN_X = 2, VF_MIN_Y = 3, VF_SIZE = 4, VF_SIZE_X = 5, VF_SIZE_Y = 6, VF_VIEWPORT = 7, VF_FOV = 8, VF_FOVX = 9, VF_FOVY = 10, VF_ORIGIN = 11, VF_ORIGIN_X = 12, VF_ORIGIN_Y = 13, VF_ORIGIN_Z = 14, VF_ANGLES = 15, VF_ANGLES_X = 16, VF_ANGLES_Y = 17, VF_ANGLES_Z = 18, VF_DRAWWORLD = 19, VF_DRAWENGINESBAR = 20, VF_DRAWCROSSHAIR = 21, VF_PERSPECTIVE = 200 }; enumflags { RF_VIEWMODEL, RF_EXTERNALMODEL, RF_DEPTHHACK, RF_ADDATIVE, RF_USEAXIS };