#ifndef __paroxysm_rh_ #define __paroxysm_rh_ /**************************************************************************** * ENGINE-DEFINED CONSTANTS * ****************************************************************************/ // Booleans #define FALSE 0 #define TRUE 1 // Engine-defined point content values #define CONTENT_EMPTY -1 #define CONTENT_SOLID -2 #define CONTENT_WATER -3 #define CONTENT_SLIME -4 #define CONTENT_LAVA -5 #define CONTENT_SKY -6 // Entity flags #define FL_FLY 1 #define FL_SWIM 2 // set for all client edicts #define FL_CLIENT 8 // for enter / leave water splash #define FL_INWATER 16 #define FL_MONSTER 32 // cheats #define FL_GODMODE 64 #define FL_NOTARGET 128 // extra wide size for bonus items #define FL_ITEM 256 // standing on something #define FL_ONGROUND 512 // not all corners are valid #define FL_PARTIALGROUND 1024 // player jumping out of water #define FL_WATERJUMP 2048 // for jump debouncing #define FL_JUMPRELEASED 4096 // Entity movetype values // never moves #define MOVETYPE_NONE 0 #if 0 # define MOVETYPE_ANGLENOCLIP 1 # define MOVETYPE_ANGLECLIP 2 #endif // players only #define MOVETYPE_WALK 3 // discrete, not real time unless fall #define MOVETYPE_STEP 4 #define MOVETYPE_FLY 5 // gravity #define MOVETYPE_TOSS 6 // Don't clip to world, push and crush entities #define MOVETYPE_PUSH 7 // Don't clip to world #define MOVETYPE_NOCLIP 8 // fly with extra size against monsters #define MOVETYPE_FLYMISSILE 9 #define MOVETYPE_BOUNCE 10 // bounce with extra size #define MOVETYPE_BOUNCEMISSILE 11 /**************************************************************************** * GAME-DEFINED CONSTANTS * ****************************************************************************/ /* Items */ // Weapons #define IT_TSHOT 1 #define IT_COMBOGUN 2 #define IT_PLASMAGUN 4 #define IT_SUPER_NAILGUN 8 #define IT_GRENADE_LAUNCHER 16 #define IT_ROCKET_LAUNCHER 32 #define IT_LIGHTNING 64 #define IT_EXTRA_WEAPON 128 // Ammo #define IT_SHELLS 256 #define IT_NAILS 512 #define IT_ROCKETS 1024 #define IT_CELLS 2048 // weird place for it, but... #define IT_AXE 4096 // Armor/Health #define IT_ARMOR1 8192 #define IT_ARMOR2 16384 #define IT_ARMOR3 32768 #define IT_SUPERHEALTH 65536 // Keys #define IT_KEY1 131072 #define IT_KEY2 262144 // Misc. Items #define IT_INVISIBILITY 524288 #define IT_INVULNERABILITY 1048576 #define IT_SUIT 2097152 #define IT_QUAD 4194304 /* GAME MODES DM_PREDATOR: Predator Mode - everyone's invisible DM_DARK: Dark Mode - lights off, give everyone a flashlight DM_LMS: Last Man Standing - start at fraglimit, you're "out" when you reach 0. Last player with positive score wins. DM_FFA: Free For All - all weapons, no bonuses. Temporary invuln. DM_GIB: Gib Mode - if you die, you gib. No backpacks. DM_AUTOSWITCH: Automatic weapon switch when you run out of ammo. */ // All of these can be used together #define DM_PREDATOR 2 #define DM_DARK 4 #define DM_LMS 8 #define DM_FFA 16 #define DM_GIB 32 #define DM_AUTOSWITCH 128 #endif // __paroxysm_rh_