/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ /* Those are constant for HL BSP and CANNOT be changed. * Blame Valve for purchasing a Quake II license but not * scrapping hull sizes for their .bsp format... */ const vector VEC_HULL_MIN = [-16,-16,-36]; const vector VEC_HULL_MAX = [16,16,36]; const vector VEC_CHULL_MIN = [-16,-16,-18]; const vector VEC_CHULL_MAX = [16,16,18]; #ifdef CSTRIKE const vector VEC_PLAYER_VIEWPOS = [0,0,20]; const vector VEC_PLAYER_CVIEWPOS = [0,0,12]; #endif #ifdef VALVE const vector VEC_PLAYER_VIEWPOS = [0,0,24]; const vector VEC_PLAYER_CVIEWPOS = [0,0,12]; #endif // Actually used by input_button etc. #define INPUT_BUTTON0 0x00000001 #define INPUT_BUTTON2 0x00000002 #define INPUT_BUTTON3 0x00000004 #define INPUT_BUTTON4 0x00000008 #define INPUT_BUTTON5 0x00000010 #define INPUT_BUTTON6 0x00000020 #define INPUT_BUTTON7 0x00000040 #define INPUT_BUTTON8 0x00000080 // engine reserved flags #define FL_FLY (1<<0) #define FL_SWIM (1<<1) #define FL_GLIMPSE (1<<2) #define FL_CLIENT (1<<3) #define FL_INWATER (1<<4) #define FL_MONSTER (1<<5) #define FL_GODMODE (1<<6) #define FL_NOTARGET (1<<7) #define FL_ITEM (1<<8) #define FL_ONGROUND (1<<9) #define FL_PARTIALGROUND (1<<10) #define FL_WATERJUMP (1<<11) #define FL_JUMPRELEASED (1<<12) #define FL_FINDABLE_NONSOLID (1<<14) #define FLQW_LAGGEDMOVE (1<<16) // FreeCS flags #define FL_USERELEASED (1<<17) #define FL_REMOVEME (1<<18) #define FL_CROUCHING (1<<19) #define FL_SEMI_TOGGLED (1<<20) #define FL_FROZEN (1<<21) #define FL_FLASHLIGHT (1<<21) #define clamp(d,min,max) bound(min,d,max)