game-source/klik/defs.qh
Bill Currie 88c055ea3c <zinx> taniwha: FWIW, the code is officially donated to quakeforge :)
<taniwha> zinx: thanks :)

zinx' klik mod :)
2003-10-24 21:43:32 +00:00

159 lines
4.6 KiB
C++

#ifndef DEFS_qh
#define DEFS_qh 1
#include "config.qh"
// ========================================================================== //
// ========================================================================== //
/* These are defined in the C code */
#define FALSE 0
#define TRUE 1
// edict.flags
#define FL_FLY 1
#define FL_SWIM 2
#define FL_CLIENT 8 /* set for all client edicts */
#define FL_INWATER 16 /* for enter / leave water splash */
#define FL_MONSTER 32
#define FL_GODMODE 64 /* player cheat */
#define FL_NOTARGET 128 /* player cheat */
#define FL_ITEM 256 /* extra wide size for bonus items */
#define FL_ONGROUND 512 /* standing on something */
#define FL_PARTIALGROUND 1024 /* not all corners are valid */
#define FL_WATERJUMP 2048 /* player jumping out of water */
#define FL_JUMPRELEASED 4096 /* for jump debouncing */
// edict.movetype values
#define MOVETYPE_NONE 0 /* never moves */
#define MOVETYPE_ANGLENOCLIP 1 /* NO LONGER SUPPORTED. */
#define MOVETYPE_ANGLECLIP 2 /* NO LONGER SUPPORTED. */
#define MOVETYPE_WALK 3 /* players only */
#define MOVETYPE_STEP 4 /* discrete, not real time unless fall */
#define MOVETYPE_FLY 5
#define MOVETYPE_TOSS 6 /* gravity */
#define MOVETYPE_PUSH 7 /* no clip to world, push and crush */
#define MOVETYPE_NOCLIP 8
#define MOVETYPE_FLYMISSILE 9 /* fly with extra size against monsters */
#define MOVETYPE_BOUNCE 10
#define MOVETYPE_BOUNCEMISSILE 11 /* bounce with extra size */
// edict.solid values
#define SOLID_NOT 0 /* no interaction with other objects */
#define SOLID_TRIGGER 1 /* touch on edge, but not blocking */
#define SOLID_BBOX 2 /* touch on edge, block */
#define SOLID_SLIDEBOX 3 /* touch on edge, but not an onground */
#define SOLID_BSP 4 /* bsp clip, touch on edge, block */
// items
#define IT_AXE 4096
#define IT_SHOTGUN 1
#define IT_SUPER_SHOTGUN 2
#define IT_NAILGUN 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
#define IT_SHELLS 256
#define IT_NAILS 512
#define IT_ROCKETS 1024
#define IT_CELLS 2048
#define IT_ARMOR1 8192
#define IT_ARMOR2 16384
#define IT_ARMOR3 32768
#define IT_SUPERHEALTH 65536
#define IT_KEY1 131072
#define IT_KEY2 262144
#define IT_INVISIBILITY 524288
#define IT_INVULNERABILITY 1048576
#define IT_SUIT 2097152
#define IT_QUAD 4194304
// 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
// origin, clipping hull stuff
#define VEC_ORIGIN '0 0 0'
#define VEC_HULL_MIN '-16 -16 -24'
#define VEC_HULL_MAX '16 16 32'
#define VEC_HULL2_MIN '-32 -32 -24'
#define VEC_HULL2_MAX '32 32 64'
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
#define CHAN_NO_PHS_ADD 8 /* ie: CHAN_BODY | CHAN_NO_PHS_ADD */
#define ATTN_NONE 0
#define ATTN_NORM 1
#define ATTN_IDLE 2
#define ATTN_STATIC 3
// entity effects
//#define EF_BRIGHTFIELD 1 /* not in QW */
//#define EF_MUZZLEFLASH 2 /* not in QW */
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
#define EF_FLAG1 16
#define EF_FLAG2 32
// GLQuakeWorld Stuff
#define EF_BLUE 64 /* Blue Globe effect for Quad */
#define EF_RED 128 /* Red Globe effect for Pentagram */
// messages
#define MSG_BROADCAST 0 /* unreliable to all */
#define MSG_ONE 1 /* reliable to one (msg_entity) */
#define MSG_ALL 2 /* reliable to all */
#define MSG_INIT 3 /* write to the init string */
#define MSG_MULTICAST 4 /* for multicast() call */
// message levels
#define PRINT_LOW 0 /* pickup messages */
#define PRINT_MEDIUM 1
#define PRINT_DEATH 1 /* death messages */
#define PRINT_HIGH 2 /* critical messages */
#define PRINT_CHAT 3 /* also goes to chat console */
// multicast sets
#define MULTICAST_ALL 0 /* every client */
#define MULTICAST_PHS 1 /* within hearing */
#define MULTICAST_PVS 2 /* within sight */
#define MULTICAST_ALL_R 3 /* every client, reliable */
#define MULTICAST_PHS_R 4 /* within hearing, reliable */
#define MULTICAST_PVS_R 5 /* within sight, reliable */
// ========================================================================== //
// ========================================================================== //
// takedamage values
#define DAMAGE_NO 0
#define DAMAGE_YES 1
#define DAMAGE_AIM 2
// deadflag, the C code doesn't actually use these.
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_NONLIVING -1
// Used by me
#define FL_AUTOTHINK FL_CLIENT
#endif