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