mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
159 lines
4.6 KiB
C++
159 lines
4.6 KiB
C++
#ifndef DEFS_qh
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#define DEFS_qh 1
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#include "config.qh"
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// ========================================================================== //
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// ========================================================================== //
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/* These are defined in the C code */
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#define FALSE 0
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#define TRUE 1
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// edict.flags
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#define FL_FLY 1
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#define FL_SWIM 2
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#define FL_CLIENT 8 /* set for all client edicts */
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#define FL_INWATER 16 /* for enter / leave water splash */
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#define FL_MONSTER 32
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#define FL_GODMODE 64 /* player cheat */
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#define FL_NOTARGET 128 /* player cheat */
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#define FL_ITEM 256 /* extra wide size for bonus items */
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#define FL_ONGROUND 512 /* standing on something */
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#define FL_PARTIALGROUND 1024 /* not all corners are valid */
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#define FL_WATERJUMP 2048 /* player jumping out of water */
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#define FL_JUMPRELEASED 4096 /* for jump debouncing */
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// edict.movetype values
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#define MOVETYPE_NONE 0 /* never moves */
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#define MOVETYPE_ANGLENOCLIP 1 /* NO LONGER SUPPORTED. */
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#define MOVETYPE_ANGLECLIP 2 /* NO LONGER SUPPORTED. */
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#define MOVETYPE_WALK 3 /* players only */
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#define MOVETYPE_STEP 4 /* discrete, not real time unless fall */
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#define MOVETYPE_FLY 5
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#define MOVETYPE_TOSS 6 /* gravity */
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#define MOVETYPE_PUSH 7 /* no clip to world, push and crush */
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#define MOVETYPE_NOCLIP 8
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#define MOVETYPE_FLYMISSILE 9 /* fly with extra size against monsters */
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#define MOVETYPE_BOUNCE 10
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#define MOVETYPE_BOUNCEMISSILE 11 /* bounce with extra size */
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// edict.solid values
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#define SOLID_NOT 0 /* no interaction with other objects */
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#define SOLID_TRIGGER 1 /* touch on edge, but not blocking */
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#define SOLID_BBOX 2 /* touch on edge, block */
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#define SOLID_SLIDEBOX 3 /* touch on edge, but not an onground */
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#define SOLID_BSP 4 /* bsp clip, touch on edge, block */
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// items
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#define IT_AXE 4096
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#define IT_SHOTGUN 1
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#define IT_SUPER_SHOTGUN 2
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#define IT_NAILGUN 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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#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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#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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#define IT_KEY1 131072
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#define IT_KEY2 262144
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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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// 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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// origin, clipping hull stuff
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#define VEC_ORIGIN '0 0 0'
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#define VEC_HULL_MIN '-16 -16 -24'
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#define VEC_HULL_MAX '16 16 32'
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#define VEC_HULL2_MIN '-32 -32 -24'
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#define VEC_HULL2_MAX '32 32 64'
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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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#define CHAN_AUTO 0
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#define CHAN_WEAPON 1
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#define CHAN_VOICE 2
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#define CHAN_ITEM 3
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#define CHAN_BODY 4
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#define CHAN_NO_PHS_ADD 8 /* ie: CHAN_BODY | CHAN_NO_PHS_ADD */
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#define ATTN_NONE 0
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#define ATTN_NORM 1
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#define ATTN_IDLE 2
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#define ATTN_STATIC 3
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// entity effects
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//#define EF_BRIGHTFIELD 1 /* not in QW */
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//#define EF_MUZZLEFLASH 2 /* not in QW */
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#define EF_BRIGHTLIGHT 4
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#define EF_DIMLIGHT 8
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#define EF_FLAG1 16
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#define EF_FLAG2 32
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// GLQuakeWorld Stuff
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#define EF_BLUE 64 /* Blue Globe effect for Quad */
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#define EF_RED 128 /* Red Globe effect for Pentagram */
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// messages
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#define MSG_BROADCAST 0 /* unreliable to all */
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#define MSG_ONE 1 /* reliable to one (msg_entity) */
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#define MSG_ALL 2 /* reliable to all */
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#define MSG_INIT 3 /* write to the init string */
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#define MSG_MULTICAST 4 /* for multicast () call */
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// message levels
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#define PRINT_LOW 0 /* pickup messages */
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#define PRINT_MEDIUM 1
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#define PRINT_DEATH 1 /* death messages */
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#define PRINT_HIGH 2 /* critical messages */
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#define PRINT_CHAT 3 /* also goes to chat console */
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// multicast sets
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#define MULTICAST_ALL 0 /* every client */
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#define MULTICAST_PHS 1 /* within hearing */
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#define MULTICAST_PVS 2 /* within sight */
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#define MULTICAST_ALL_R 3 /* every client, reliable */
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#define MULTICAST_PHS_R 4 /* within hearing, reliable */
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#define MULTICAST_PVS_R 5 /* within sight, reliable */
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// ========================================================================= //
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// ========================================================================= //
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// takedamage values
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#define DAMAGE_NO 0
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#define DAMAGE_YES 1
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#define DAMAGE_AIM 2
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// deadflag, the C code doesn't actually use these.
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#define DEAD_NO 0
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#define DEAD_DYING 1
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#define DEAD_DEAD 2
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#define DEAD_NONLIVING -1
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// Used by me
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#define FL_AUTOTHINK FL_CLIENT
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#endif
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