Some sourcecode reformatting

This commit is contained in:
Richard Allen 2002-04-01 02:56:50 +00:00
parent a89a60a42f
commit fbdffc714d
10 changed files with 844 additions and 868 deletions

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.5 2002/04/01 02:56:50 jbravo
// Some sourcecode reformatting
//
// Revision 1.4 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
@ -28,112 +31,112 @@
//========================================================
//========================================================
//name
#define CHARACTERISTIC_NAME 0 //string
#define CHARACTERISTIC_NAME 0 //string
//gender of the bot
#define CHARACTERISTIC_GENDER 1 //string ("male", "female", "it")
#define CHARACTERISTIC_GENDER 1 //string ("male", "female", "it")
//attack skill
// > 0.0 && < 0.2 = don't move
// > 0.3 && < 1.0 = aim at enemy during retreat
// > 0.0 && < 0.4 = only move forward/backward
// >= 0.4 && < 1.0 = circle strafing
// > 0.7 && < 1.0 = random strafe direction change
#define CHARACTERISTIC_ATTACK_SKILL 2 //float [0, 1]
#define CHARACTERISTIC_ATTACK_SKILL 2 //float [0, 1]
//weapon weight file
#define CHARACTERISTIC_WEAPONWEIGHTS 3 //string
#define CHARACTERISTIC_WEAPONWEIGHTS 3 //string
//view angle difference to angle change factor
#define CHARACTERISTIC_VIEW_FACTOR 4 //float <0, 1]
#define CHARACTERISTIC_VIEW_FACTOR 4 //float <0, 1]
//maximum view angle change
#define CHARACTERISTIC_VIEW_MAXCHANGE 5 //float [1, 360]
#define CHARACTERISTIC_VIEW_MAXCHANGE 5 //float [1, 360]
//reaction time in seconds
#define CHARACTERISTIC_REACTIONTIME 6 //float [0, 5]
#define CHARACTERISTIC_REACTIONTIME 6 //float [0, 5]
//accuracy when aiming
#define CHARACTERISTIC_AIM_ACCURACY 7 //float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY 7 //float [0, 1]
//weapon specific aim accuracy
#define CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN 8 //float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY_SHOTGUN 9 //float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY_SHOTGUN 9 //float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER 10 //float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER 11 //float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY_LIGHTNING 12
#define CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN 13 //float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY_RAILGUN 14
#define CHARACTERISTIC_AIM_ACCURACY_BFG10K 15 //float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY_RAILGUN 14
#define CHARACTERISTIC_AIM_ACCURACY_BFG10K 15 //float [0, 1]
//skill when aiming
// > 0.0 && < 0.9 = aim is affected by enemy movement
// > 0.4 && <= 0.8 = enemy linear leading
// > 0.8 && <= 1.0 = enemy exact movement leading
// > 0.5 && <= 1.0 = prediction shots when enemy is not visible
// > 0.6 && <= 1.0 = splash damage by shooting nearby geometry
#define CHARACTERISTIC_AIM_SKILL 16 //float [0, 1]
#define CHARACTERISTIC_AIM_SKILL 16 //float [0, 1]
//weapon specific aim skill
#define CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER 17 //float [0, 1]
#define CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER 18 //float [0, 1]
#define CHARACTERISTIC_AIM_SKILL_PLASMAGUN 19 //float [0, 1]
#define CHARACTERISTIC_AIM_SKILL_BFG10K 20 //float [0, 1]
#define CHARACTERISTIC_AIM_SKILL_PLASMAGUN 19 //float [0, 1]
#define CHARACTERISTIC_AIM_SKILL_BFG10K 20 //float [0, 1]
//========================================================
//chat
//========================================================
//file with chats
#define CHARACTERISTIC_CHAT_FILE 21 //string
#define CHARACTERISTIC_CHAT_FILE 21 //string
//name of the chat character
#define CHARACTERISTIC_CHAT_NAME 22 //string
#define CHARACTERISTIC_CHAT_NAME 22 //string
//characters per minute type speed
#define CHARACTERISTIC_CHAT_CPM 23 //integer [1, 4000]
#define CHARACTERISTIC_CHAT_CPM 23 //integer [1, 4000]
//tendency to insult/praise
#define CHARACTERISTIC_CHAT_INSULT 24 //float [0, 1]
#define CHARACTERISTIC_CHAT_INSULT 24 //float [0, 1]
//tendency to chat misc
#define CHARACTERISTIC_CHAT_MISC 25 //float [0, 1]
#define CHARACTERISTIC_CHAT_MISC 25 //float [0, 1]
//tendency to chat at start or end of level
#define CHARACTERISTIC_CHAT_STARTENDLEVEL 26 //float [0, 1]
#define CHARACTERISTIC_CHAT_STARTENDLEVEL 26 //float [0, 1]
//tendency to chat entering or exiting the game
#define CHARACTERISTIC_CHAT_ENTEREXITGAME 27 //float [0, 1]
#define CHARACTERISTIC_CHAT_ENTEREXITGAME 27 //float [0, 1]
//tendency to chat when killed someone
#define CHARACTERISTIC_CHAT_KILL 28 //float [0, 1]
#define CHARACTERISTIC_CHAT_KILL 28 //float [0, 1]
//tendency to chat when died
#define CHARACTERISTIC_CHAT_DEATH 29 //float [0, 1]
#define CHARACTERISTIC_CHAT_DEATH 29 //float [0, 1]
//tendency to chat when enemy suicides
#define CHARACTERISTIC_CHAT_ENEMYSUICIDE 30 //float [0, 1]
#define CHARACTERISTIC_CHAT_ENEMYSUICIDE 30 //float [0, 1]
//tendency to chat when hit while talking
#define CHARACTERISTIC_CHAT_HITTALKING 31 //float [0, 1]
#define CHARACTERISTIC_CHAT_HITTALKING 31 //float [0, 1]
//tendency to chat when bot was hit but didn't dye
#define CHARACTERISTIC_CHAT_HITNODEATH 32 //float [0, 1]
#define CHARACTERISTIC_CHAT_HITNODEATH 32 //float [0, 1]
//tendency to chat when bot hit the enemy but enemy didn't dye
#define CHARACTERISTIC_CHAT_HITNOKILL 33 //float [0, 1]
#define CHARACTERISTIC_CHAT_HITNOKILL 33 //float [0, 1]
//tendency to randomly chat
#define CHARACTERISTIC_CHAT_RANDOM 34 //float [0, 1]
#define CHARACTERISTIC_CHAT_RANDOM 34 //float [0, 1]
//tendency to reply
#define CHARACTERISTIC_CHAT_REPLY 35 //float [0, 1]
#define CHARACTERISTIC_CHAT_REPLY 35 //float [0, 1]
//========================================================
//movement
//========================================================
//tendency to crouch
#define CHARACTERISTIC_CROUCHER 36 //float [0, 1]
#define CHARACTERISTIC_CROUCHER 36 //float [0, 1]
//tendency to jump
#define CHARACTERISTIC_JUMPER 37 //float [0, 1]
#define CHARACTERISTIC_JUMPER 37 //float [0, 1]
//tendency to walk
#define CHARACTERISTIC_WALKER 48 //float [0, 1]
#define CHARACTERISTIC_WALKER 48 //float [0, 1]
//tendency to jump using a weapon
#define CHARACTERISTIC_WEAPONJUMPING 38 //float [0, 1]
#define CHARACTERISTIC_WEAPONJUMPING 38 //float [0, 1]
//tendency to use the grapple hook when available
#define CHARACTERISTIC_GRAPPLE_USER 39 //float [0, 1] //use this!!
#define CHARACTERISTIC_GRAPPLE_USER 39 //float [0, 1] //use this!!
//========================================================
//goal
//========================================================
//item weight file
#define CHARACTERISTIC_ITEMWEIGHTS 40 //string
#define CHARACTERISTIC_ITEMWEIGHTS 40 //string
//the aggression of the bot
#define CHARACTERISTIC_AGGRESSION 41 //float [0, 1]
#define CHARACTERISTIC_AGGRESSION 41 //float [0, 1]
//the self preservation of the bot (rockets near walls etc.)
#define CHARACTERISTIC_SELFPRESERVATION 42 //float [0, 1]
#define CHARACTERISTIC_SELFPRESERVATION 42 //float [0, 1]
//how likely the bot is to take revenge
#define CHARACTERISTIC_VENGEFULNESS 43 //float [0, 1] //use this!!
#define CHARACTERISTIC_VENGEFULNESS 43 //float [0, 1] //use this!!
//tendency to camp
#define CHARACTERISTIC_CAMPER 44 //float [0, 1]
#define CHARACTERISTIC_CAMPER 44 //float [0, 1]
//========================================================
//========================================================
//tendency to get easy frags
#define CHARACTERISTIC_EASY_FRAGGER 45 //float [0, 1]
#define CHARACTERISTIC_EASY_FRAGGER 45 //float [0, 1]
//how alert the bot is (view distance)
#define CHARACTERISTIC_ALERTNESS 46 //float [0, 1]
#define CHARACTERISTIC_ALERTNESS 46 //float [0, 1]
//how much the bot fires it's weapon
#define CHARACTERISTIC_FIRETHROTTLE 47 //float [0, 1]
#define CHARACTERISTIC_FIRETHROTTLE 47 //float [0, 1]

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.6 2002/04/01 02:56:50 jbravo
// Some sourcecode reformatting
//
// Revision 1.5 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
@ -24,37 +27,37 @@
// the server does not know how to interpret most of the values
// in entityStates (level eType), so the game must explicitly flag
// special server behaviors
#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
#define SVF_BOT 0x00000008 // set if the entity is a bot
#define SVF_BROADCAST 0x00000020 // send to all connected clients
#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
#define SVF_BOT 0x00000008 // set if the entity is a bot
#define SVF_BROADCAST 0x00000020 // send to all connected clients
#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
#define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->r.currentOrigin instead of entity->s.origin
// for link position (missiles and movers)
#define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient)
#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client
// so that it can be updated for ping tools without
// lagging clients
#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox
#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client
// (entityShared_t->singleClient)
// for link position (missiles and movers)
#define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient)
#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client
// so that it can be updated for ping tools without
// lagging clients
#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox
#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client
// (entityShared_t->singleClient)
//===============================================================
typedef struct {
entityState_t s; // communicated by server to clients
entityState_t s; // communicated by server to clients
qboolean linked; // qfalse if not in any good cluster
int linkcount;
qboolean linked; // qfalse if not in any good cluster
int linkcount;
int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
int singleClient; // only send to this client when SVF_SINGLECLIENT is set
int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
int singleClient; // only send to this client when SVF_SINGLECLIENT is set
qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
// only set by trap_SetBrushModel
qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
// only set by trap_SetBrushModel
vec3_t mins, maxs;
int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
// a non-solid entity should set to 0
int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
// a non-solid entity should set to 0
vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation
@ -70,15 +73,15 @@ typedef struct {
// ent->s.number == passEntityNum (don't interact with self)
// ent->s.ownerNum = passEntityNum (don't interact with your own missiles)
// entity[ent->s.ownerNum].ownerNum = passEntityNum (don't interact with other missiles from owner)
int ownerNum;
int ownerNum;
} entityShared_t;
// the server looks at a sharedEntity, which is the start of the game's gentity_t structure
typedef struct {
entityState_t s; // communicated by server to clients
entityShared_t r; // shared by both the server system and game
entityState_t s; // communicated by server to clients
entityShared_t r; // shared by both the server system and game
} sharedEntity_t;
@ -91,36 +94,36 @@ typedef struct {
typedef enum {
//============== general Quake services ==================
G_PRINT, // ( const char *string );
G_PRINT, // ( const char *string );
// print message on the local console
G_ERROR, // ( const char *string );
G_ERROR, // ( const char *string );
// abort the game
G_MILLISECONDS, // ( void );
G_MILLISECONDS, // ( void );
// get current time for profiling reasons
// this should NOT be used for any game related tasks,
// because it is not journaled
// console variable interaction
G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
G_CVAR_UPDATE, // ( vmCvar_t *vmCvar );
G_CVAR_SET, // ( const char *var_name, const char *value );
G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
G_CVAR_UPDATE, // ( vmCvar_t *vmCvar );
G_CVAR_SET, // ( const char *var_name, const char *value );
G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name );
G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize );
G_ARGC, // ( void );
G_ARGC, // ( void );
// ClientCommand and ServerCommand parameter access
G_ARGV, // ( int n, char *buffer, int bufferLength );
G_ARGV, // ( int n, char *buffer, int bufferLength );
G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode );
G_FS_READ, // ( void *buffer, int len, fileHandle_t f );
G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f );
G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode );
G_FS_READ, // ( void *buffer, int len, fileHandle_t f );
G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f );
G_FS_FCLOSE_FILE, // ( fileHandle_t f );
G_SEND_CONSOLE_COMMAND, // ( const char *text );
G_SEND_CONSOLE_COMMAND, // ( const char *text );
// add commands to the console as if they were typed in
// for map changing, etc
@ -132,39 +135,39 @@ typedef enum {
// the game needs to let the server system know where and how big the gentities
// are, so it can look at them directly without going through an interface
G_DROP_CLIENT, // ( int clientNum, const char *reason );
G_DROP_CLIENT, // ( int clientNum, const char *reason );
// kick a client off the server with a message
G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... );
G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... );
// reliably sends a command string to be interpreted by the given
// client. If clientNum is -1, it will be sent to all clients
G_SET_CONFIGSTRING, // ( int num, const char *string );
G_SET_CONFIGSTRING, // ( int num, const char *string );
// config strings hold all the index strings, and various other information
// that is reliably communicated to all clients
// All of the current configstrings are sent to clients when
// they connect, and changes are sent to all connected clients.
// All confgstrings are cleared at each level start.
G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize );
G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize );
G_GET_USERINFO, // ( int num, char *buffer, int bufferSize );
G_GET_USERINFO, // ( int num, char *buffer, int bufferSize );
// userinfo strings are maintained by the server system, so they
// are persistant across level loads, while all other game visible
// data is completely reset
G_SET_USERINFO, // ( int num, const char *buffer );
G_SET_USERINFO, // ( int num, const char *buffer );
G_GET_SERVERINFO, // ( char *buffer, int bufferSize );
G_GET_SERVERINFO, // ( char *buffer, int bufferSize );
// the serverinfo info string has all the cvars visible to server browsers
G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name );
G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name );
// sets mins and maxs based on the brushmodel name
G_TRACE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
G_TRACE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
// collision detection against all linked entities
G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum );
G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum );
// point contents against all linked entities
G_IN_PVS, // ( const vec3_t p1, const vec3_t p2 );
@ -173,31 +176,31 @@ typedef enum {
G_ADJUST_AREA_PORTAL_STATE, // ( gentity_t *ent, qboolean open );
G_AREAS_CONNECTED, // ( int area1, int area2 );
G_AREAS_CONNECTED, // ( int area1, int area2 );
G_LINKENTITY, // ( gentity_t *ent );
G_LINKENTITY, // ( gentity_t *ent );
// an entity will never be sent to a client or used for collision
// if it is not passed to linkentity. If the size, position, or
// solidity changes, it must be relinked.
G_UNLINKENTITY, // ( gentity_t *ent );
G_UNLINKENTITY, // ( gentity_t *ent );
// call before removing an interactive entity
G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
// EntitiesInBox will return brush models based on their bounding box,
// so exact determination must still be done with EntityContact
G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
// perform an exact check against inline brush models of non-square shape
// access for bots to get and free a server client (FIXME?)
G_BOT_ALLOCATE_CLIENT, // ( void );
G_BOT_ALLOCATE_CLIENT, // ( void );
G_BOT_FREE_CLIENT, // ( int clientNum );
G_BOT_FREE_CLIENT, // ( int clientNum );
G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd )
G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd )
G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize )
G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize )
// Retrieves the next string token from the entity spawn text, returning
// false when all tokens have been parsed.
// This should only be done at GAME_INIT time.
@ -211,8 +214,8 @@ typedef enum {
G_TRACECAPSULE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
G_ENTITY_CONTACTCAPSULE, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
BOTLIB_SETUP = 200, // ( void );
BOTLIB_SHUTDOWN, // ( void );
BOTLIB_SETUP = 200, // ( void );
BOTLIB_SHUTDOWN, // ( void );
BOTLIB_LIBVAR_SET,
BOTLIB_LIBVAR_GET,
BOTLIB_PC_ADD_GLOBAL_DEFINE,
@ -221,9 +224,9 @@ typedef enum {
BOTLIB_UPDATENTITY,
BOTLIB_TEST,
BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent );
BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size );
BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd );
BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent );
BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size );
BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd );
BOTLIB_AAS_ENABLE_ROUTING_AREA = 300,
BOTLIB_AAS_BBOX_AREAS,
@ -382,30 +385,30 @@ typedef enum {
// The game should call G_GET_ENTITY_TOKEN to parse through all the
// entity configuration text and spawn gentities.
GAME_SHUTDOWN, // (void);
GAME_SHUTDOWN, // (void);
GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime, qboolean isBot );
GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime, qboolean isBot );
// return NULL if the client is allowed to connect, otherwise return
// a text string with the reason for denial
GAME_CLIENT_BEGIN, // ( int clientNum );
GAME_CLIENT_BEGIN, // ( int clientNum );
GAME_CLIENT_USERINFO_CHANGED, // ( int clientNum );
GAME_CLIENT_DISCONNECT, // ( int clientNum );
GAME_CLIENT_DISCONNECT, // ( int clientNum );
GAME_CLIENT_COMMAND, // ( int clientNum );
GAME_CLIENT_COMMAND, // ( int clientNum );
GAME_CLIENT_THINK, // ( int clientNum );
GAME_CLIENT_THINK, // ( int clientNum );
GAME_RUN_FRAME, // ( int levelTime );
GAME_RUN_FRAME, // ( int levelTime );
GAME_CONSOLE_COMMAND, // ( void );
GAME_CONSOLE_COMMAND, // ( void );
// ConsoleCommand will be called when a command has been issued
// that is not recognized as a builtin function.
// The game can issue trap_argc() / trap_argv() commands to get the command
// and parameters. Return qfalse if the game doesn't recognize it as a command.
BOTAI_START_FRAME // ( int time );
BOTAI_START_FRAME // ( int time );
} gameExport_t;

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.5 2002/04/01 02:56:50 jbravo
// Some sourcecode reformatting
//
// Revision 1.4 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
@ -62,56 +65,56 @@ Key digits:
// general keys
#define QGR_KEY_MATCH_RATING 1112000001
#define QGR_KEY_PLAYED_WITH 1210000002
#define QGR_KEY_PLAYED_WITH 1210000002
// session keys
#define QGR_KEY_HOSTNAME 1000010000
#define QGR_KEY_MAP 1000010001
#define QGR_KEY_MOD 1000010002
#define QGR_KEY_GAMETYPE 1010010003
#define QGR_KEY_FRAGLIMIT 1010010004
#define QGR_KEY_TIMELIMIT 1010010005
#define QGR_KEY_MAXCLIENTS 1010010006
#define QGR_KEY_MAXRATE 1010010007
#define QGR_KEY_MINPING 1010010008
#define QGR_KEY_MAXPING 1010010009
#define QGR_KEY_DEDICATED 1010010010
#define QGR_KEY_VERSION 1000010011
#define QGR_KEY_HOSTNAME 1000010000
#define QGR_KEY_MAP 1000010001
#define QGR_KEY_MOD 1000010002
#define QGR_KEY_GAMETYPE 1010010003
#define QGR_KEY_FRAGLIMIT 1010010004
#define QGR_KEY_TIMELIMIT 1010010005
#define QGR_KEY_MAXCLIENTS 1010010006
#define QGR_KEY_MAXRATE 1010010007
#define QGR_KEY_MINPING 1010010008
#define QGR_KEY_MAXPING 1010010009
#define QGR_KEY_DEDICATED 1010010010
#define QGR_KEY_VERSION 1000010011
// weapon keys
#define QGR_KEY_FRAG 1211020000
#define QGR_KEY_SUICIDE 1111020001
#define QGR_KEY_SHOT_FIRED 1111020002
#define QGR_KEY_HIT_GIVEN 1111020003
#define QGR_KEY_HIT_TAKEN 1111020004
#define QGR_KEY_FRAG 1211020000
#define QGR_KEY_SUICIDE 1111020001
#define QGR_KEY_SHOT_FIRED 1111020002
#define QGR_KEY_HIT_GIVEN 1111020003
#define QGR_KEY_HIT_TAKEN 1111020004
#define QGR_KEY_DAMAGE_GIVEN 1111020005
#define QGR_KEY_DAMAGE_TAKEN 1111020006
#define QGR_KEY_SPLASH_GIVEN 1111020007
#define QGR_KEY_SPLASH_TAKEN 1111020008
#define QGR_KEY_PICKUP_WEAPON 1111020009
#define QGR_KEY_TIME 1111020010
#define QGR_KEY_TIME 1111020010
#define QGR_KEY_FRAG_GAUNTLET 1211020100
#define QGR_KEY_SUICIDE_GAUNTLET 1111020101
#define QGR_KEY_SHOT_FIRED_GAUNTLET 1111020102
#define QGR_KEY_HIT_GIVEN_GAUNTLET 1111020103
#define QGR_KEY_HIT_TAKEN_GAUNTLET 1111020104
#define QGR_KEY_DAMAGE_GIVEN_GAUNTLET 1111020105
#define QGR_KEY_DAMAGE_TAKEN_GAUNTLET 1111020106
#define QGR_KEY_SPLASH_GIVEN_GAUNTLET 1111020107
#define QGR_KEY_SPLASH_TAKEN_GAUNTLET 1111020108
#define QGR_KEY_DAMAGE_GIVEN_GAUNTLET 1111020105
#define QGR_KEY_DAMAGE_TAKEN_GAUNTLET 1111020106
#define QGR_KEY_SPLASH_GIVEN_GAUNTLET 1111020107
#define QGR_KEY_SPLASH_TAKEN_GAUNTLET 1111020108
#define QGR_KEY_PICKUP_GAUNTLET 1111020109
#define QGR_KEY_TIME_GAUNTLET 1111020110
#define QGR_KEY_FRAG_MACHINEGUN 1211020200
#define QGR_KEY_SUICIDE_MACHINEGUN 1111020201
#define QGR_KEY_SHOT_FIRED_MACHINEGUN 1111020202
#define QGR_KEY_HIT_GIVEN_MACHINEGUN 1111020203
#define QGR_KEY_HIT_TAKEN_MACHINEGUN 1111020204
#define QGR_KEY_DAMAGE_GIVEN_MACHINEGUN 1111020205
#define QGR_KEY_DAMAGE_TAKEN_MACHINEGUN 1111020206
#define QGR_KEY_SPLASH_GIVEN_MACHINEGUN 1111020207
#define QGR_KEY_SPLASH_TAKEN_MACHINEGUN 1111020208
#define QGR_KEY_SHOT_FIRED_MACHINEGUN 1111020202
#define QGR_KEY_HIT_GIVEN_MACHINEGUN 1111020203
#define QGR_KEY_HIT_TAKEN_MACHINEGUN 1111020204
#define QGR_KEY_DAMAGE_GIVEN_MACHINEGUN 1111020205
#define QGR_KEY_DAMAGE_TAKEN_MACHINEGUN 1111020206
#define QGR_KEY_SPLASH_GIVEN_MACHINEGUN 1111020207
#define QGR_KEY_SPLASH_TAKEN_MACHINEGUN 1111020208
#define QGR_KEY_PICKUP_MACHINEGUN 1111020209
#define QGR_KEY_TIME_MACHINEGUN 1111020210
@ -120,10 +123,10 @@ Key digits:
#define QGR_KEY_SHOT_FIRED_SHOTGUN 1111020302
#define QGR_KEY_HIT_GIVEN_SHOTGUN 1111020303
#define QGR_KEY_HIT_TAKEN_SHOTGUN 1111020304
#define QGR_KEY_DAMAGE_GIVEN_SHOTGUN 1111020305
#define QGR_KEY_DAMAGE_TAKEN_SHOTGUN 1111020306
#define QGR_KEY_SPLASH_GIVEN_SHOTGUN 1111020307
#define QGR_KEY_SPLASH_TAKEN_SHOTGUN 1111020308
#define QGR_KEY_DAMAGE_GIVEN_SHOTGUN 1111020305
#define QGR_KEY_DAMAGE_TAKEN_SHOTGUN 1111020306
#define QGR_KEY_SPLASH_GIVEN_SHOTGUN 1111020307
#define QGR_KEY_SPLASH_TAKEN_SHOTGUN 1111020308
#define QGR_KEY_PICKUP_SHOTGUN 1111020309
#define QGR_KEY_TIME_SHOTGUN 1111020310
@ -132,14 +135,14 @@ Key digits:
#define QGR_KEY_SHOT_FIRED_GRENADE 1111020402
#define QGR_KEY_HIT_GIVEN_GRENADE 1111020403
#define QGR_KEY_HIT_TAKEN_GRENADE 1111020404
#define QGR_KEY_DAMAGE_GIVEN_GRENADE 1111020405
#define QGR_KEY_DAMAGE_TAKEN_GRENADE 1111020406
#define QGR_KEY_SPLASH_GIVEN_GRENADE 1111020407
#define QGR_KEY_SPLASH_TAKEN_GRENADE 1111020408
#define QGR_KEY_DAMAGE_GIVEN_GRENADE 1111020405
#define QGR_KEY_DAMAGE_TAKEN_GRENADE 1111020406
#define QGR_KEY_SPLASH_GIVEN_GRENADE 1111020407
#define QGR_KEY_SPLASH_TAKEN_GRENADE 1111020408
#define QGR_KEY_PICKUP_GRENADE 1111020409
#define QGR_KEY_TIME_GRENADE 1111020410
#define QGR_KEY_FRAG_ROCKET 1211020500
#define QGR_KEY_FRAG_ROCKET 1211020500
#define QGR_KEY_SUICIDE_ROCKET 1111020501
#define QGR_KEY_SHOT_FIRED_ROCKET 1111020502
#define QGR_KEY_HIT_GIVEN_ROCKET 1111020503
@ -149,9 +152,9 @@ Key digits:
#define QGR_KEY_SPLASH_GIVEN_ROCKET 1111020507
#define QGR_KEY_SPLASH_TAKEN_ROCKET 1111020508
#define QGR_KEY_PICKUP_ROCKET 1111020509
#define QGR_KEY_TIME_ROCKET 1111020510
#define QGR_KEY_TIME_ROCKET 1111020510
#define QGR_KEY_FRAG_PLASMA 1211020600
#define QGR_KEY_FRAG_PLASMA 1211020600
#define QGR_KEY_SUICIDE_PLASMA 1111020601
#define QGR_KEY_SHOT_FIRED_PLASMA 1111020602
#define QGR_KEY_HIT_GIVEN_PLASMA 1111020603
@ -161,34 +164,34 @@ Key digits:
#define QGR_KEY_SPLASH_GIVEN_PLASMA 1111020607
#define QGR_KEY_SPLASH_TAKEN_PLASMA 1111020608
#define QGR_KEY_PICKUP_PLASMA 1111020609
#define QGR_KEY_TIME_PLASMA 1111020610
#define QGR_KEY_TIME_PLASMA 1111020610
#define QGR_KEY_FRAG_RAILGUN 1211020700
#define QGR_KEY_SUICIDE_RAILGUN 1111020701
#define QGR_KEY_SHOT_FIRED_RAILGUN 1111020702
#define QGR_KEY_HIT_GIVEN_RAILGUN 1111020703
#define QGR_KEY_HIT_TAKEN_RAILGUN 1111020704
#define QGR_KEY_DAMAGE_GIVEN_RAILGUN 1111020705
#define QGR_KEY_DAMAGE_TAKEN_RAILGUN 1111020706
#define QGR_KEY_SPLASH_GIVEN_RAILGUN 1111020707
#define QGR_KEY_SPLASH_TAKEN_RAILGUN 1111020708
#define QGR_KEY_DAMAGE_GIVEN_RAILGUN 1111020705
#define QGR_KEY_DAMAGE_TAKEN_RAILGUN 1111020706
#define QGR_KEY_SPLASH_GIVEN_RAILGUN 1111020707
#define QGR_KEY_SPLASH_TAKEN_RAILGUN 1111020708
#define QGR_KEY_PICKUP_RAILGUN 1111020709
#define QGR_KEY_TIME_RAILGUN 1111020710
#define QGR_KEY_FRAG_LIGHTNING 1211020800
#define QGR_KEY_SUICIDE_LIGHTNING 1111020801
#define QGR_KEY_SHOT_FIRED_LIGHTNING 1111020802
#define QGR_KEY_SHOT_FIRED_LIGHTNING 1111020802
#define QGR_KEY_HIT_GIVEN_LIGHTNING 1111020803
#define QGR_KEY_HIT_TAKEN_LIGHTNING 1111020804
#define QGR_KEY_DAMAGE_GIVEN_LIGHTNING 1111020805
#define QGR_KEY_DAMAGE_TAKEN_LIGHTNING 1111020806
#define QGR_KEY_SPLASH_GIVEN_LIGHTNING 1111020807
#define QGR_KEY_SPLASH_TAKEN_LIGHTNING 1111020808
#define QGR_KEY_DAMAGE_GIVEN_LIGHTNING 1111020805
#define QGR_KEY_DAMAGE_TAKEN_LIGHTNING 1111020806
#define QGR_KEY_SPLASH_GIVEN_LIGHTNING 1111020807
#define QGR_KEY_SPLASH_TAKEN_LIGHTNING 1111020808
#define QGR_KEY_PICKUP_LIGHTNING 1111020809
#define QGR_KEY_TIME_LIGHTNING 1111020810
#define QGR_KEY_FRAG_BFG 1211020900
#define QGR_KEY_SUICIDE_BFG 1111020901
#define QGR_KEY_FRAG_BFG 1211020900
#define QGR_KEY_SUICIDE_BFG 1111020901
#define QGR_KEY_SHOT_FIRED_BFG 1111020902
#define QGR_KEY_HIT_GIVEN_BFG 1111020903
#define QGR_KEY_HIT_TAKEN_BFG 1111020904
@ -196,18 +199,18 @@ Key digits:
#define QGR_KEY_DAMAGE_TAKEN_BFG 1111020906
#define QGR_KEY_SPLASH_GIVEN_BFG 1111020907
#define QGR_KEY_SPLASH_TAKEN_BFG 1111020908
#define QGR_KEY_PICKUP_BFG 1111020909
#define QGR_KEY_TIME_BFG 1111020910
#define QGR_KEY_PICKUP_BFG 1111020909
#define QGR_KEY_TIME_BFG 1111020910
#define QGR_KEY_FRAG_GRAPPLE 1211021000
#define QGR_KEY_SUICIDE_GRAPPLE 1111021001
#define QGR_KEY_SHOT_FIRED_GRAPPLE 1111021002
#define QGR_KEY_HIT_GIVEN_GRAPPLE 1111021003
#define QGR_KEY_HIT_TAKEN_GRAPPLE 1111021004
#define QGR_KEY_DAMAGE_GIVEN_GRAPPLE 1111021005
#define QGR_KEY_DAMAGE_TAKEN_GRAPPLE 1111021006
#define QGR_KEY_SPLASH_GIVEN_GRAPPLE 1111021007
#define QGR_KEY_SPLASH_TAKEN_GRAPPLE 1111021008
#define QGR_KEY_DAMAGE_GIVEN_GRAPPLE 1111021005
#define QGR_KEY_DAMAGE_TAKEN_GRAPPLE 1111021006
#define QGR_KEY_SPLASH_GIVEN_GRAPPLE 1111021007
#define QGR_KEY_SPLASH_TAKEN_GRAPPLE 1111021008
#define QGR_KEY_PICKUP_GRAPPLE 1111021009
#define QGR_KEY_TIME_GRAPPLE 1111021010
@ -216,10 +219,10 @@ Key digits:
#define QGR_KEY_SHOT_FIRED_UNKNOWN 1111021102
#define QGR_KEY_HIT_GIVEN_UNKNOWN 1111021103
#define QGR_KEY_HIT_TAKEN_UNKNOWN 1111021104
#define QGR_KEY_DAMAGE_GIVEN_UNKNOWN 1111021105
#define QGR_KEY_DAMAGE_TAKEN_UNKNOWN 1111021106
#define QGR_KEY_SPLASH_GIVEN_UNKNOWN 1111021107
#define QGR_KEY_SPLASH_TAKEN_UNKNOWN 1111021108
#define QGR_KEY_DAMAGE_GIVEN_UNKNOWN 1111021105
#define QGR_KEY_DAMAGE_TAKEN_UNKNOWN 1111021106
#define QGR_KEY_SPLASH_GIVEN_UNKNOWN 1111021107
#define QGR_KEY_SPLASH_TAKEN_UNKNOWN 1111021108
#define QGR_KEY_PICKUP_UNKNOWN 1111021109
#define QGR_KEY_TIME_UNKNOWN 1111021110
@ -230,14 +233,14 @@ Key digits:
#define QGR_KEY_SHOT_FIRED_NAILGIN 1111021202
#define QGR_KEY_HIT_GIVEN_NAILGIN 1111021203
#define QGR_KEY_HIT_TAKEN_NAILGIN 1111021204
#define QGR_KEY_DAMAGE_GIVEN_NAILGIN 1111021205
#define QGR_KEY_DAMAGE_TAKEN_NAILGIN 1111021206
#define QGR_KEY_SPLASH_GIVEN_NAILGIN 1111021207
#define QGR_KEY_SPLASH_TAKEN_NAILGIN 1111021208
#define QGR_KEY_DAMAGE_GIVEN_NAILGIN 1111021205
#define QGR_KEY_DAMAGE_TAKEN_NAILGIN 1111021206
#define QGR_KEY_SPLASH_GIVEN_NAILGIN 1111021207
#define QGR_KEY_SPLASH_TAKEN_NAILGIN 1111021208
#define QGR_KEY_PICKUP_NAILGIN 1111021209
#define QGR_KEY_TIME_NAILGIN 1111021210
// new to team arena
#define QGR_KEY_FRAG_PROX_LAUNCHER 1211021300
#define QGR_KEY_FRAG_PROX_LAUNCHER 1211021300
#define QGR_KEY_SUICIDE_PROX_LAUNCHER 1111021301
#define QGR_KEY_SHOT_FIRED_PROX_LAUNCHER 1111021302
#define QGR_KEY_HIT_GIVEN_PROX_LAUNCHER 1111021303
@ -247,24 +250,24 @@ Key digits:
#define QGR_KEY_SPLASH_GIVEN_PROX_LAUNCHER 1111021307
#define QGR_KEY_SPLASH_TAKEN_PROX_LAUNCHER 1111021308
#define QGR_KEY_PICKUP_PROX_LAUNCHER 1111021309
#define QGR_KEY_TIME_PROX_LAUNCHER 1111021310
#define QGR_KEY_TIME_PROX_LAUNCHER 1111021310
// new to team arena
#define QGR_KEY_FRAG_CHAINGUN 1211021400
#define QGR_KEY_SUICIDE_CHAINGUN 1111021401
#define QGR_KEY_SHOT_FIRED_CHAINGUN 1111021402
#define QGR_KEY_SHOT_FIRED_CHAINGUN 1111021402
#define QGR_KEY_HIT_GIVEN_CHAINGUN 1111021403
#define QGR_KEY_HIT_TAKEN_CHAINGUN 1111021404
#define QGR_KEY_DAMAGE_GIVEN_CHAINGUN 1111021405
#define QGR_KEY_DAMAGE_TAKEN_CHAINGUN 1111021406
#define QGR_KEY_SPLASH_GIVEN_CHAINGUN 1111021407
#define QGR_KEY_SPLASH_TAKEN_CHAINGUN 1111021408
#define QGR_KEY_DAMAGE_GIVEN_CHAINGUN 1111021405
#define QGR_KEY_DAMAGE_TAKEN_CHAINGUN 1111021406
#define QGR_KEY_SPLASH_GIVEN_CHAINGUN 1111021407
#define QGR_KEY_SPLASH_TAKEN_CHAINGUN 1111021408
#define QGR_KEY_PICKUP_CHAINGUN 1111021409
#define QGR_KEY_TIME_CHAINGUN 1111021410
#endif /* MISSIONPACK */
// ammo keys
#define QGR_KEY_BOXES 1111030000
#define QGR_KEY_ROUNDS 1111030001
#define QGR_KEY_BOXES 1111030000
#define QGR_KEY_ROUNDS 1111030001
#define QGR_KEY_BOXES_BULLETS 1111030100
#define QGR_KEY_ROUNDS_BULLETS 1111030101
@ -278,10 +281,10 @@ Key digits:
#define QGR_KEY_BOXES_ROCKETS 1111030400
#define QGR_KEY_ROUNDS_ROCKETS 1111030401
#define QGR_KEY_BOXES_CELLS 1111030500
#define QGR_KEY_BOXES_CELLS 1111030500
#define QGR_KEY_ROUNDS_CELLS 1111030501
#define QGR_KEY_BOXES_SLUGS 1111030600
#define QGR_KEY_BOXES_SLUGS 1111030600
#define QGR_KEY_ROUNDS_SLUGS 1111030601
#define QGR_KEY_BOXES_LG_AMMO 1111030700
@ -298,60 +301,60 @@ Key digits:
#define QGR_KEY_BOXES_PROX_LAUNCHER_AMMO 1111031000
#define QGR_KEY_ROUNDS_PROX_LAUNCHER_AMMO 1111031001
// new to team arena
#define QGR_KEY_BOXES_CHAINGUN_AMMO 1111031100
#define QGR_KEY_ROUNDS_CHAINGUN_AMMO 1111031101
#define QGR_KEY_BOXES_CHAINGUN_AMMO 1111031100
#define QGR_KEY_ROUNDS_CHAINGUN_AMMO 1111031101
#endif /* MISSIONPACK */
// health keys
#define QGR_KEY_HEALTH 1111040000
#define QGR_KEY_HEALTH 1111040000
#define QGR_KEY_HEALTH_TOTAL 1111040001
#define QGR_KEY_HEALTH_5 1111040100
#define QGR_KEY_HEALTH_25 1111040200
#define QGR_KEY_HEALTH_50 1111040300
#define QGR_KEY_HEALTH_MEGA 1111040400
#define QGR_KEY_HEALTH_5 1111040100
#define QGR_KEY_HEALTH_25 1111040200
#define QGR_KEY_HEALTH_50 1111040300
#define QGR_KEY_HEALTH_MEGA 1111040400
// armor keys
#define QGR_KEY_ARMOR 1111050000
#define QGR_KEY_ARMOR_TOTAL 1111050001
#define QGR_KEY_ARMOR 1111050000
#define QGR_KEY_ARMOR_TOTAL 1111050001
#define QGR_KEY_ARMOR_SHARD 1111050100
#define QGR_KEY_ARMOR_SHARD 1111050100
#define QGR_KEY_ARMOR_YELLOW 1111050200
#define QGR_KEY_ARMOR_RED 1111050300
#define QGR_KEY_ARMOR_RED 1111050300
// powerup keys
#define QGR_KEY_POWERUP 1111060000
#define QGR_KEY_QUAD 1111060100
#define QGR_KEY_SUIT 1111060200
#define QGR_KEY_HASTE 1111060300
#define QGR_KEY_INVIS 1111060400
#define QGR_KEY_REGEN 1111060500
#define QGR_KEY_FLIGHT 1111060600
#define QGR_KEY_POWERUP 1111060000
#define QGR_KEY_QUAD 1111060100
#define QGR_KEY_SUIT 1111060200
#define QGR_KEY_HASTE 1111060300
#define QGR_KEY_INVIS 1111060400
#define QGR_KEY_REGEN 1111060500
#define QGR_KEY_FLIGHT 1111060600
#ifdef MISSIONPACK
// persistant powerup keys
// new to team arena
#define QGR_KEY_SCOUT 1111160800
#define QGR_KEY_GUARD 1111160801
#define QGR_KEY_DOUBLER 1111160802
#define QGR_KEY_AMMOREGEN 1111160803
#define QGR_KEY_SCOUT 1111160800
#define QGR_KEY_GUARD 1111160801
#define QGR_KEY_DOUBLER 1111160802
#define QGR_KEY_AMMOREGEN 1111160803
#endif //MISSIONPACK
// holdable item keys
#define QGR_KEY_MEDKIT 1111070000
#define QGR_KEY_MEDKIT_USE 1111070001
#define QGR_KEY_MEDKIT 1111070000
#define QGR_KEY_MEDKIT_USE 1111070001
#define QGR_KEY_TELEPORTER 1111070100
#define QGR_KEY_TELEPORTER 1111070100
#define QGR_KEY_TELEPORTER_USE 1111070101
#ifdef MISSIONPACK
// new to team arena
#define QGR_KEY_KAMIKAZE 1111070200
#define QGR_KEY_KAMIKAZE 1111070200
#define QGR_KEY_KAMIKAZE_USE 1111070201
// new to team arena
#define QGR_KEY_PORTAL 1111070300
#define QGR_KEY_PORTAL_USE 1111070301
#define QGR_KEY_PORTAL 1111070300
#define QGR_KEY_PORTAL_USE 1111070301
// new to team arena
#define QGR_KEY_INVULNERABILITY 1111070400
#define QGR_KEY_INVULNERABILITY_USE 1111070401
@ -359,32 +362,32 @@ Key digits:
// hazard keys
#define QGR_KEY_HAZARD_DEATH 1111080000
#define QGR_KEY_WATER 1111080100
#define QGR_KEY_SLIME 1111080200
#define QGR_KEY_LAVA 1111080300
#define QGR_KEY_CRUSH 1111080400
#define QGR_KEY_TELEFRAG 1111080500
#define QGR_KEY_FALLING 1111080600
#define QGR_KEY_SUICIDE_CMD 1111080700
#define QGR_KEY_WATER 1111080100
#define QGR_KEY_SLIME 1111080200
#define QGR_KEY_LAVA 1111080300
#define QGR_KEY_CRUSH 1111080400
#define QGR_KEY_TELEFRAG 1111080500
#define QGR_KEY_FALLING 1111080600
#define QGR_KEY_SUICIDE_CMD 1111080700
#define QGR_KEY_TRIGGER_HURT 1111080800
#define QGR_KEY_HAZARD_MISC 1111080900
#define QGR_KEY_HAZARD_MISC 1111080900
// reward keys
#define QGR_KEY_IMPRESSIVE 1111090000
#define QGR_KEY_EXCELLENT 1111090100
#define QGR_KEY_IMPRESSIVE 1111090000
#define QGR_KEY_EXCELLENT 1111090100
// teammate keys
#define QGR_KEY_TEAMMATE_FRAG 1211100000
#define QGR_KEY_TEAMMATE_HIT_GIVEN 1111100001
#define QGR_KEY_TEAMMATE_HIT_TAKEN 1111100002
#define QGR_KEY_TEAMMATE_DAMAGE_GIVEN 1111100003
#define QGR_KEY_TEAMMATE_DAMAGE_TAKEN 1111100004
#define QGR_KEY_TEAMMATE_SPLASH_GIVEN 1111100005
#define QGR_KEY_TEAMMATE_SPLASH_TAKEN 1111100006
#define QGR_KEY_TEAM_NAME 1100100007
#define QGR_KEY_TEAMMATE_DAMAGE_GIVEN 1111100003
#define QGR_KEY_TEAMMATE_DAMAGE_TAKEN 1111100004
#define QGR_KEY_TEAMMATE_SPLASH_GIVEN 1111100005
#define QGR_KEY_TEAMMATE_SPLASH_TAKEN 1111100006
#define QGR_KEY_TEAM_NAME 1100100007
// ctf keys
#define QGR_KEY_FLAG_PICKUP 1111110000
#define QGR_KEY_FLAG_PICKUP 1111110000
#define QGR_KEY_FLAG_CAPTURE 1111110001
#endif // _G_RANKINGS_H_

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.5 2002/04/01 02:56:50 jbravo
// Some sourcecode reformatting
//
// Revision 1.4 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
@ -18,45 +21,45 @@
#ifdef MISSIONPACK
#define CTF_CAPTURE_BONUS 100 // what you get for capture
#define CTF_TEAM_BONUS 25 // what your team gets for capture
#define CTF_RECOVERY_BONUS 10 // what you get for recovery
#define CTF_FLAG_BONUS 10 // what you get for picking up enemy flag
#define CTF_FRAG_CARRIER_BONUS 20 // what you get for fragging enemy flag carrier
#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return
#define CTF_CAPTURE_BONUS 100 // what you get for capture
#define CTF_TEAM_BONUS 25 // what your team gets for capture
#define CTF_RECOVERY_BONUS 10 // what you get for recovery
#define CTF_FLAG_BONUS 10 // what you get for picking up enemy flag
#define CTF_FRAG_CARRIER_BONUS 20 // what you get for fragging enemy flag carrier
#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return
#define CTF_CARRIER_DANGER_PROTECT_BONUS 5 // bonus for fraggin someone who has recently hurt your flag carrier
#define CTF_CARRIER_PROTECT_BONUS 2 // bonus for fraggin someone while either you or your target are near your flag carrier
#define CTF_FLAG_DEFENSE_BONUS 10 // bonus for fraggin someone while either you or your target are near your flag
#define CTF_CARRIER_PROTECT_BONUS 2 // bonus for fraggin someone while either you or your target are near your flag carrier
#define CTF_FLAG_DEFENSE_BONUS 10 // bonus for fraggin someone while either you or your target are near your flag
#define CTF_RETURN_FLAG_ASSIST_BONUS 10 // awarded for returning a flag that causes a capture to happen almost immediately
#define CTF_FRAG_CARRIER_ASSIST_BONUS 10 // award for fragging a flag carrier if a capture happens almost immediately
#else
#define CTF_CAPTURE_BONUS 5 // what you get for capture
#define CTF_TEAM_BONUS 0 // what your team gets for capture
#define CTF_RECOVERY_BONUS 1 // what you get for recovery
#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag
#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier
#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return
#define CTF_CAPTURE_BONUS 5 // what you get for capture
#define CTF_TEAM_BONUS 0 // what your team gets for capture
#define CTF_RECOVERY_BONUS 1 // what you get for recovery
#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag
#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier
#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return
#define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier
#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier
#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag
#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier
#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag
#define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately
#define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately
#endif
#define CTF_TARGET_PROTECT_RADIUS 1000 // the radius around an object being defended where a target will be worth extra frags
#define CTF_ATTACKER_PROTECT_RADIUS 1000 // the radius around an object being defended where an attacker will get extra frags when making kills
#define CTF_TARGET_PROTECT_RADIUS 1000 // the radius around an object being defended where a target will be worth extra frags
#define CTF_ATTACKER_PROTECT_RADIUS 1000 // the radius around an object being defended where an attacker will get extra frags when making kills
#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8000
#define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10000
#define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10000
#define CTF_GRAPPLE_SPEED 750 // speed of grapple in flight
#define CTF_GRAPPLE_PULL_SPEED 750 // speed player is pulled at
#define CTF_GRAPPLE_SPEED 750 // speed of grapple in flight
#define CTF_GRAPPLE_PULL_SPEED 750 // speed player is pulled at
#define OVERLOAD_ATTACK_BASE_SOUND_TIME 20000
@ -74,10 +77,10 @@ void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker);
void Team_InitGame(void);
void Team_ReturnFlag(int team);
void Team_FreeEntity(gentity_t *ent);
gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles );
gentity_t *SelectCTFSpawnPoint (team_t team, int teamstate, vec3_t origin, vec3_t angles);
gentity_t *Team_GetLocation(gentity_t *ent);
qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen);
void TeamplayInfoMessage( gentity_t *ent );
void TeamplayInfoMessage(gentity_t *ent);
void CheckTeamStatus(void);
int Pickup_Team( gentity_t *ent, gentity_t *other );
int Pickup_Team(gentity_t *ent, gentity_t *other);

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.9 2002/04/01 02:56:50 jbravo
// Some sourcecode reformatting
//
// Revision 1.8 2002/03/31 23:41:45 jbravo
// Added the use command
//
@ -53,12 +56,12 @@ void CheckForUnevenTeams(gentity_t *player);
void EquipPlayer (gentity_t *ent);
void RQ3_Cmd_Choose_f(gentity_t *ent);
void RQ3_Cmd_Use_f(gentity_t *ent);
void RQ3_Cmd_Drop_f( gentity_t *ent );
void UnstickPlayer( gentity_t *ent );
void MakeSpectator( gentity_t *ent );
qboolean OKtoFollow( int clientnum );
void RQ3_Cmd_Radio_f ( gentity_t *ent );
void RQ3_Cmd_Radio_power_f ( gentity_t *ent );
void RQ3_Cmd_Radiogender_f ( gentity_t *ent );
void RQ3_Cmd_Drop_f(gentity_t *ent);
void UnstickPlayer(gentity_t *ent);
void MakeSpectator(gentity_t *ent);
qboolean OKtoFollow(int clientnum);
void RQ3_Cmd_Radio_f (gentity_t *ent);
void RQ3_Cmd_Radio_power_f (gentity_t *ent);
void RQ3_Cmd_Radiogender_f (gentity_t *ent);
void ParseSayText (gentity_t * ent, char *text);
void RQ3_SpectatorMode(gentity_t *ent);

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.8 2002/04/01 02:56:50 jbravo
// Some sourcecode reformatting
//
// Revision 1.7 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
@ -15,87 +18,87 @@
//-----------------------------------------------------------------------------
// Elder: we have to seriously repair this file
#define INVENTORY_NONE 0
#define INVENTORY_NONE 0
//armor
#define INVENTORY_ARMOR 1
#define INVENTORY_ARMOR 1
//weapons
#define INVENTORY_KNIFE 4 // was gauntlet
#define INVENTORY_M3 5 // was shotgun
#define INVENTORY_PISTOL 6 // was machinegun
#define INVENTORY_GRENADE 7 // was grenade launcher
#define INVENTORY_KNIFE 4 // was gauntlet
#define INVENTORY_M3 5 // was shotgun
#define INVENTORY_PISTOL 6 // was machinegun
#define INVENTORY_GRENADE 7 // was grenade launcher
#define INVENTORY_HANDCANNON 8 // was rocket launcher
#define INVENTORY_AKIMBO 9 // was lightning gun
#define INVENTORY_SSG3000 10 // was railgun
#define INVENTORY_MP5 11 // was plasma gun
#define INVENTORY_M4 13 // was BFG10K
#define INVENTORY_AKIMBO 9 // was lightning gun
#define INVENTORY_SSG3000 10 // was railgun
#define INVENTORY_MP5 11 // was plasma gun
#define INVENTORY_M4 13 // was BFG10K
/*
#define INVENTORY_GRAPPLINGHOOK 14
#define INVENTORY_NAILGUN 15
#define INVENTORY_NAILGUN 15
#define INVENTORY_PROXLAUNCHER 16
#define INVENTORY_CHAINGUN 17
#define INVENTORY_CHAINGUN 17
*/
//ammo
#define INVENTORY_KNIFEAMMO 14
#define INVENTORY_KNIFEAMMO 14
#define INVENTORY_PISTOLAMMO 15
#define INVENTORY_M3AMMO 16
#define INVENTORY_M3AMMO 16
#define INVENTORY_SSG3000AMMO 17
#define INVENTORY_MP5AMMO 18
#define INVENTORY_M4AMMO 19
#define INVENTORY_MP5AMMO 18
#define INVENTORY_M4AMMO 19
#define INVENTORY_HANDCANNONAMMO 20
#define INVENTORY_AKIMBOAMMO 21
#define INVENTORY_GRENADEAMMO 22
// Duffman: I stole the below numbers for RQ3 Items
#define INVENTORY_KEVLAR 23
#define INVENTORY_LASER 24
#define INVENTORY_SLIPPERS 25
#define INVENTORY_SILENCER 26
#define INVENTORY_BANDOLIER 27
#define INVENTORY_KEVLAR 23
#define INVENTORY_LASER 24
#define INVENTORY_SLIPPERS 25
#define INVENTORY_SILENCER 26
#define INVENTORY_BANDOLIER 27
/*
#define INVENTORY_SHELLS 18
#define INVENTORY_BULLETS 19
#define INVENTORY_GRENADES 20
#define INVENTORY_CELLS 21
#define INVENTORY_SHELLS 18
#define INVENTORY_BULLETS 19
#define INVENTORY_GRENADES 20
#define INVENTORY_CELLS 21
#define INVENTORY_LIGHTNINGAMMO 22
#define INVENTORY_ROCKETS 23
#define INVENTORY_SLUGS 24
#define INVENTORY_BFGAMMO 25
#define INVENTORY_NAILS 26
#define INVENTORY_MINES 27
#define INVENTORY_BELT 28
#define INVENTORY_ROCKETS 23
#define INVENTORY_SLUGS 24
#define INVENTORY_BFGAMMO 25
#define INVENTORY_NAILS 26
#define INVENTORY_MINES 27
#define INVENTORY_BELT 28
*/
//powerups
#define INVENTORY_HEALTH 29
#define INVENTORY_HEALTH 29
#define INVENTORY_TELEPORTER 30
#define INVENTORY_MEDKIT 31
#define INVENTORY_KAMIKAZE 32
#define INVENTORY_PORTAL 33
#define INVENTORY_MEDKIT 31
#define INVENTORY_KAMIKAZE 32
#define INVENTORY_PORTAL 33
#define INVENTORY_INVULNERABILITY 34
#define INVENTORY_QUAD 35
#define INVENTORY_QUAD 35
#define INVENTORY_ENVIRONMENTSUIT 36
#define INVENTORY_HASTE 37
#define INVENTORY_HASTE 37
#define INVENTORY_INVISIBILITY 38
#define INVENTORY_REGEN 39
#define INVENTORY_FLIGHT 40
#define INVENTORY_SCOUT 41
#define INVENTORY_GUARD 42
#define INVENTORY_DOUBLER 43
#define INVENTORY_AMMOREGEN 44
#define INVENTORY_REGEN 39
#define INVENTORY_FLIGHT 40
#define INVENTORY_SCOUT 41
#define INVENTORY_GUARD 42
#define INVENTORY_DOUBLER 43
#define INVENTORY_AMMOREGEN 44
#define INVENTORY_REDFLAG 45
#define INVENTORY_BLUEFLAG 46
#define INVENTORY_REDFLAG 45
#define INVENTORY_BLUEFLAG 46
#define INVENTORY_NEUTRALFLAG 47
#define INVENTORY_REDCUBE 48
#define INVENTORY_BLUECUBE 49
#define INVENTORY_REDCUBE 48
#define INVENTORY_BLUECUBE 49
//enemy stuff
#define ENEMY_HORIZONTAL_DIST 200
#define ENEMY_HEIGHT 201
#define NUM_VISIBLE_ENEMIES 202
#define ENEMY_HEIGHT 201
#define NUM_VISIBLE_ENEMIES 202
#define NUM_VISIBLE_TEAMMATES 203
// if running the mission pack
@ -106,40 +109,40 @@
#endif
//item numbers (make sure they are in sync with bg_itemlist in bg_misc.c)
#define MODELINDEX_KNIFE 1
#define MODELINDEX_PISTOL 2
#define MODELINDEX_M4 3
#define MODELINDEX_SSG3000 4
#define MODELINDEX_MP5 5
#define MODELINDEX_KNIFE 1
#define MODELINDEX_PISTOL 2
#define MODELINDEX_M4 3
#define MODELINDEX_SSG3000 4
#define MODELINDEX_MP5 5
#define MODELINDEX_HANDCANNON 6
#define MODELINDEX_M3 7
#define MODELINDEX_AKIMBO 8
#define MODELINDEX_GRENADE 9
#define MODELINDEX_M3 7
#define MODELINDEX_AKIMBO 8
#define MODELINDEX_GRENADE 9
// Elder: these are not necessary but oh well
#define MODELINDEX_KNIFE_1ST 10
#define MODELINDEX_PISTOL_1ST 11
#define MODELINDEX_M4_1ST 12
#define MODELINDEX_M4_1ST 12
#define MODELINDEX_SSG3000_1ST 13
#define MODELINDEX_MP5_1ST 14
#define MODELINDEX_MP5_1ST 14
#define MODELINDEX_HANDCANNON_1ST 15
#define MODELINDEX_M3_1ST 16
#define MODELINDEX_M3_1ST 16
#define MODELINDEX_AKIMBO_1ST 17
#define MODELINDEX_GRENADE_1ST 18
#define MODELINDEX_PISTOLAMMO 19
#define MODELINDEX_M3AMMO 20
#define MODELINDEX_M3AMMO 20
#define MODELINDEX_SSG3000AMMO 21
#define MODELINDEX_MP5AMMO 22
#define MODELINDEX_M4AMMO 23
#define MODELINDEX_MP5AMMO 22
#define MODELINDEX_M4AMMO 23
// Elder: for CTB later?
#define MODELINDEX_REDFLAG 24
#define MODELINDEX_BLUEFLAG 25
#define MODELINDEX_REDFLAG 24
#define MODELINDEX_BLUEFLAG 25
#define MODELINDEX_KEVLAR 26
#define MODELINDEX_SILENCER 27
#define MODELINDEX_LASER 28
#define MODELINDEX_KEVLAR 26
#define MODELINDEX_SILENCER 27
#define MODELINDEX_LASER 28
#define MODELINDEX_BANDOLIER 29
#define MODELINDEX_SLIPPERS 30
#define MODELINDEX_SLIPPERS 30
/*
@ -147,80 +150,80 @@
#define MODELINDEX_ARMORCOMBAT 2
#define MODELINDEX_ARMORBODY 3
#define MODELINDEX_HEALTHSMALL 4
#define MODELINDEX_HEALTH 5
#define MODELINDEX_HEALTH 5
#define MODELINDEX_HEALTHLARGE 6
#define MODELINDEX_HEALTHMEGA 7
#define MODELINDEX_GAUNTLET 8
#define MODELINDEX_SHOTGUN 9
#define MODELINDEX_GAUNTLET 8
#define MODELINDEX_SHOTGUN 9
#define MODELINDEX_MACHINEGUN 10
#define MODELINDEX_GRENADELAUNCHER 11
#define MODELINDEX_ROCKETLAUNCHER 12
#define MODELINDEX_LIGHTNING 13
#define MODELINDEX_RAILGUN 14
#define MODELINDEX_RAILGUN 14
#define MODELINDEX_PLASMAGUN 15
#define MODELINDEX_BFG10K 16
#define MODELINDEX_BFG10K 16
#define MODELINDEX_GRAPPLINGHOOK 17
#define MODELINDEX_SHELLS 18
#define MODELINDEX_BULLETS 19
#define MODELINDEX_GRENADES 20
#define MODELINDEX_CELLS 21
#define MODELINDEX_SHELLS 18
#define MODELINDEX_BULLETS 19
#define MODELINDEX_GRENADES 20
#define MODELINDEX_CELLS 21
#define MODELINDEX_LIGHTNINGAMMO 22
#define MODELINDEX_ROCKETS 23
#define MODELINDEX_SLUGS 24
#define MODELINDEX_BFGAMMO 25
#define MODELINDEX_ROCKETS 23
#define MODELINDEX_SLUGS 24
#define MODELINDEX_BFGAMMO 25
#define MODELINDEX_TELEPORTER 26
#define MODELINDEX_MEDKIT 27
#define MODELINDEX_QUAD 28
#define MODELINDEX_MEDKIT 27
#define MODELINDEX_QUAD 28
#define MODELINDEX_ENVIRONMENTSUIT 29
#define MODELINDEX_HASTE 30
#define MODELINDEX_HASTE 30
#define MODELINDEX_INVISIBILITY 31
#define MODELINDEX_REGEN 32
#define MODELINDEX_FLIGHT 33
#define MODELINDEX_REGEN 32
#define MODELINDEX_FLIGHT 33
#define MODELINDEX_REDFLAG 34
#define MODELINDEX_BLUEFLAG 35
#define MODELINDEX_REDFLAG 34
#define MODELINDEX_BLUEFLAG 35
// mission pack only defines
#define MODELINDEX_KAMIKAZE 36
#define MODELINDEX_PORTAL 37
#define MODELINDEX_KAMIKAZE 36
#define MODELINDEX_PORTAL 37
#define MODELINDEX_INVULNERABILITY 38
#define MODELINDEX_NAILS 39
#define MODELINDEX_MINES 40
#define MODELINDEX_BELT 41
#define MODELINDEX_NAILS 39
#define MODELINDEX_MINES 40
#define MODELINDEX_BELT 41
#define MODELINDEX_SCOUT 42
#define MODELINDEX_GUARD 43
#define MODELINDEX_DOUBLER 44
#define MODELINDEX_SCOUT 42
#define MODELINDEX_GUARD 43
#define MODELINDEX_DOUBLER 44
#define MODELINDEX_AMMOREGEN 45
#define MODELINDEX_NEUTRALFLAG 46
#define MODELINDEX_REDCUBE 47
#define MODELINDEX_BLUECUBE 48
#define MODELINDEX_REDCUBE 47
#define MODELINDEX_BLUECUBE 48
#define MODELINDEX_NAILGUN 49
#define MODELINDEX_NAILGUN 49
#define MODELINDEX_PROXLAUNCHER 50
#define MODELINDEX_CHAINGUN 51
#define MODELINDEX_CHAINGUN 51
*/
//
#define WEAPONINDEX_KNIFE 1
#define WEAPONINDEX_PISTOL 2
#define WEAPONINDEX_M4 3
#define WEAPONINDEX_SSG3000 4
#define WEAPONINDEX_MP5 5
#define WEAPONINDEX_HANDCANNON 6
#define WEAPONINDEX_M3 7
#define WEAPONINDEX_AKIMBO 8
#define WEAPONINDEX_GRENADE 9
#define WEAPONINDEX_KNIFE 1
#define WEAPONINDEX_PISTOL 2
#define WEAPONINDEX_M4 3
#define WEAPONINDEX_SSG3000 4
#define WEAPONINDEX_MP5 5
#define WEAPONINDEX_HANDCANNON 6
#define WEAPONINDEX_M3 7
#define WEAPONINDEX_AKIMBO 8
#define WEAPONINDEX_GRENADE 9
/*
#define WEAPONINDEX_GRAPPLING_HOOK 10
#define WEAPONINDEX_NAILGUN 11
#define WEAPONINDEX_PROXLAUNCHER 12
#define WEAPONINDEX_CHAINGUN 13
#define WEAPONINDEX_GRAPPLING_HOOK 10
#define WEAPONINDEX_NAILGUN 11
#define WEAPONINDEX_PROXLAUNCHER 12
#define WEAPONINDEX_CHAINGUN 13
*/

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.5 2002/04/01 02:56:50 jbravo
// Some sourcecode reformatting
//
// Revision 1.4 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
@ -27,111 +30,110 @@
#define EC "\x19"
//match template contexts
#define MTCONTEXT_MISC 2
#define MTCONTEXT_INITIALTEAMCHAT 4
#define MTCONTEXT_TIME 8
#define MTCONTEXT_TEAMMATE 16
#define MTCONTEXT_ADDRESSEE 32
#define MTCONTEXT_PATROLKEYAREA 64
#define MTCONTEXT_REPLYCHAT 128
#define MTCONTEXT_CTF 256
#define MTCONTEXT_MISC 2
#define MTCONTEXT_INITIALTEAMCHAT 4
#define MTCONTEXT_TIME 8
#define MTCONTEXT_TEAMMATE 16
#define MTCONTEXT_ADDRESSEE 32
#define MTCONTEXT_PATROLKEYAREA 64
#define MTCONTEXT_REPLYCHAT 128
#define MTCONTEXT_CTF 256
//message types
#define MSG_NEWLEADER 1 //new leader
#define MSG_ENTERGAME 2 //enter game message
#define MSG_HELP 3 //help someone
#define MSG_ACCOMPANY 4 //accompany someone
#define MSG_DEFENDKEYAREA 5 //defend a key area
#define MSG_RUSHBASE 6 //everyone rush to base
#define MSG_GETFLAG 7 //get the enemy flag
#define MSG_STARTTEAMLEADERSHIP 8 //someone wants to become the team leader
#define MSG_STOPTEAMLEADERSHIP 9 //someone wants to stop being the team leader
#define MSG_WHOISTEAMLAEDER 10 //who is the team leader
#define MSG_WAIT 11 //wait for someone
#define MSG_WHATAREYOUDOING 12 //what are you doing?
#define MSG_JOINSUBTEAM 13 //join a sub-team
#define MSG_LEAVESUBTEAM 14 //leave a sub-team
#define MSG_CREATENEWFORMATION 15 //create a new formation
#define MSG_FORMATIONPOSITION 16 //tell someone his/her position in a formation
#define MSG_FORMATIONSPACE 17 //set the formation intervening space
#define MSG_DOFORMATION 18 //form a known formation
#define MSG_DISMISS 19 //dismiss commanded team mates
#define MSG_CAMP 20 //camp somewhere
#define MSG_CHECKPOINT 21 //remember a check point
#define MSG_PATROL 22 //patrol between certain keypoints
#define MSG_LEADTHEWAY 23 //lead the way
#define MSG_GETITEM 24 //get an item
#define MSG_KILL 25 //kill someone
#define MSG_WHEREAREYOU 26 //where is someone
#define MSG_RETURNFLAG 27 //return the flag
#define MSG_WHATISMYCOMMAND 28 //ask the team leader what to do
#define MSG_WHICHTEAM 29 //ask which team a bot is in
#define MSG_TASKPREFERENCE 30 //tell your teamplay task preference
#define MSG_ATTACKENEMYBASE 31 //attack the enemy base
#define MSG_HARVEST 32 //go harvest
#define MSG_SUICIDE 33 //order to suicide
#define MSG_NEWLEADER 1 //new leader
#define MSG_ENTERGAME 2 //enter game message
#define MSG_HELP 3 //help someone
#define MSG_ACCOMPANY 4 //accompany someone
#define MSG_DEFENDKEYAREA 5 //defend a key area
#define MSG_RUSHBASE 6 //everyone rush to base
#define MSG_GETFLAG 7 //get the enemy flag
#define MSG_STARTTEAMLEADERSHIP 8 //someone wants to become the team leader
#define MSG_STOPTEAMLEADERSHIP 9 //someone wants to stop being the team leader
#define MSG_WHOISTEAMLAEDER 10 //who is the team leader
#define MSG_WAIT 11 //wait for someone
#define MSG_WHATAREYOUDOING 12 //what are you doing?
#define MSG_JOINSUBTEAM 13 //join a sub-team
#define MSG_LEAVESUBTEAM 14 //leave a sub-team
#define MSG_CREATENEWFORMATION 15 //create a new formation
#define MSG_FORMATIONPOSITION 16 //tell someone his/her position in a formation
#define MSG_FORMATIONSPACE 17 //set the formation intervening space
#define MSG_DOFORMATION 18 //form a known formation
#define MSG_DISMISS 19 //dismiss commanded team mates
#define MSG_CAMP 20 //camp somewhere
#define MSG_CHECKPOINT 21 //remember a check point
#define MSG_PATROL 22 //patrol between certain keypoints
#define MSG_LEADTHEWAY 23 //lead the way
#define MSG_GETITEM 24 //get an item
#define MSG_KILL 25 //kill someone
#define MSG_WHEREAREYOU 26 //where is someone
#define MSG_RETURNFLAG 27 //return the flag
#define MSG_WHATISMYCOMMAND 28 //ask the team leader what to do
#define MSG_WHICHTEAM 29 //ask which team a bot is in
#define MSG_TASKPREFERENCE 30 //tell your teamplay task preference
#define MSG_ATTACKENEMYBASE 31 //attack the enemy base
#define MSG_HARVEST 32 //go harvest
#define MSG_SUICIDE 33 //order to suicide
//
#define MSG_ME 100
#define MSG_EVERYONE 101
#define MSG_MULTIPLENAMES 102
#define MSG_NAME 103
#define MSG_PATROLKEYAREA 104
#define MSG_MINUTES 105
#define MSG_SECONDS 106
#define MSG_FOREVER 107
#define MSG_FORALONGTIME 108
#define MSG_FORAWHILE 109
#define MSG_ME 100
#define MSG_EVERYONE 101
#define MSG_MULTIPLENAMES 102
#define MSG_NAME 103
#define MSG_PATROLKEYAREA 104
#define MSG_MINUTES 105
#define MSG_SECONDS 106
#define MSG_FOREVER 107
#define MSG_FORALONGTIME 108
#define MSG_FORAWHILE 109
//
#define MSG_CHATALL 200
#define MSG_CHATTEAM 201
#define MSG_CHATTELL 202
#define MSG_CHATALL 200
#define MSG_CHATTEAM 201
#define MSG_CHATTELL 202
//
#define MSG_CTF 300 //ctf message
#define MSG_CTF 300 //ctf message
//command sub types
#define ST_SOMEWHERE 0
#define ST_NEARITEM 1
#define ST_ADDRESSED 2
#define ST_METER 4
#define ST_FEET 8
#define ST_TIME 16
#define ST_HERE 32
#define ST_THERE 64
#define ST_I 128
#define ST_MORE 256
#define ST_BACK 512
#define ST_REVERSE 1024
#define ST_SOMEONE 2048
#define ST_GOTFLAG 4096
#define ST_CAPTUREDFLAG 8192
#define ST_RETURNEDFLAG 16384
#define ST_TEAM 32768
#define ST_1FCTFGOTFLAG 65535
#define ST_SOMEWHERE 0
#define ST_NEARITEM 1
#define ST_ADDRESSED 2
#define ST_METER 4
#define ST_FEET 8
#define ST_TIME 16
#define ST_HERE 32
#define ST_THERE 64
#define ST_I 128
#define ST_MORE 256
#define ST_BACK 512
#define ST_REVERSE 1024
#define ST_SOMEONE 2048
#define ST_GOTFLAG 4096
#define ST_CAPTUREDFLAG 8192
#define ST_RETURNEDFLAG 16384
#define ST_TEAM 32768
#define ST_1FCTFGOTFLAG 65535
//ctf task preferences
#define ST_DEFENDER 1
#define ST_ATTACKER 2
#define ST_ROAMER 4
#define ST_DEFENDER 1
#define ST_ATTACKER 2
#define ST_ROAMER 4
//word replacement variables
#define THE_ENEMY 7
#define THE_TEAM 7
#define THE_ENEMY 7
#define THE_TEAM 7
//team message variables
#define NETNAME 0
#define PLACE 1
#define FLAG 1
#define MESSAGE 2
#define ADDRESSEE 2
#define ITEM 3
#define TEAMMATE 4
#define TEAMNAME 4
#define ENEMY 4
#define KEYAREA 5
#define FORMATION 5
#define POSITION 5
#define NUMBER 5
#define TIME 6
#define NAME 6
#define MORE 6
#define NETNAME 0
#define PLACE 1
#define FLAG 1
#define MESSAGE 2
#define ADDRESSEE 2
#define ITEM 3
#define TEAMMATE 4
#define TEAMNAME 4
#define ENEMY 4
#define KEYAREA 5
#define FORMATION 5
#define POSITION 5
#define NUMBER 5
#define TIME 6
#define NAME 6
#define MORE 6

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.11 2002/04/01 02:56:50 jbravo
// Some sourcecode reformatting
//
// Revision 1.10 2002/01/24 14:20:53 jbravo
// Adding func_explosive and a few new surfaceparms
//
@ -38,11 +41,11 @@
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
#define CONTENTS_MONSTERCLIP 0x20000
//bot specific contents types
#define CONTENTS_TELEPORTER 0x40000
#define CONTENTS_JUMPPAD 0x80000
#define CONTENTS_CLUSTERPORTAL 0x100000
#define CONTENTS_CLUSTERPORTAL 0x100000
#define CONTENTS_DONOTENTER 0x200000
#define CONTENTS_BOTCLIP 0x400000
#define CONTENTS_MOVER 0x800000
@ -53,20 +56,20 @@
#define CONTENTS_CORPSE 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
#define CONTENTS_TRIGGER 0x40000000
#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
#define SURF_NODAMAGE 0x1 // never give falling damage
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // lighting from environment map
#define SURF_LADDER 0x8
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // lighting from environment map
#define SURF_LADDER 0x8
#define SURF_NOIMPACT 0x10 // don't make missile explosions
#define SURF_NOMARKS 0x20 // don't leave missile marks
#define SURF_FLESH 0x40 // make flesh sounds and effects
#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
#define SURF_HINT 0x100 // make a primary bsp splitter
#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
#define SURF_FLESH 0x40 // make flesh sounds and effects
#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
#define SURF_HINT 0x100 // make a primary bsp splitter
#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
#define SURF_METALSTEPS 0x1000 // clanking footsteps
@ -75,16 +78,16 @@
#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface
#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface
//Elder: new surfaces
#define SURF_GRAVEL 0x80000
#define SURF_WOOD 0x100000
#define SURF_CARPET 0x200000
#define SURF_METAL2 0x400000
#define SURF_GLASS 0x800000
#define SURF_GRASS 0x1000000
#define SURF_GRAVEL 0x80000
#define SURF_WOOD 0x100000
#define SURF_CARPET 0x200000
#define SURF_METAL2 0x400000
#define SURF_GLASS 0x800000
#define SURF_GRASS 0x1000000
// JBravo: new sounds
#define SURF_SNOW 0x2000000
#define SURF_MUD 0x4000000
#define SURF_WOOD2 0x8000000
#define SURF_HARDMETAL 0x10000000
#define SURF_SNOW 0x2000000
#define SURF_MUD 0x4000000
#define SURF_WOOD2 0x8000000
#define SURF_HARDMETAL 0x10000000

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.5 2002/04/01 02:56:50 jbravo
// Some sourcecode reformatting
//
// Revision 1.4 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
@ -23,15 +26,15 @@
// Notes: -
//===========================================================================
#define CONTEXT_ALL 0xFFFFFFFF
#define CONTEXT_NORMAL 1
#define CONTEXT_NEARBYITEM 2
#define CONTEXT_CTFREDTEAM 4
#define CONTEXT_CTFBLUETEAM 8
#define CONTEXT_REPLY 16
#define CONTEXT_OBELISKREDTEAM 32
#define CONTEXT_OBELISKBLUETEAM 64
#define CONTEXT_HARVESTERREDTEAM 128
#define CONTEXT_HARVESTERBLUETEAM 256
#define CONTEXT_ALL 0xFFFFFFFF
#define CONTEXT_NORMAL 1
#define CONTEXT_NEARBYITEM 2
#define CONTEXT_CTFREDTEAM 4
#define CONTEXT_CTFBLUETEAM 8
#define CONTEXT_REPLY 16
#define CONTEXT_OBELISKREDTEAM 32
#define CONTEXT_OBELISKBLUETEAM 64
#define CONTEXT_HARVESTERREDTEAM 128
#define CONTEXT_HARVESTERBLUETEAM 256
#define CONTEXT_NAMES 1024
#define CONTEXT_NAMES 1024