mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
5b81f01e3b
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. :)
131 lines
3.1 KiB
Text
131 lines
3.1 KiB
Text
#ifndef __paroxysm_rh_
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#define __paroxysm_rh_
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/****************************************************************************
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* ENGINE-DEFINED CONSTANTS *
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****************************************************************************/
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// Booleans
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#define FALSE 0
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#define TRUE 1
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// Engine-defined point content values
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#define CONTENT_EMPTY -1
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#define CONTENT_SOLID -2
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#define CONTENT_WATER -3
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#define CONTENT_SLIME -4
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#define CONTENT_LAVA -5
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#define CONTENT_SKY -6
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// Entity flags
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#define FL_FLY 1
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#define FL_SWIM 2
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// set for all client edicts
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#define FL_CLIENT 8
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// for enter / leave water splash
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#define FL_INWATER 16
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#define FL_MONSTER 32
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// cheats
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#define FL_GODMODE 64
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#define FL_NOTARGET 128
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// extra wide size for bonus items
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#define FL_ITEM 256
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// standing on something
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#define FL_ONGROUND 512
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// not all corners are valid
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#define FL_PARTIALGROUND 1024
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// player jumping out of water
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#define FL_WATERJUMP 2048
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// for jump debouncing
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#define FL_JUMPRELEASED 4096
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// Entity movetype values
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// never moves
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#define MOVETYPE_NONE 0
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#if 0
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# define MOVETYPE_ANGLENOCLIP 1
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# define MOVETYPE_ANGLECLIP 2
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#endif
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// players only
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#define MOVETYPE_WALK 3
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// discrete, not real time unless fall
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#define MOVETYPE_STEP 4
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#define MOVETYPE_FLY 5
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// gravity
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#define MOVETYPE_TOSS 6
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// Don't clip to world, push and crush entities
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#define MOVETYPE_PUSH 7
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// Don't clip to world
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#define MOVETYPE_NOCLIP 8
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// fly with extra size against monsters
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#define MOVETYPE_FLYMISSILE 9
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#define MOVETYPE_BOUNCE 10
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// bounce with extra size
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#define MOVETYPE_BOUNCEMISSILE 11
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/****************************************************************************
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* GAME-DEFINED CONSTANTS *
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****************************************************************************/
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/*
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Items
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*/
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// Weapons
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#define IT_TSHOT 1
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#define IT_COMBOGUN 2
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#define IT_PLASMAGUN 4
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#define IT_SUPER_NAILGUN 8
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#define IT_GRENADE_LAUNCHER 16
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#define IT_ROCKET_LAUNCHER 32
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#define IT_LIGHTNING 64
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#define IT_EXTRA_WEAPON 128
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// Ammo
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#define IT_SHELLS 256
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#define IT_NAILS 512
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#define IT_ROCKETS 1024
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#define IT_CELLS 2048
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// weird place for it, but...
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#define IT_AXE 4096
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// Armor/Health
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#define IT_ARMOR1 8192
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#define IT_ARMOR2 16384
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#define IT_ARMOR3 32768
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#define IT_SUPERHEALTH 65536
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// Keys
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#define IT_KEY1 131072
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#define IT_KEY2 262144
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// Misc. Items
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#define IT_INVISIBILITY 524288
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#define IT_INVULNERABILITY 1048576
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#define IT_SUIT 2097152
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#define IT_QUAD 4194304
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/*
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GAME MODES
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DM_PREDATOR: Predator Mode - everyone's invisible
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DM_DARK: Dark Mode - lights off, give everyone a flashlight
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DM_LMS: Last Man Standing - start at fraglimit, you're "out" when
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you reach 0. Last player with positive score wins.
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DM_FFA: Free For All - all weapons, no bonuses. Temporary invuln.
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DM_GIB: Gib Mode - if you die, you gib. No backpacks.
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DM_AUTOSWITCH: Automatic weapon switch when you run out of ammo.
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*/
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// All of these can be used together
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#define DM_PREDATOR 2
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#define DM_DARK 4
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#define DM_LMS 8
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#define DM_FFA 16
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#define DM_GIB 32
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#define DM_AUTOSWITCH 128
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#endif // __paroxysm_rh_
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