game-source/ParoxysmII/source/paroxysm.rh
Jeff Teunissen 5b81f01e3b Okay, this is the first import of my recovered (thanks, Despair!) PoxII tree.
It works, and is playable, but you need to symlink source/config.qw to
source/config.qw -- otherwise it won't build a qwprogs.dat for you. :)
2003-10-22 09:24:50 +00:00

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#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_