Git Repos / fte_dogmode / qc / defs_const.qc
Last update to this file was on 2024-11-20 at 23:54.
Show defs_const.qc
//==============================================================================
// Global Program Constants
//==============================================================================
#pragma target FTE
//======================================================================
// constants
//======================================================================
// inspired by Copper
const string version = "\n\"Dog\" mode for FTE\nversion 0.1b";
const float FALSE = 0; //
const float TRUE = 1;
const float NEGATIVE = -1;
const float M_PI = 3.14159265358979323846; // matches value in gcc v2 math.h
const float FL_FLY = 1; // standard id1 .flags follow
const float FL_SWIM = 2;
const float FL_CLIENT = 8; // set for all client edicts
const float FL_INWATER = 16; // for enter / leave water splash
const float FL_MONSTER = 32;
const float FL_GODMODE = 64; // player cheat
const float FL_NOTARGET = 128; // player cheat
const float FL_ITEM = 256; // extra wide size for bonus items
const float FL_ONGROUND = 512; // standing on something
const float FL_PARTIALGROUND = 1024; // not all corners are valid
const float FL_WATERJUMP = 2048; // player jumping out of water
const float FL_JUMPRELEASED = 4096; // for jump debouncing
const float FL_NOSELECT = 8192; // ignored by entity selector
const float FL_NOCENTERPRINT = 65536; // don't centerprint entity's message
// field when its targets are used
const float FL_LAGGEDMOVE = 65536; // Enables anti-lag on rockets etc.
const float MOVETYPE_NONE = 0; // .movetype values; never moves
// const float MOVETYPE_ANGLENOCLIP = 1;
// const float MOVETYPE_ANGLECLIP = 2;
const float MOVETYPE_WALK = 3; // players only
const float MOVETYPE_STEP = 4; // discrete, not real time unless fall
const float MOVETYPE_FLY = 5;
const float MOVETYPE_TOSS = 6; // gravity
const float MOVETYPE_PUSH = 7; // no clip to world, push and crush
const float MOVETYPE_NOCLIP = 8;
const float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
const float MOVETYPE_BOUNCE = 10; // standard bounce
const float MOVETYPE_BOUNCEMISSILE = 11;// bounce with extra size
const float SOLID_NOT = 0; // .solid values; no interaction
const float SOLID_TRIGGER = 1; // touch on edge, but not blocking
const float SOLID_BBOX = 2; // touch on edge, block
const float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
const float SOLID_BSP = 4; // bsp clip, touch on edge, block
// Non-solid to SOLID_SLIDEBOX or other SOLID_CORPSE entities. For hitscan
// weapons to hit corpses, change the player's .solid value to
// SOLID_BBOX or so, perform the traceline, then revert the player's
// .solid value.
const float SOLID_CORPSE = 5;
// the following block from fteextensions.qc was originally ifdef CSQC;
// I've removed that check because these are just constants -- CEV
const float STAT_HEALTH = 0; // Player's health.
// This is the modelindex of the current viewmodel (renamed from the
// original name 'STAT_WEAPON' due to confusions).
const float STAT_WEAPONMODELI = 2;
const float STAT_AMMO = 3; // player.currentammo
const float STAT_ARMOR = 4;
const float STAT_WEAPONFRAME = 5;
const float STAT_SHELLS = 6;
const float STAT_NAILS = 7;
const float STAT_ROCKETS = 8;
const float STAT_CELLS = 9;
const float STAT_ACTIVEWEAPON = 10; // player.weapon
const float STAT_TOTALSECRETS = 11;
const float STAT_TOTALMONSTERS = 12; // required by Hipnotic code
const float STAT_FOUNDSECRETS = 13;
const float STAT_KILLEDMONSTERS = 14;
// self.items | (self.items2<<23).
// In order to decode this stat properly, you need to use
// getstatbits(STAT_ITEMS,0,23) to read self.items, and
// getstatbits(STAT_ITEMS,23,11) to read self.items2 or
// getstatbits(STAT_ITEMS,28,4) to read the visible part
// of serverflags, whichever is applicable.
const float STAT_ITEMS = 15;
const float STAT_VIEWHEIGHT = 16; // player.view_ofs_z
// This stat contains the number of the entity in the server's .view2 field.
const float STAT_VIEW2 = 20;
// Scales fov and sensitiity. Part of DP_VIEWZOOM.
const float STAT_VIEWZOOM = 21;
const float STAT_IDEALPITCH = 25;
const float STAT_PUNCHANGLE_X = 26;
const float STAT_PUNCHANGLE_Y = 27;
const float STAT_PUNCHANGLE_Z = 28;
// Custom user stats start here (lower values are reserved for engine use).
// const float STAT_USER = 32;
const float STAT_PLAYERSPEED = 33; // player's horizontal speed -- CEV
const float IT_AXE = 4096; // .items flag values
const float IT_SHOTGUN = 1; // this is pretty much maxed out at
const float IT_SUPER_SHOTGUN = 2; // 23 values already -- CEV
const float IT_NAILGUN = 4;
const float IT_SUPER_NAILGUN = 8;
const float IT_GRENADE_LAUNCHER = 16;
const float IT_ROCKET_LAUNCHER = 32;
const float IT_LIGHTNING = 64;
const float IT_EXTRA_WEAPON = 128;
const float IT_SHELLS = 256;
const float IT_NAILS = 512;
const float IT_ROCKETS = 1024;
const float IT_CELLS = 2048;
const float IT_ARMOR1 = 8192;
const float IT_ARMOR2 = 16384;
const float IT_ARMOR3 = 32768;
const float IT_SUPERHEALTH = 65536;
const float IT_KEY1 = 131072;
const float IT_KEY2 = 262144;
const float IT_INVISIBILITY = 524288;
const float IT_INVULNERABILITY = 1048576;
const float IT_SUIT = 2097152;
const float IT_QUAD = 4194304;
const float SERVERFLAGS_RUNE1 = 32; //
const float SERVERFLAGS_RUNE2 = 64; //
const float SERVERFLAGS_RUNE3 = 128; //
const float SERVERFLAGS_RUNE4 = 256; //
const vector VEC_ORIGIN = '0 0 0'; // origin & null vector value
const vector VEC_HULL_MIN = '-16 -16 -24';
const vector VEC_HULL_MAX = '16 16 32'; // Quake standard HULL1
const vector VEC_HULL_SIZE = '32 32 56';
const vector VEC_HULL2_MIN = '-32 -32 -24';
const vector VEC_HULL2_MAX = '32 32 64';// Quake standard HULL2
const vector VEC_HULL2_SIZE = '64 64 88';
// common protocol bytes
const float SVC_UPDATESTAT = 3; // required by Hipnotic code
const float SVC_SETVIEWPORT = 5; // Camera Hip. Drake devkit dumptruck_ds
const float SVC_SETVIEWANGLES = 10; // Camera Hip. Drake devkit dumptruck_ds
const float SVC_TEMPENTITY = 23;
const float SVC_KILLEDMONSTER = 27;
const float SVC_FOUNDSECRET = 28;
const float SVC_INTERMISSION = 30;
const float SVC_FINALE = 31;
const float SVC_CDTRACK = 32;
const float SVC_SELLSCREEN = 33;
const float SVC_CUTSCENE = 34; // Hipnotic Drake devkit -- dumptruck_ds
const float SVC_CGAMEPACKET = 83; // FTE CSQC_Parse_Event -- CEV
const float TE_SPIKE = 0; // temporary entity protocol bytes
const float TE_SUPERSPIKE = 1;
const float TE_GUNSHOT = 2;
const float TE_EXPLOSION = 3;
const float TE_TAREXPLOSION = 4;
const float TE_LIGHTNING1 = 5;
const float TE_LIGHTNING2 = 6;
const float TE_WIZSPIKE = 7;
const float TE_KNIGHTSPIKE = 8;
const float TE_LIGHTNING3 = 9;
const float TE_LAVASPLASH = 10;
const float TE_TELEPORT = 11;
const float TE_EXPLOSION2 = 12; // from doe -- dumptruck_ds
const float ATTN_NONE = 0; // sound attenuation; no attenuation
const float ATTN_NORM = 1; // standard attenuation
const float ATTN_IDLE = 2; // extra attenuation
const float ATTN_FEET = 2;
const float ATTN_STATIC = 3; // even more attn. (good for torches)
const float CHAN_AUTO = 0; // sound channels; 0 never overrides
const float CHAN_WEAPON = 1; //
const float CHAN_VOICE = 2; //
const float CHAN_ITEM = 3;
const float CHAN_BODY = 4;
const float CHAN_FEET = 5; // dedicated channel for steps -- CEV
const float CHAN_SLIDE = 6; //
const float VOL_MAX = 1.0; // sound volume: maximum
const float VOL_HIGH = 0.9; // sound volume: high
const float VOL_MHI = 0.7; // sound volume: medium-high
const float VOL_MID = 0.5; // sound volume: middle
const float VOL_LOW = 0.25; // low volume; ambient sounds
const float VOL_MIN = 0.1; // minimal volume
const float VOL_SILENT = 0.0; // silent
const float EF_BRIGHTFIELD = 1; // entity .effects values
const float EF_MUZZLEFLASH = 2;
const float EF_BRIGHTLIGHT = 4;
const float EF_DIMLIGHT = 8;
const float MSG_BROADCAST = 0; // net message dest.; unreliable to all
const float MSG_ONE = 1; // reliable to one (msg_entity)
const float MSG_ALL = 2; // reliable to all
const float MSG_INIT = 3; // write to the init string
// The byte(s) will be written into the multicast buffer for more
// selective sending. Messages sent this way will never be split across
// packets, and using this for csqc-only messages will not break protocol
// translation.
const float MSG_MULTICAST = 4;
const float MSG_ENTITY = 5; // used only in 'SendEntity' functions
const float MULTICAST_ALL = 0; // unreliable to all players
const float MULTICAST_PHS = 1; // unreliable to players that can hear
const float MULTICAST_PVS = 2; // unreliable to players that can see
const float MULTICAST_ONE = 6; // unreliable to msg_entity global
const float MULTICAST_ALL_R = 3; // reliable to all players
const float MULTICAST_PHS_R = 4; // reliable to players that can hear
const float MULTICAST_PVS_R = 5; // reliable to players that can see
const float MULTICAST_ONE_R = 7; // reliable to msg_entity global
const float TRIGGER_CENTERPRINTALL = 1048576; // program-wide spawnflags
const float SPAWN_SILENTLY = 2097152;
const float MOVE_NORMAL = 0; // trace flags;
const float MOVE_NOMONSTERS = 1; // ignore all non-solid_bsp entities
const float MOVE_MISSILE = 2; // bbox of +/- 15 against FL_MONSTER
const float MOVE_HITMODEL = 4; // impact mesh instead of bbox
const float MOVE_TRIGGERS = 16; // impact only triggers
const float MOVE_EVERYTHING = 32; // solids & triggers & non-solid ents
const float MOVE_LAGGED = 64; // antilag based on player's latency
const float DEAD_NO = 0; // .deadflag values
const float DEAD_DYING = 1;
const float DEAD_DEAD = 2;
const float DEAD_RESPAWNABLE = 3;
const float DAMAGE_NO = 0; // .takedamage values
const float DAMAGE_YES = 1;
const float DAMAGE_AIM = 2;
const float EV_VOID = 0; // variable types
const float EV_STRING = 1;
const float EV_FLOAT = 2;
const float EV_VECTOR = 3;
const float EV_ENTITY = 4;
const float EV_FIELD = 5;
const float EV_FUNCTION = 6;
const float EV_POINTER = 7;
const float EV_INTEGER = 8;
const float INPUT_BUTTON0 = 1<<0; // attack 1
// const float INPUT_BUTTON1 = 0; // not supported by the network protocol
const float INPUT_BUTTON2 = 1<<1; // jump
const float INPUT_BUTTON3 = 1<<2; //
const float INPUT_BUTTON4 = 1<<3; //
const float INPUT_BUTTON5 = 1<<4; //
const float INPUT_BUTTON6 = 1<<5; //
const float INPUT_BUTTON7 = 1<<6; //
const float INPUT_BUTTON8 = 1<<7; // crouch
enum
{
EVENT_INTERMISSION, // SVC_CGAMEPACKET flags
EVENT_CSHIFT_FADE, // csf_fade
EVENT_CSHIFT_SET // csf_set
};
#ifdef SSQC
// The sound will be sent reliably, and without regard to phs.
const float SOUNDFLAG_RELIABLE = 1;
#endif
#ifdef CSQC
// The sample's volume is not scaled by the volume cvar. Use with caution
const float SOUNDFLAG_ABSVOLUME = 16;
#endif
#if defined(CSQC) || defined(SSQC)
// The sound will restart once it reaches the end of the sample.
const float SOUNDFLAG_FORCELOOP = 2;
#endif
#ifdef CSQC
// The different audio channels are played at the same volume regardless of
// which way the player is facing, without needing to use 0 attenuation.
const float SOUNDFLAG_NOSPACIALISE = 4;
#endif
#if defined(CSQC) || defined(SSQC)
// Disables the use of underwater/reverb effects on this sound effect.
const float SOUNDFLAG_NOREVERB = 32;
// The sound's origin will updated to follow the emitting entity.
const float SOUNDFLAG_FOLLOW = 64;
#endif
#ifdef SSQC
// The sound will be heard only by the player specified by msg_entity.
const float SOUNDFLAG_UNICAST = 256;
// The entity's current velocity will be sent to the client, only useful
// if doppler is enabled.
const float SOUNDFLAG_SENDVELOCITY = 512;
#endif
#ifdef CSQC
//----------------------------------------------------------------------
// Valid as a return value from the predraw function. Returning this will
// simply move on to the next entity without the autoadd behaviour, so can
// be used for particle/invisible/special entites, or entities that were
// explicitly drawn with addentity.
//----------------------------------------------------------------------
const float PREDRAW_NEXT = 1;
//----------------------------------------------------------------------
// These constants are only used in CSQC_UpdateView
//----------------------------------------------------------------------
const float DRAWMASK_NONE = 0;
const float DRAWMASK_ENGINE = 1;
const float DRAWMASK_VIEWMODEL = 2;
const float DRAWMASK_NORMAL = 4;
// Valid as a return value from the predraw function. Returning this will
// cause the engine to automatically invoke addentity(self) for you.
const float PREDRAW_AUTOADD = 0;
// Valid as a return value from the predraw function. Returning this will
// simply move on to the next entity without the autoadd behaviour, so can
// be used for particle/invisible/special entites, or entities that were
// explicitly drawn with addentity.
const float PREDRAW_NEXT = 1;
//----------------------------------------------------------------------
const float VF_MIN = 1;
const float VF_SIZE = 4;
const float VF_ORIGIN = 11;
const float VF_ORIGIN_X = 12;
const float VF_ORIGIN_Y = 13;
const float VF_ORIGIN_Z = 14;
const float VF_ANGLES = 15;
const float VF_ANGLES_X = 16;
const float VF_ANGLES_Y = 17;
const float VF_ANGLES_Z = 18;
const float VF_DRAWWORLD = 19;
const float VF_DRAWENGINESBAR = 20;
const float VF_DRAWCROSSHAIR = 21;
const float VF_CL_VIEWANGLES = 33;
const float VF_CL_VIEWANGLES_X = 34;
const float VF_CL_VIEWANGLES_Y = 35;
const float VF_CL_VIEWANGLES_Z = 36;
const float VF_VIEWENTITY = 206;
enumflags
{
RF_VIEWMODEL,
RF_EXTERNALMODEL,
RF_DEPTHHACK,
RF_ADDITIVE,
RF_USEAXIS,
RF_NOSHADOW
};
#endif
#if defined(CSQC) || defined(SSQC)
// Associated RT lights attached will not cast shadows, making them
// significantly faster to draw.
const float PFLAGS_NOSHADOW = 1;
// Enables support of coronas on the associated rtlights.
const float PFLAGS_CORONA = 2;
#endif
#if defined(CSQC) || defined(SSQC)
enum
{
SURFACE_UNKNOWN, // surface types -- CEV
SURFACE_DIRT,
SURFACE_GRASS,
SURFACE_METAL,
SURFACE_STONE, // the default type (in most cases)
SURFACE_WOOD,
SURFACE_WATER,
SURFACE_WADING
};
#endif
#ifdef CSQC
// The address of the server we connected to
const string SERVERKEY_IP = "ip";
// The hostname that was last passed to the connect command
const string SERVERKEY_SERVERNAME = "servername";
// The current connection state. Will be set to one of:
// disconnected (menu-only mode),
// active (gamestate received and loaded),
// connecting (connecting, downloading, or precaching content)
const string SERVERKEY_CONSTATE = "constate";
// Set to the hostname of the server that we are attempting to
// connect or transfer to.
const string SERVERKEY_TRANSFERRING = "transferring";
// loadstage, loading image name, current step, max steps
// Stages are: 1=connecting, 2=serverside, 3=clientside
// Key will be empty if we are not loading.
const string SERVERKEY_LOADSTATE = "loadstate";
// 1 if the server claimed to be paused. 0 otherwise
const string SERVERKEY_PAUSESTATE = "pausestate";
// The progress of any current downloads. Empty string if no download is
// active, otherwise a tokenizable string containing this info:
// files-remaining, total-size, unknown-sizes-flag, file-localname,
// file-remotename, file-percent, file-rate, file-received-bytes,
// file-total-bytes
// If the current file info is omitted, then we are waiting for a
// download to start.
const string SERVERKEY_DLSTATE = "dlstate";
// The protocol we are connected to the server with.
const string SERVERKEY_PROTOCOL = "protocol";
// The number of player/spectator slots allocated on the server.
const string SERVERKEY_MAXPLAYERS = "maxplayers";
#endif
#ifdef CSQC
// Valid for getentity, ignores the entity argument. Returns the maximum
// number of entities which may be valid, to avoid having to poll 65k
// when only 100 are used.
const float GE_MAXENTS = -1;
// Valid for getentity. Returns whether this entity is known to the client
// or not.
const float GE_ACTIVE = 0;
// Valid for getentity. Returns the interpolated .origin.
const float GE_ORIGIN = 1;
// Valid for getentity. Returns the interpolated forward vector.
const float GE_FORWARD = 2;
// Valid for getentity. Returns the entity's right vector.
const float GE_RIGHT = 3;
// Valid for getentity. Returns the entity's up vector.
const float GE_UP = 4;
// Valid for getentity. Returns the entity .scale.
const float GE_SCALE = 5;
// Valid for getentity. Returns interpolated .origin, but also sets
// v_forward, v_right, and v_up accordingly. Use vectoangles(v_forward,v_up)
// to determine the angles.
const float GE_ORIGINANDVECTORS = 6;
// Valid for getentity. Returns the entity alpha.
const float GE_ALPHA = 7;
// Valid for getentity. Returns the colormod vector.
const float GE_COLORMOD = 8;
// Valid for getentity. Returns the entity's lower color (from .colormap),
// as a palette range value.
const float GE_PANTSCOLOR = 9;
// Valid for getentity. Returns the entity's lower color (from .colormap),
// as a palette range value.
const float GE_SHIRTCOLOR = 10;
// Valid for getentity. Returns the entity's .skin index.
const float GE_SKIN = 11;
// Valid for getentity. Guesses the entity's .min vector.
const float GE_MINS = 12;
// Valid for getentity. Guesses the entity's .max vector.
const float GE_MAXS = 13;
// Valid for getentity. Guesses the entity's .absmin vector.
const float GE_ABSMIN = 14;
// Valid for getentity. Guesses the entity's .absmax vector.
const float GE_ABSMAX = 15;
// Valid for getentity. Guesses the entity's .modelindex float.
const float GE_MODELINDEX = 200;
// Valid for getentity. Guesses the entity's .vw_index float.
const float GE_MODELINDEX2 = 201;
// Valid for getentity. Guesses the entity's .effects float.
const float GE_EFFECTS = 202;
// Valid for getentity. Guesses the entity's .frame float.
const float GE_FRAME = 203;
// Valid for getentity. Guesses the entity's .angles vector.
const float GE_ANGLES = 204;
// Valid for getentity. Guesses the entity's .fatness float.
const float GE_FATNESS = 205;
// Valid for getentity. Guesses the entity's .drawflags float.
const float GE_DRAWFLAGS = 206;
// Valid for getentity. Guesses the entity's .abslight float.
const float GE_ABSLIGHT = 207;
// Valid for getentity. Guesses the entity's .glowmod vector.
const float GE_GLOWMOD = 208;
// Valid for getentity. Guesses the entity's .glowsize float.
const float GE_GLOWSIZE = 209;
// Valid for getentity. Guesses the entity's .glowcolor float.
const float GE_GLOWCOLOUR = 210;
// Valid for getentity. Guesses the entity's .style float.
const float GE_RTSTYLE = 211;
// Valid for getentity. Guesses the entity's .pflags float.
const float GE_RTPFLAGS = 212;
// Valid for getentity. Guesses the entity's .color vector.
const float GE_RTCOLOUR = 213;
// Valid for getentity. Guesses the entity's .light_lev float.
const float GE_RTRADIUS = 214;
// Valid for getentity. Guesses the entity's .tag_entity float.
const float GE_TAGENTITY = 215;
// Valid for getentity. Guesses the entity's .tag_index float.
const float GE_TAGINDEX = 216;
// Valid for getentity. Guesses the entity's .gravitydir vector.
const float GE_GRAVITYDIR = 217;
// Valid for getentity. Guesses the entity's .traileffectnum float.
const float GE_TRAILEFFECTNUM = 218;
#endif
#ifdef CSQC
const float RSES_NOLERP = 1;
const float RSES_NOROTATE = 2;
const float RSES_NOTRAILS = 4;
const float RSES_NOLIGHTS = 8;
#endif
#if defined(CSQC) || defined(SSQC)
// values returned by pointcontents ()
const float CONTENT_EMPTY = -1;
const float CONTENT_SOLID = -2;
const float CONTENT_WATER = -3;
const float CONTENT_SLIME = -4;
const float CONTENT_LAVA = -5;
const float CONTENT_SKY = -6;
// trace_endcontentsi values
const int CONTENTBIT_NONE = 0x00000000i;
const int CONTENTBIT_SOLID = 0x00000001i;
const int CONTENTBIT_LAVA = 0x00000008i;
const int CONTENTBIT_SLIME = 0x00000010i;
const int CONTENTBIT_WATER = 0x00000020i;
// Content bit used for .skin=CONTENT_LADDER entities.
const int CONTENTBIT_FTELADDER = 0x00004000i;
const int CONTENTBIT_PLAYERCLIP = 0x00010000i;
const int CONTENTBIT_MONSTERCLIP = 0x00020000i;
// Content bit for collisions against SOLID_BBOX/SOLID_SLIDEBOX entities.
const int CONTENTBIT_BODY = 0x02000000i;
// Content bit that indicates collisions against SOLID_CORPSE entities.
const int CONTENTBIT_CORPSE = 0x04000000i;
// Content bit specific to q2bsp (conflicts with q3bsp contents so use with
// caution).
const int CONTENTBIT_Q2LADDER = 0x20000000i;
// Content bit somewhat specific to q1bsp (aliases to NODROP in q3bsp),
// but you should probably check surfaceflags&SURF_SKY as well for q2+q3bsp too.
const int CONTENTBIT_SKY = 0x80000000i;
// Bits that traceline would normally consider solid */
const int CONTENTBITS_POINTSOLID = CONTENTBIT_SOLID | 0x00000002i |
CONTENTBIT_BODY;
// Bits that tracebox would normally consider solid
const int CONTENTBITS_BOXSOLID = CONTENTBIT_SOLID|0x00000002i |
CONTENTBIT_BODY | CONTENTBIT_PLAYERCLIP;
const int CONTENTBITS_FLUID = CONTENTBIT_WATER | CONTENTBIT_SLIME |
CONTENTBIT_LAVA | CONTENTBIT_SKY;
#endif
#if defined(CSQC) || defined(SSQC)
// the following definitions are copied from dpextensions.qc -- CEV
const float Q3SURFACEFLAG_NODAMAGE = 1;
// low friction surface
const float Q3SURFACEFLAG_SLICK = 2;
// sky surface (also has NOIMPACT and NOMARKS set)
const float Q3SURFACEFLAG_SKY = 4;
// climbable surface
const float Q3SURFACEFLAG_LADDER = 8;
// projectiles should remove themselves on impact (this is set on sky)
const float Q3SURFACEFLAG_NOIMPACT = 16;
// projectiles should not leave marks, such as decals (this is set on sky)
const float Q3SURFACEFLAG_NOMARKS = 32;
// projectiles should do a fleshy effect (blood?) on impact
const float Q3SURFACEFLAG_FLESH = 64;
// compiler hint (not important to qc)
const float Q3SURFACEFLAG_NODRAW = 128;
// compiler hint (not important to qc)
// const float Q3SURFACEFLAG_HINT = 256;
// compiler hint (not important to qc)
// const float Q3SURFACEFLAG_SKIP = 512;
// compiler hint (not important to qc)
// const float Q3SURFACEFLAG_NOLIGHTMAP = 1024;
// compiler hint (not important to qc)
// const float Q3SURFACEFLAG_POINTLIGHT = 2048;
// walking on this surface should make metal step sounds
const float Q3SURFACEFLAG_METALSTEPS = 4096;
// walking on this surface should not make footstep sounds
const float Q3SURFACEFLAG_NOSTEPS = 8192;
// compiler hint (not important to qc)
const float Q3SURFACEFLAG_NONSOLID = 16384;
#endif
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Log defs_const.qc
Date | Commit Message | Author | + | - |
---|---|---|---|---|
2024-11-20 | pmove refactor into prepoc macros, view bobbing | cev | +3 | |
2024-09-17 | Ice, improved stairs, other movement changes | cev | +33 | |
2024-07-17 | pmove changes, smooth crouching | cev | +3 | -3 |
2024-07-03 | pmove changes and fixes, improved climbing | cev | +39 | -7 |
2024-06-26 | pmove fixes, GL now a faux tribolt, wall climbing | cev | +1 | |
2024-06-15 | Major update, committing as-is, will have bugs | cev | +240 | -9 |
2024-04-05 | Player footsteps, shareware monsters, misc? | cev | +1 | |
2024-03-24 | Fix projectile and func_ blocked interaction | cev | -7 | |
2024-03-24 | 2nd pass refactor, rework QC class structure | cev | +268 |
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