fteqw/quakec/fallout2/csqc/constants.qc

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//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
};