/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Created on 31.10.2003 by RST. // $Id: Defines.java,v 1.9 2006-01-01 15:05:47 cawe Exp $ /** Contains the definitions for the game engine. */ package jake2; import java.nio.ByteOrder; public class Defines { public final static int WEAPON_READY = 0; public final static int WEAPON_ACTIVATING = 1; public final static int WEAPON_DROPPING = 2; public final static int WEAPON_FIRING = 3; public final static float GRENADE_TIMER = 3.0f; public final static int GRENADE_MINSPEED = 400; public final static int GRENADE_MAXSPEED = 800; // ----------------- // client/q_shared.h // can accelerate and turn public final static int PM_NORMAL = 0; public final static int PM_SPECTATOR = 1; // no acceleration or turning public final static int PM_DEAD = 2; public final static int PM_GIB = 3; // different bounding box public final static int PM_FREEZE = 4; public final static int EV_NONE = 0; public final static int EV_ITEM_RESPAWN = 1; public final static int EV_FOOTSTEP = 2; public final static int EV_FALLSHORT = 3; public final static int EV_FALL = 4; public final static int EV_FALLFAR = 5; public final static int EV_PLAYER_TELEPORT = 6; public final static int EV_OTHER_TELEPORT = 7; // angle indexes public final static int PITCH = 0; // up / down public final static int YAW = 1; // left / right public final static int ROLL = 2; // fall over public final static int MAX_STRING_CHARS = 1024; // max length of a string passed to Cmd_TokenizeString public final static int MAX_STRING_TOKENS = 80; // max tokens resulting from Cmd_TokenizeString public final static int MAX_TOKEN_CHARS = 1024; // max length of an individual token public final static int MAX_QPATH = 64; // max length of a quake game pathname public final static int MAX_OSPATH = 128; // max length of a filesystem pathname // per-level limits public final static int MAX_CLIENTS = 256; // absolute limit public final static int MAX_EDICTS = 1024; // must change protocol to increase more public final static int MAX_LIGHTSTYLES = 256; public final static int MAX_MODELS = 256; // these are sent over the net as bytes public final static int MAX_SOUNDS = 256; // so they cannot be blindly increased public final static int MAX_IMAGES = 256; public final static int MAX_ITEMS = 256; public final static int MAX_GENERAL = (MAX_CLIENTS * 2); // general config strings // game print flags public final static int PRINT_LOW = 0; // pickup messages public final static int PRINT_MEDIUM = 1; // death messages public final static int PRINT_HIGH = 2; // critical messages public final static int PRINT_CHAT = 3; // chat messages public final static int ERR_FATAL = 0; // exit the entire game with a popup window public final static int ERR_DROP = 1; // print to console and disconnect from game public final static int ERR_DISCONNECT = 2; // don't kill server public final static int PRINT_ALL = 0; public final static int PRINT_DEVELOPER = 1; // only print when "developer 1" public final static int PRINT_ALERT = 2; // key / value info strings public final static int MAX_INFO_KEY = 64; public final static int MAX_INFO_VALUE = 64; public final static int MAX_INFO_STRING = 512; // directory searching public final static int SFF_ARCH = 0x01; public final static int SFF_HIDDEN = 0x02; public final static int SFF_RDONLY = 0x04; public final static int SFF_SUBDIR = 0x08; public final static int SFF_SYSTEM = 0x10; public final static int CVAR_ARCHIVE = 1; // set to cause it to be saved to vars.rc public final static int CVAR_USERINFO = 2; // added to userinfo when changed public final static int CVAR_SERVERINFO = 4; // added to serverinfo when changed public final static int CVAR_NOSET = 8; // don't allow change from console at all, // but can be set from the command line public final static int CVAR_LATCH = 16; // save changes until server restart // lower bits are stronger, and will eat weaker brushes completely public final static int CONTENTS_SOLID = 1; // an eye is never valid in a solid public final static int CONTENTS_WINDOW = 2; // translucent, but not watery public final static int CONTENTS_AUX = 4; public final static int CONTENTS_LAVA = 8; public final static int CONTENTS_SLIME = 16; public final static int CONTENTS_WATER = 32; public final static int CONTENTS_MIST = 64; public final static int LAST_VISIBLE_CONTENTS = 64; // remaining contents are non-visible, and don't eat brushes public final static int CONTENTS_AREAPORTAL = 0x8000; public final static int CONTENTS_PLAYERCLIP = 0x10000; public final static int CONTENTS_MONSTERCLIP = 0x20000; // currents can be added to any other contents, and may be mixed public final static int CONTENTS_CURRENT_0 = 0x40000; public final static int CONTENTS_CURRENT_90 = 0x80000; public final static int CONTENTS_CURRENT_180 = 0x100000; public final static int CONTENTS_CURRENT_270 = 0x200000; public final static int CONTENTS_CURRENT_UP = 0x400000; public final static int CONTENTS_CURRENT_DOWN = 0x800000; public final static int CONTENTS_ORIGIN = 0x1000000; // removed before bsping an entity public final static int CONTENTS_MONSTER = 0x2000000; // should never be on a brush, only in game public final static int CONTENTS_DEADMONSTER = 0x4000000; public final static int CONTENTS_DETAIL = 0x8000000; // brushes to be added after vis leafs public final static int CONTENTS_TRANSLUCENT = 0x10000000; // auto set if any surface has trans public final static int CONTENTS_LADDER = 0x20000000; public final static int SURF_LIGHT = 0x1; // value will hold the light strength public final static int SURF_SLICK = 0x2; // effects game physics public final static int SURF_SKY = 0x4; // don't draw, but add to skybox public final static int SURF_WARP = 0x8; // turbulent water warp public final static int SURF_TRANS33 = 0x10; public final static int SURF_TRANS66 = 0x20; public final static int SURF_FLOWING = 0x40; // scroll towards angle public final static int SURF_NODRAW = 0x80; // don't bother referencing the texture // // button bits // public final static int BUTTON_ATTACK = 1; public final static int BUTTON_USE = 2; public final static int BUTTON_ANY = 128; // any key whatsoever public final static int MAXTOUCH = 32; // entity_state_t->effects // Effects are things handled on the client side (lights, particles, frame animations) // that happen constantly on the given entity. // An entity that has effects will be sent to the client // even if it has a zero index model. public final static int EF_ROTATE = 0x00000001; // rotate (bonus items) public final static int EF_GIB = 0x00000002; // leave a trail public final static int EF_BLASTER = 0x00000008; // redlight + trail public final static int EF_ROCKET = 0x00000010; // redlight + trail public final static int EF_GRENADE = 0x00000020; public final static int EF_HYPERBLASTER = 0x00000040; public final static int EF_BFG = 0x00000080; public final static int EF_COLOR_SHELL = 0x00000100; public final static int EF_POWERSCREEN = 0x00000200; public final static int EF_ANIM01 = 0x00000400; // automatically cycle between frames 0 and 1 at 2 hz public final static int EF_ANIM23 = 0x00000800; // automatically cycle between frames 2 and 3 at 2 hz public final static int EF_ANIM_ALL = 0x00001000; // automatically cycle through all frames at 2hz public final static int EF_ANIM_ALLFAST = 0x00002000; // automatically cycle through all frames at 10hz public final static int EF_FLIES = 0x00004000; public final static int EF_QUAD = 0x00008000; public final static int EF_PENT = 0x00010000; public final static int EF_TELEPORTER = 0x00020000; // particle fountain public final static int EF_FLAG1 = 0x00040000; public final static int EF_FLAG2 = 0x00080000; // RAFAEL public final static int EF_IONRIPPER = 0x00100000; public final static int EF_GREENGIB = 0x00200000; public final static int EF_BLUEHYPERBLASTER = 0x00400000; public final static int EF_SPINNINGLIGHTS = 0x00800000; public final static int EF_PLASMA = 0x01000000; public final static int EF_TRAP = 0x02000000; //ROGUE public final static int EF_TRACKER = 0x04000000; public final static int EF_DOUBLE = 0x08000000; public final static int EF_SPHERETRANS = 0x10000000; public final static int EF_TAGTRAIL = 0x20000000; public final static int EF_HALF_DAMAGE = 0x40000000; public final static int EF_TRACKERTRAIL = 0x80000000; //ROGUE // entity_state_t->renderfx flags public final static int RF_MINLIGHT = 1; // allways have some light (viewmodel) public final static int RF_VIEWERMODEL = 2; // don't draw through eyes, only mirrors public final static int RF_WEAPONMODEL = 4; // only draw through eyes public final static int RF_FULLBRIGHT = 8; // allways draw full intensity public final static int RF_DEPTHHACK = 16; // for view weapon Z crunching public final static int RF_TRANSLUCENT = 32; public final static int RF_FRAMELERP = 64; public final static int RF_BEAM = 128; public final static int RF_CUSTOMSKIN = 256; // skin is an index in image_precache public final static int RF_GLOW = 512; // pulse lighting for bonus items public final static int RF_SHELL_RED = 1024; public final static int RF_SHELL_GREEN = 2048; public final static int RF_SHELL_BLUE = 4096; //ROGUE public final static int RF_IR_VISIBLE = 0x00008000; // 32768 public final static int RF_SHELL_DOUBLE = 0x00010000; // 65536 public final static int RF_SHELL_HALF_DAM = 0x00020000; public final static int RF_USE_DISGUISE = 0x00040000; //ROGUE // player_state_t->refdef flags public final static int RDF_UNDERWATER = 1; // warp the screen as apropriate public final static int RDF_NOWORLDMODEL = 2; // used for player configuration screen //ROGUE public final static int RDF_IRGOGGLES = 4; public final static int RDF_UVGOGGLES = 8; //ROGUE // muzzle flashes / player effects public final static int MZ_BLASTER = 0; public final static int MZ_MACHINEGUN = 1; public final static int MZ_SHOTGUN = 2; public final static int MZ_CHAINGUN1 = 3; public final static int MZ_CHAINGUN2 = 4; public final static int MZ_CHAINGUN3 = 5; public final static int MZ_RAILGUN = 6; public final static int MZ_ROCKET = 7; public final static int MZ_GRENADE = 8; public final static int MZ_LOGIN = 9; public final static int MZ_LOGOUT = 10; public final static int MZ_RESPAWN = 11; public final static int MZ_BFG = 12; public final static int MZ_SSHOTGUN = 13; public final static int MZ_HYPERBLASTER = 14; public final static int MZ_ITEMRESPAWN = 15; // RAFAEL public final static int MZ_IONRIPPER = 16; public final static int MZ_BLUEHYPERBLASTER = 17; public final static int MZ_PHALANX = 18; public final static int MZ_SILENCED = 128; // bit flag ORed with one of the above numbers //ROGUE public final static int MZ_ETF_RIFLE = 30; public final static int MZ_UNUSED = 31; public final static int MZ_SHOTGUN2 = 32; public final static int MZ_HEATBEAM = 33; public final static int MZ_BLASTER2 = 34; public final static int MZ_TRACKER = 35; public final static int MZ_NUKE1 = 36; public final static int MZ_NUKE2 = 37; public final static int MZ_NUKE4 = 38; public final static int MZ_NUKE8 = 39; //ROGUE // // monster muzzle flashes // public final static int MZ2_TANK_BLASTER_1 = 1; public final static int MZ2_TANK_BLASTER_2 = 2; public final static int MZ2_TANK_BLASTER_3 = 3; public final static int MZ2_TANK_MACHINEGUN_1 = 4; public final static int MZ2_TANK_MACHINEGUN_2 = 5; public final static int MZ2_TANK_MACHINEGUN_3 = 6; public final static int MZ2_TANK_MACHINEGUN_4 = 7; public final static int MZ2_TANK_MACHINEGUN_5 = 8; public final static int MZ2_TANK_MACHINEGUN_6 = 9; public final static int MZ2_TANK_MACHINEGUN_7 = 10; public final static int MZ2_TANK_MACHINEGUN_8 = 11; public final static int MZ2_TANK_MACHINEGUN_9 = 12; public final static int MZ2_TANK_MACHINEGUN_10 = 13; public final static int MZ2_TANK_MACHINEGUN_11 = 14; public final static int MZ2_TANK_MACHINEGUN_12 = 15; public final static int MZ2_TANK_MACHINEGUN_13 = 16; public final static int MZ2_TANK_MACHINEGUN_14 = 17; public final static int MZ2_TANK_MACHINEGUN_15 = 18; public final static int MZ2_TANK_MACHINEGUN_16 = 19; public final static int MZ2_TANK_MACHINEGUN_17 = 20; public final static int MZ2_TANK_MACHINEGUN_18 = 21; public final static int MZ2_TANK_MACHINEGUN_19 = 22; public final static int MZ2_TANK_ROCKET_1 = 23; public final static int MZ2_TANK_ROCKET_2 = 24; public final static int MZ2_TANK_ROCKET_3 = 25; public final static int MZ2_INFANTRY_MACHINEGUN_1 = 26; public final static int MZ2_INFANTRY_MACHINEGUN_2 = 27; public final static int MZ2_INFANTRY_MACHINEGUN_3 = 28; public final static int MZ2_INFANTRY_MACHINEGUN_4 = 29; public final static int MZ2_INFANTRY_MACHINEGUN_5 = 30; public final static int MZ2_INFANTRY_MACHINEGUN_6 = 31; public final static int MZ2_INFANTRY_MACHINEGUN_7 = 32; public final static int MZ2_INFANTRY_MACHINEGUN_8 = 33; public final static int MZ2_INFANTRY_MACHINEGUN_9 = 34; public final static int MZ2_INFANTRY_MACHINEGUN_10 = 35; public final static int MZ2_INFANTRY_MACHINEGUN_11 = 36; public final static int MZ2_INFANTRY_MACHINEGUN_12 = 37; public final static int MZ2_INFANTRY_MACHINEGUN_13 = 38; public final static int MZ2_SOLDIER_BLASTER_1 = 39; public final static int MZ2_SOLDIER_BLASTER_2 = 40; public final static int MZ2_SOLDIER_SHOTGUN_1 = 41; public final static int MZ2_SOLDIER_SHOTGUN_2 = 42; public final static int MZ2_SOLDIER_MACHINEGUN_1 = 43; public final static int MZ2_SOLDIER_MACHINEGUN_2 = 44; public final static int MZ2_GUNNER_MACHINEGUN_1 = 45; public final static int MZ2_GUNNER_MACHINEGUN_2 = 46; public final static int MZ2_GUNNER_MACHINEGUN_3 = 47; public final static int MZ2_GUNNER_MACHINEGUN_4 = 48; public final static int MZ2_GUNNER_MACHINEGUN_5 = 49; public final static int MZ2_GUNNER_MACHINEGUN_6 = 50; public final static int MZ2_GUNNER_MACHINEGUN_7 = 51; public final static int MZ2_GUNNER_MACHINEGUN_8 = 52; public final static int MZ2_GUNNER_GRENADE_1 = 53; public final static int MZ2_GUNNER_GRENADE_2 = 54; public final static int MZ2_GUNNER_GRENADE_3 = 55; public final static int MZ2_GUNNER_GRENADE_4 = 56; public final static int MZ2_CHICK_ROCKET_1 = 57; public final static int MZ2_FLYER_BLASTER_1 = 58; public final static int MZ2_FLYER_BLASTER_2 = 59; public final static int MZ2_MEDIC_BLASTER_1 = 60; public final static int MZ2_GLADIATOR_RAILGUN_1 = 61; public final static int MZ2_HOVER_BLASTER_1 = 62; public final static int MZ2_ACTOR_MACHINEGUN_1 = 63; public final static int MZ2_SUPERTANK_MACHINEGUN_1 = 64; public final static int MZ2_SUPERTANK_MACHINEGUN_2 = 65; public final static int MZ2_SUPERTANK_MACHINEGUN_3 = 66; public final static int MZ2_SUPERTANK_MACHINEGUN_4 = 67; public final static int MZ2_SUPERTANK_MACHINEGUN_5 = 68; public final static int MZ2_SUPERTANK_MACHINEGUN_6 = 69; public final static int MZ2_SUPERTANK_ROCKET_1 = 70; public final static int MZ2_SUPERTANK_ROCKET_2 = 71; public final static int MZ2_SUPERTANK_ROCKET_3 = 72; public final static int MZ2_BOSS2_MACHINEGUN_L1 = 73; public final static int MZ2_BOSS2_MACHINEGUN_L2 = 74; public final static int MZ2_BOSS2_MACHINEGUN_L3 = 75; public final static int MZ2_BOSS2_MACHINEGUN_L4 = 76; public final static int MZ2_BOSS2_MACHINEGUN_L5 = 77; public final static int MZ2_BOSS2_ROCKET_1 = 78; public final static int MZ2_BOSS2_ROCKET_2 = 79; public final static int MZ2_BOSS2_ROCKET_3 = 80; public final static int MZ2_BOSS2_ROCKET_4 = 81; public final static int MZ2_FLOAT_BLASTER_1 = 82; public final static int MZ2_SOLDIER_BLASTER_3 = 83; public final static int MZ2_SOLDIER_SHOTGUN_3 = 84; public final static int MZ2_SOLDIER_MACHINEGUN_3 = 85; public final static int MZ2_SOLDIER_BLASTER_4 = 86; public final static int MZ2_SOLDIER_SHOTGUN_4 = 87; public final static int MZ2_SOLDIER_MACHINEGUN_4 = 88; public final static int MZ2_SOLDIER_BLASTER_5 = 89; public final static int MZ2_SOLDIER_SHOTGUN_5 = 90; public final static int MZ2_SOLDIER_MACHINEGUN_5 = 91; public final static int MZ2_SOLDIER_BLASTER_6 = 92; public final static int MZ2_SOLDIER_SHOTGUN_6 = 93; public final static int MZ2_SOLDIER_MACHINEGUN_6 = 94; public final static int MZ2_SOLDIER_BLASTER_7 = 95; public final static int MZ2_SOLDIER_SHOTGUN_7 = 96; public final static int MZ2_SOLDIER_MACHINEGUN_7 = 97; public final static int MZ2_SOLDIER_BLASTER_8 = 98; public final static int MZ2_SOLDIER_SHOTGUN_8 = 99; public final static int MZ2_SOLDIER_MACHINEGUN_8 = 100; // --- Xian shit below --- public final static int MZ2_MAKRON_BFG = 101; public final static int MZ2_MAKRON_BLASTER_1 = 102; public final static int MZ2_MAKRON_BLASTER_2 = 103; public final static int MZ2_MAKRON_BLASTER_3 = 104; public final static int MZ2_MAKRON_BLASTER_4 = 105; public final static int MZ2_MAKRON_BLASTER_5 = 106; public final static int MZ2_MAKRON_BLASTER_6 = 107; public final static int MZ2_MAKRON_BLASTER_7 = 108; public final static int MZ2_MAKRON_BLASTER_8 = 109; public final static int MZ2_MAKRON_BLASTER_9 = 110; public final static int MZ2_MAKRON_BLASTER_10 = 111; public final static int MZ2_MAKRON_BLASTER_11 = 112; public final static int MZ2_MAKRON_BLASTER_12 = 113; public final static int MZ2_MAKRON_BLASTER_13 = 114; public final static int MZ2_MAKRON_BLASTER_14 = 115; public final static int MZ2_MAKRON_BLASTER_15 = 116; public final static int MZ2_MAKRON_BLASTER_16 = 117; public final static int MZ2_MAKRON_BLASTER_17 = 118; public final static int MZ2_MAKRON_RAILGUN_1 = 119; public final static int MZ2_JORG_MACHINEGUN_L1 = 120; public final static int MZ2_JORG_MACHINEGUN_L2 = 121; public final static int MZ2_JORG_MACHINEGUN_L3 = 122; public final static int MZ2_JORG_MACHINEGUN_L4 = 123; public final static int MZ2_JORG_MACHINEGUN_L5 = 124; public final static int MZ2_JORG_MACHINEGUN_L6 = 125; public final static int MZ2_JORG_MACHINEGUN_R1 = 126; public final static int MZ2_JORG_MACHINEGUN_R2 = 127; public final static int MZ2_JORG_MACHINEGUN_R3 = 128; public final static int MZ2_JORG_MACHINEGUN_R4 = 129; public final static int MZ2_JORG_MACHINEGUN_R5 = 130; public final static int MZ2_JORG_MACHINEGUN_R6 = 131; public final static int MZ2_JORG_BFG_1 = 132; public final static int MZ2_BOSS2_MACHINEGUN_R1 = 133; public final static int MZ2_BOSS2_MACHINEGUN_R2 = 134; public final static int MZ2_BOSS2_MACHINEGUN_R3 = 135; public final static int MZ2_BOSS2_MACHINEGUN_R4 = 136; public final static int MZ2_BOSS2_MACHINEGUN_R5 = 137; //ROGUE public final static int MZ2_CARRIER_MACHINEGUN_L1 = 138; public final static int MZ2_CARRIER_MACHINEGUN_R1 = 139; public final static int MZ2_CARRIER_GRENADE = 140; public final static int MZ2_TURRET_MACHINEGUN = 141; public final static int MZ2_TURRET_ROCKET = 142; public final static int MZ2_TURRET_BLASTER = 143; public final static int MZ2_STALKER_BLASTER = 144; public final static int MZ2_DAEDALUS_BLASTER = 145; public final static int MZ2_MEDIC_BLASTER_2 = 146; public final static int MZ2_CARRIER_RAILGUN = 147; public final static int MZ2_WIDOW_DISRUPTOR = 148; public final static int MZ2_WIDOW_BLASTER = 149; public final static int MZ2_WIDOW_RAIL = 150; public final static int MZ2_WIDOW_PLASMABEAM = 151; // PMM - not used public final static int MZ2_CARRIER_MACHINEGUN_L2 = 152; public final static int MZ2_CARRIER_MACHINEGUN_R2 = 153; public final static int MZ2_WIDOW_RAIL_LEFT = 154; public final static int MZ2_WIDOW_RAIL_RIGHT = 155; public final static int MZ2_WIDOW_BLASTER_SWEEP1 = 156; public final static int MZ2_WIDOW_BLASTER_SWEEP2 = 157; public final static int MZ2_WIDOW_BLASTER_SWEEP3 = 158; public final static int MZ2_WIDOW_BLASTER_SWEEP4 = 159; public final static int MZ2_WIDOW_BLASTER_SWEEP5 = 160; public final static int MZ2_WIDOW_BLASTER_SWEEP6 = 161; public final static int MZ2_WIDOW_BLASTER_SWEEP7 = 162; public final static int MZ2_WIDOW_BLASTER_SWEEP8 = 163; public final static int MZ2_WIDOW_BLASTER_SWEEP9 = 164; public final static int MZ2_WIDOW_BLASTER_100 = 165; public final static int MZ2_WIDOW_BLASTER_90 = 166; public final static int MZ2_WIDOW_BLASTER_80 = 167; public final static int MZ2_WIDOW_BLASTER_70 = 168; public final static int MZ2_WIDOW_BLASTER_60 = 169; public final static int MZ2_WIDOW_BLASTER_50 = 170; public final static int MZ2_WIDOW_BLASTER_40 = 171; public final static int MZ2_WIDOW_BLASTER_30 = 172; public final static int MZ2_WIDOW_BLASTER_20 = 173; public final static int MZ2_WIDOW_BLASTER_10 = 174; public final static int MZ2_WIDOW_BLASTER_0 = 175; public final static int MZ2_WIDOW_BLASTER_10L = 176; public final static int MZ2_WIDOW_BLASTER_20L = 177; public final static int MZ2_WIDOW_BLASTER_30L = 178; public final static int MZ2_WIDOW_BLASTER_40L = 179; public final static int MZ2_WIDOW_BLASTER_50L = 180; public final static int MZ2_WIDOW_BLASTER_60L = 181; public final static int MZ2_WIDOW_BLASTER_70L = 182; public final static int MZ2_WIDOW_RUN_1 = 183; public final static int MZ2_WIDOW_RUN_2 = 184; public final static int MZ2_WIDOW_RUN_3 = 185; public final static int MZ2_WIDOW_RUN_4 = 186; public final static int MZ2_WIDOW_RUN_5 = 187; public final static int MZ2_WIDOW_RUN_6 = 188; public final static int MZ2_WIDOW_RUN_7 = 189; public final static int MZ2_WIDOW_RUN_8 = 190; public final static int MZ2_CARRIER_ROCKET_1 = 191; public final static int MZ2_CARRIER_ROCKET_2 = 192; public final static int MZ2_CARRIER_ROCKET_3 = 193; public final static int MZ2_CARRIER_ROCKET_4 = 194; public final static int MZ2_WIDOW2_BEAMER_1 = 195; public final static int MZ2_WIDOW2_BEAMER_2 = 196; public final static int MZ2_WIDOW2_BEAMER_3 = 197; public final static int MZ2_WIDOW2_BEAMER_4 = 198; public final static int MZ2_WIDOW2_BEAMER_5 = 199; public final static int MZ2_WIDOW2_BEAM_SWEEP_1 = 200; public final static int MZ2_WIDOW2_BEAM_SWEEP_2 = 201; public final static int MZ2_WIDOW2_BEAM_SWEEP_3 = 202; public final static int MZ2_WIDOW2_BEAM_SWEEP_4 = 203; public final static int MZ2_WIDOW2_BEAM_SWEEP_5 = 204; public final static int MZ2_WIDOW2_BEAM_SWEEP_6 = 205; public final static int MZ2_WIDOW2_BEAM_SWEEP_7 = 206; public final static int MZ2_WIDOW2_BEAM_SWEEP_8 = 207; public final static int MZ2_WIDOW2_BEAM_SWEEP_9 = 208; public final static int MZ2_WIDOW2_BEAM_SWEEP_10 = 209; public final static int MZ2_WIDOW2_BEAM_SWEEP_11 = 210; public final static int SPLASH_UNKNOWN = 0; public final static int SPLASH_SPARKS = 1; public final static int SPLASH_BLUE_WATER = 2; public final static int SPLASH_BROWN_WATER = 3; public final static int SPLASH_SLIME = 4; public final static int SPLASH_LAVA = 5; public final static int SPLASH_BLOOD = 6; // sound channels // channel 0 never willingly overrides // other channels (1-7) allways override a playing sound on that channel public final static int CHAN_AUTO = 0; public final static int CHAN_WEAPON = 1; public final static int CHAN_VOICE = 2; public final static int CHAN_ITEM = 3; public final static int CHAN_BODY = 4; // modifier flags public final static int CHAN_NO_PHS_ADD = 8; // send to all clients, not just ones in PHS (ATTN 0 will also do this) public final static int CHAN_RELIABLE = 16; // send by reliable message, not datagram // sound attenuation values public final static int ATTN_NONE = 0; // full volume the entire level public final static int ATTN_NORM = 1; public final static int ATTN_IDLE = 2; public final static int ATTN_STATIC = 3; // diminish very rapidly with distance // player_state->stats[] indexes public final static int STAT_HEALTH_ICON = 0; public final static int STAT_HEALTH = 1; public final static int STAT_AMMO_ICON = 2; public final static int STAT_AMMO = 3; public final static int STAT_ARMOR_ICON = 4; public final static int STAT_ARMOR = 5; public final static int STAT_SELECTED_ICON = 6; public final static int STAT_PICKUP_ICON = 7; public final static int STAT_PICKUP_STRING = 8; public final static int STAT_TIMER_ICON = 9; public final static int STAT_TIMER = 10; public final static int STAT_HELPICON = 11; public final static int STAT_SELECTED_ITEM = 12; public final static int STAT_LAYOUTS = 13; public final static int STAT_FRAGS = 14; public final static int STAT_FLASHES = 15; // cleared each frame, 1 = health, 2 = armor public final static int STAT_CHASE = 16; public final static int STAT_SPECTATOR = 17; public final static int MAX_STATS = 32; // dmflags->value flags public final static int DF_NO_HEALTH = 0x00000001; // 1 public final static int DF_NO_ITEMS = 0x00000002; // 2 public final static int DF_WEAPONS_STAY = 0x00000004; // 4 public final static int DF_NO_FALLING = 0x00000008; // 8 public final static int DF_INSTANT_ITEMS = 0x00000010; // 16 public final static int DF_SAME_LEVEL = 0x00000020; // 32 public final static int DF_SKINTEAMS = 0x00000040; // 64 public final static int DF_MODELTEAMS = 0x00000080; // 128 public final static int DF_NO_FRIENDLY_FIRE = 0x00000100; // 256 public final static int DF_SPAWN_FARTHEST = 0x00000200; // 512 public final static int DF_FORCE_RESPAWN = 0x00000400; // 1024 public final static int DF_NO_ARMOR = 0x00000800; // 2048 public final static int DF_ALLOW_EXIT = 0x00001000; // 4096 public final static int DF_INFINITE_AMMO = 0x00002000; // 8192 public final static int DF_QUAD_DROP = 0x00004000; // 16384 public final static int DF_FIXED_FOV = 0x00008000; // 32768 // RAFAEL public final static int DF_QUADFIRE_DROP = 0x00010000; // 65536 // ROGUE public final static int DF_NO_MINES = 0x00020000; public final static int DF_NO_STACK_DOUBLE = 0x00040000; public final static int DF_NO_NUKES = 0x00080000; public final static int DF_NO_SPHERES = 0x00100000; // ROGUE // // config strings are a general means of communication from // the server to all connected clients. // Each config string can be at most MAX_QPATH characters. // public final static int CS_NAME = 0; public final static int CS_CDTRACK = 1; public final static int CS_SKY = 2; public final static int CS_SKYAXIS = 3; // %f %f %f format public final static int CS_SKYROTATE = 4; public final static int CS_STATUSBAR = 5; // display program string public final static int CS_AIRACCEL = 29; // air acceleration control public final static int CS_MAXCLIENTS = 30; public final static int CS_MAPCHECKSUM = 31; // for catching cheater maps public final static int CS_MODELS = 32; public final static int CS_SOUNDS = (CS_MODELS + MAX_MODELS); public final static int CS_IMAGES = (CS_SOUNDS + MAX_SOUNDS); public final static int CS_LIGHTS = (CS_IMAGES + MAX_IMAGES); public final static int CS_ITEMS = (CS_LIGHTS + MAX_LIGHTSTYLES); public final static int CS_PLAYERSKINS = (CS_ITEMS + MAX_ITEMS); public final static int CS_GENERAL = (CS_PLAYERSKINS + MAX_CLIENTS); public final static int MAX_CONFIGSTRINGS = (CS_GENERAL + MAX_GENERAL); public final static int HEALTH_IGNORE_MAX = 1; public final static int HEALTH_TIMED = 2; // gi.BoxEdicts() can return a list of either solid or trigger entities // FIXME: eliminate AREA_ distinction? public final static int AREA_SOLID = 1; public final static int AREA_TRIGGERS = 2; public final static int TE_GUNSHOT = 0; public final static int TE_BLOOD = 1; public final static int TE_BLASTER = 2; public final static int TE_RAILTRAIL = 3; public final static int TE_SHOTGUN = 4; public final static int TE_EXPLOSION1 = 5; public final static int TE_EXPLOSION2 = 6; public final static int TE_ROCKET_EXPLOSION = 7; public final static int TE_GRENADE_EXPLOSION = 8; public final static int TE_SPARKS = 9; public final static int TE_SPLASH = 10; public final static int TE_BUBBLETRAIL = 11; public final static int TE_SCREEN_SPARKS = 12; public final static int TE_SHIELD_SPARKS = 13; public final static int TE_BULLET_SPARKS = 14; public final static int TE_LASER_SPARKS = 15; public final static int TE_PARASITE_ATTACK = 16; public final static int TE_ROCKET_EXPLOSION_WATER = 17; public final static int TE_GRENADE_EXPLOSION_WATER = 18; public final static int TE_MEDIC_CABLE_ATTACK = 19; public final static int TE_BFG_EXPLOSION = 20; public final static int TE_BFG_BIGEXPLOSION = 21; public final static int TE_BOSSTPORT = 22; // used as '22' in a map, so DON'T RENUMBER!!! public final static int TE_BFG_LASER = 23; public final static int TE_GRAPPLE_CABLE = 24; public final static int TE_WELDING_SPARKS = 25; public final static int TE_GREENBLOOD = 26; public final static int TE_BLUEHYPERBLASTER = 27; public final static int TE_PLASMA_EXPLOSION = 28; public final static int TE_TUNNEL_SPARKS = 29; //ROGUE public final static int TE_BLASTER2 = 30; public final static int TE_RAILTRAIL2 = 31; public final static int TE_FLAME = 32; public final static int TE_LIGHTNING = 33; public final static int TE_DEBUGTRAIL = 34; public final static int TE_PLAIN_EXPLOSION = 35; public final static int TE_FLASHLIGHT = 36; public final static int TE_FORCEWALL = 37; public final static int TE_HEATBEAM = 38; public final static int TE_MONSTER_HEATBEAM = 39; public final static int TE_STEAM = 40; public final static int TE_BUBBLETRAIL2 = 41; public final static int TE_MOREBLOOD = 42; public final static int TE_HEATBEAM_SPARKS = 43; public final static int TE_HEATBEAM_STEAM = 44; public final static int TE_CHAINFIST_SMOKE = 45; public final static int TE_ELECTRIC_SPARKS = 46; public final static int TE_TRACKER_EXPLOSION = 47; public final static int TE_TELEPORT_EFFECT = 48; public final static int TE_DBALL_GOAL = 49; public final static int TE_WIDOWBEAMOUT = 50; public final static int TE_NUKEBLAST = 51; public final static int TE_WIDOWSPLASH = 52; public final static int TE_EXPLOSION1_BIG = 53; public final static int TE_EXPLOSION1_NP = 54; public final static int TE_FLECHETTE = 55; // content masks public final static int MASK_ALL = (-1); public final static int MASK_SOLID = (CONTENTS_SOLID | CONTENTS_WINDOW); public final static int MASK_PLAYERSOLID = (CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_WINDOW | CONTENTS_MONSTER); public final static int MASK_DEADSOLID = (CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_WINDOW); public final static int MASK_MONSTERSOLID = (CONTENTS_SOLID | CONTENTS_MONSTERCLIP | CONTENTS_WINDOW | CONTENTS_MONSTER); public final static int MASK_WATER = (CONTENTS_WATER | CONTENTS_LAVA | CONTENTS_SLIME); public final static int MASK_OPAQUE = (CONTENTS_SOLID | CONTENTS_SLIME | CONTENTS_LAVA); public final static int MASK_SHOT = (CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_WINDOW | CONTENTS_DEADMONSTER); public final static int MASK_CURRENT = (CONTENTS_CURRENT_0 | CONTENTS_CURRENT_90 | CONTENTS_CURRENT_180 | CONTENTS_CURRENT_270 | CONTENTS_CURRENT_UP | CONTENTS_CURRENT_DOWN); // item spawnflags public final static int ITEM_TRIGGER_SPAWN = 0x00000001; public final static int ITEM_NO_TOUCH = 0x00000002; // 6 bits reserved for editor flags // 8 bits used as power cube id bits for coop games public final static int DROPPED_ITEM = 0x00010000; public final static int DROPPED_PLAYER_ITEM = 0x00020000; public final static int ITEM_TARGETS_USED = 0x00040000; // (machen nur GL) public final static int VIDREF_GL = 1; public final static int VIDREF_SOFT = 2; public final static int VIDREF_OTHER = 3; // -------------- // game/g_local.h public final static int FFL_SPAWNTEMP = 1; public final static int FFL_NOSPAWN = 2; // enum fieldtype_t public final static int F_INT = 0; public final static int F_FLOAT = 1; public final static int F_LSTRING = 2; // string on disk, pointer in memory, TAG_LEVEL public final static int F_GSTRING = 3; // string on disk, pointer in memory, TAG_GAME public final static int F_VECTOR = 4; public final static int F_ANGLEHACK = 5; public final static int F_EDICT = 6; // index on disk, pointer in memory public final static int F_ITEM = 7; // index on disk, pointer in memory public final static int F_CLIENT = 8; // index on disk, pointer in memory public final static int F_FUNCTION = 9; public final static int F_MMOVE = 10; public final static int F_IGNORE = 11; public final static int DEFAULT_BULLET_HSPREAD = 300; public final static int DEFAULT_BULLET_VSPREAD = 500; public final static int DEFAULT_SHOTGUN_HSPREAD = 1000; public final static int DEFAULT_SHOTGUN_VSPREAD = 500; public final static int DEFAULT_DEATHMATCH_SHOTGUN_COUNT = 12; public final static int DEFAULT_SHOTGUN_COUNT = 12; public final static int DEFAULT_SSHOTGUN_COUNT = 20; public final static int ANIM_BASIC = 0; // stand / run public final static int ANIM_WAVE = 1; public final static int ANIM_JUMP = 2; public final static int ANIM_PAIN = 3; public final static int ANIM_ATTACK = 4; public final static int ANIM_DEATH = 5; public final static int ANIM_REVERSE = 6; public final static int AMMO_BULLETS = 0; public final static int AMMO_SHELLS = 1; public final static int AMMO_ROCKETS = 2; public final static int AMMO_GRENADES = 3; public final static int AMMO_CELLS = 4; public final static int AMMO_SLUGS = 5; // view pitching times public final static float DAMAGE_TIME = 0.5f; public final static float FALL_TIME = 0.3f; // damage flags public final static int DAMAGE_RADIUS = 0x00000001; // damage was indirect public final static int DAMAGE_NO_ARMOR = 0x00000002; // armour does not protect from this damage public final static int DAMAGE_ENERGY = 0x00000004; // damage is from an energy based weapon public final static int DAMAGE_NO_KNOCKBACK = 0x00000008; // do not affect velocity, just view angles public final static int DAMAGE_BULLET = 0x00000010; // damage is from a bullet (used for ricochets) public final static int DAMAGE_NO_PROTECTION = 0x00000020; // armor, shields, invulnerability, and godmode have no effect public final static int DAMAGE_NO = 0; public final static int DAMAGE_YES = 1; // will take damage if hit public final static int DAMAGE_AIM = 2; // auto targeting recognizes this // means of death public final static int MOD_UNKNOWN = 0; public final static int MOD_BLASTER = 1; public final static int MOD_SHOTGUN = 2; public final static int MOD_SSHOTGUN = 3; public final static int MOD_MACHINEGUN = 4; public final static int MOD_CHAINGUN = 5; public final static int MOD_GRENADE = 6; public final static int MOD_G_SPLASH = 7; public final static int MOD_ROCKET = 8; public final static int MOD_R_SPLASH = 9; public final static int MOD_HYPERBLASTER = 10; public final static int MOD_RAILGUN = 11; public final static int MOD_BFG_LASER = 12; public final static int MOD_BFG_BLAST = 13; public final static int MOD_BFG_EFFECT = 14; public final static int MOD_HANDGRENADE = 15; public final static int MOD_HG_SPLASH = 16; public final static int MOD_WATER = 17; public final static int MOD_SLIME = 18; public final static int MOD_LAVA = 19; public final static int MOD_CRUSH = 20; public final static int MOD_TELEFRAG = 21; public final static int MOD_FALLING = 22; public final static int MOD_SUICIDE = 23; public final static int MOD_HELD_GRENADE = 24; public final static int MOD_EXPLOSIVE = 25; public final static int MOD_BARREL = 26; public final static int MOD_BOMB = 27; public final static int MOD_EXIT = 28; public final static int MOD_SPLASH = 29; public final static int MOD_TARGET_LASER = 30; public final static int MOD_TRIGGER_HURT = 31; public final static int MOD_HIT = 32; public final static int MOD_TARGET_BLASTER = 33; public final static int MOD_FRIENDLY_FIRE = 0x8000000; // edict->spawnflags // these are set with checkboxes on each entity in the map editor public final static int SPAWNFLAG_NOT_EASY = 0x00000100; public final static int SPAWNFLAG_NOT_MEDIUM = 0x00000200; public final static int SPAWNFLAG_NOT_HARD = 0x00000400; public final static int SPAWNFLAG_NOT_DEATHMATCH = 0x00000800; public final static int SPAWNFLAG_NOT_COOP = 0x00001000; // edict->flags public final static int FL_FLY = 0x00000001; public final static int FL_SWIM = 0x00000002; // implied immunity to drowining public final static int FL_IMMUNE_LASER = 0x00000004; public final static int FL_INWATER = 0x00000008; public final static int FL_GODMODE = 0x00000010; public final static int FL_NOTARGET = 0x00000020; public final static int FL_IMMUNE_SLIME = 0x00000040; public final static int FL_IMMUNE_LAVA = 0x00000080; public final static int FL_PARTIALGROUND = 0x00000100; // not all corners are valid public final static int FL_WATERJUMP = 0x00000200; // player jumping out of water public final static int FL_TEAMSLAVE = 0x00000400; // not the first on the team public final static int FL_NO_KNOCKBACK = 0x00000800; public final static int FL_POWER_ARMOR = 0x00001000; // power armor (if any) is active public final static int FL_RESPAWN = 0x80000000; // used for item respawning public final static float FRAMETIME = 0.1f; // memory tags to allow dynamic memory to be cleaned up public final static int TAG_GAME = 765; // clear when unloading the dll public final static int TAG_LEVEL = 766; // clear when loading a new level public final static int MELEE_DISTANCE = 80; public final static int BODY_QUEUE_SIZE = 8; // deadflag public final static int DEAD_NO = 0; public final static int DEAD_DYING = 1; public final static int DEAD_DEAD = 2; public final static int DEAD_RESPAWNABLE = 3; // range public final static int RANGE_MELEE = 0; public final static int RANGE_NEAR = 1; public final static int RANGE_MID = 2; public final static int RANGE_FAR = 3; // gib types public final static int GIB_ORGANIC = 0; public final static int GIB_METALLIC = 1; // monster ai flags public final static int AI_STAND_GROUND = 0x00000001; public final static int AI_TEMP_STAND_GROUND = 0x00000002; public final static int AI_SOUND_TARGET = 0x00000004; public final static int AI_LOST_SIGHT = 0x00000008; public final static int AI_PURSUIT_LAST_SEEN = 0x00000010; public final static int AI_PURSUE_NEXT = 0x00000020; public final static int AI_PURSUE_TEMP = 0x00000040; public final static int AI_HOLD_FRAME = 0x00000080; public final static int AI_GOOD_GUY = 0x00000100; public final static int AI_BRUTAL = 0x00000200; public final static int AI_NOSTEP = 0x00000400; public final static int AI_DUCKED = 0x00000800; public final static int AI_COMBAT_POINT = 0x00001000; public final static int AI_MEDIC = 0x00002000; public final static int AI_RESURRECTING = 0x00004000; // monster attack state public final static int AS_STRAIGHT = 1; public final static int AS_SLIDING = 2; public final static int AS_MELEE = 3; public final static int AS_MISSILE = 4; // armor types public final static int ARMOR_NONE = 0; public final static int ARMOR_JACKET = 1; public final static int ARMOR_COMBAT = 2; public final static int ARMOR_BODY = 3; public final static int ARMOR_SHARD = 4; // power armor types public final static int POWER_ARMOR_NONE = 0; public final static int POWER_ARMOR_SCREEN = 1; public final static int POWER_ARMOR_SHIELD = 2; // handedness values public final static int RIGHT_HANDED = 0; public final static int LEFT_HANDED = 1; public final static int CENTER_HANDED = 2; // game.serverflags values public final static int SFL_CROSS_TRIGGER_1 = 0x00000001; public final static int SFL_CROSS_TRIGGER_2 = 0x00000002; public final static int SFL_CROSS_TRIGGER_3 = 0x00000004; public final static int SFL_CROSS_TRIGGER_4 = 0x00000008; public final static int SFL_CROSS_TRIGGER_5 = 0x00000010; public final static int SFL_CROSS_TRIGGER_6 = 0x00000020; public final static int SFL_CROSS_TRIGGER_7 = 0x00000040; public final static int SFL_CROSS_TRIGGER_8 = 0x00000080; public final static int SFL_CROSS_TRIGGER_MASK = 0x000000ff; // noise types for PlayerNoise public final static int PNOISE_SELF = 0; public final static int PNOISE_WEAPON = 1; public final static int PNOISE_IMPACT = 2; // gitem_t->flags public final static int IT_WEAPON = 1; // use makes active weapon public final static int IT_AMMO = 2; public final static int IT_ARMOR = 4; public final static int IT_STAY_COOP = 8; public final static int IT_KEY = 16; public final static int IT_POWERUP = 32; // gitem_t->weapmodel for weapons indicates model index public final static int WEAP_BLASTER = 1; public final static int WEAP_SHOTGUN = 2; public final static int WEAP_SUPERSHOTGUN = 3; public final static int WEAP_MACHINEGUN = 4; public final static int WEAP_CHAINGUN = 5; public final static int WEAP_GRENADES = 6; public final static int WEAP_GRENADELAUNCHER = 7; public final static int WEAP_ROCKETLAUNCHER = 8; public final static int WEAP_HYPERBLASTER = 9; public final static int WEAP_RAILGUN = 10; public final static int WEAP_BFG = 11; // edict->movetype values public final static int MOVETYPE_NONE = 0; // never moves public final static int MOVETYPE_NOCLIP = 1; // origin and angles change with no interaction public final static int MOVETYPE_PUSH = 2; // no clip to world, push on box contact public final static int MOVETYPE_STOP = 3; // no clip to world, stops on box contact public final static int MOVETYPE_WALK = 4; // gravity public final static int MOVETYPE_STEP = 5; // gravity, special edge handling public final static int MOVETYPE_FLY = 6; public final static int MOVETYPE_TOSS = 7; // gravity public final static int MOVETYPE_FLYMISSILE = 8; // extra size to monsters public final static int MOVETYPE_BOUNCE = 9; public final static int MULTICAST_ALL = 0; public final static int MULTICAST_PHS = 1; public final static int MULTICAST_PVS = 2; public final static int MULTICAST_ALL_R = 3; public final static int MULTICAST_PHS_R = 4; public final static int MULTICAST_PVS_R = 5; // ------------- // client/game.h public final static int SOLID_NOT = 0; // no interaction with other objects public final static int SOLID_TRIGGER = 1; // only touch when inside, after moving public final static int SOLID_BBOX = 2; // touch on edge public final static int SOLID_BSP = 3; // bsp clip, touch on edge public final static int GAME_API_VERSION = 3; // edict->svflags public final static int SVF_NOCLIENT = 0x00000001; // don't send entity to clients, even if it has effects public final static int SVF_DEADMONSTER = 0x00000002; // treat as CONTENTS_DEADMONSTER for collision public final static int SVF_MONSTER = 0x00000004; // treat as CONTENTS_MONSTER for collision public final static int MAX_ENT_CLUSTERS = 16; public final static int sv_stopspeed = 100; public final static int sv_friction = 6; public final static int sv_waterfriction = 1; public final static int PLAT_LOW_TRIGGER = 1; public final static int STATE_TOP = 0; public final static int STATE_BOTTOM = 1; public final static int STATE_UP = 2; public final static int STATE_DOWN = 3; public final static int DOOR_START_OPEN = 1; public final static int DOOR_REVERSE = 2; public final static int DOOR_CRUSHER = 4; public final static int DOOR_NOMONSTER = 8; public final static int DOOR_TOGGLE = 32; public final static int DOOR_X_AXIS = 64; public final static int DOOR_Y_AXIS = 128; // R E N D E R E R //////////////////// public static final int MAX_DLIGHTS = 32; public static final int MAX_ENTITIES = 128; public static final int MAX_PARTICLES = 4096; // gl_model.h public static final int SURF_PLANEBACK = 2; public static final int SURF_DRAWSKY = 4; public static final int SURF_DRAWTURB = 0x10; public static final int SURF_DRAWBACKGROUND = 0x40; public static final int SURF_UNDERWATER = 0x80; public static final float POWERSUIT_SCALE = 4.0f; public static final int SHELL_RED_COLOR = 0xF2; public static final int SHELL_GREEN_COLOR = 0xD0; public static final int SHELL_BLUE_COLOR = 0xF3; public static final int SHELL_RG_COLOR = 0xDC; public static final int SHELL_RB_COLOR = 0x68; //0x86 public static final int SHELL_BG_COLOR = 0x78; // ROGUE public static final int SHELL_DOUBLE_COLOR = 0xDF; // 223 public static final int SHELL_HALF_DAM_COLOR = 0x90; public static final int SHELL_CYAN_COLOR = 0x72; // --------- // qcommon.h public final static int svc_bad = 0; // these ops are known to the game dll // protocol bytes that can be directly added to messages public final static int svc_muzzleflash = 1; public final static int svc_muzzleflash2 = 2; public final static int svc_temp_entity = 3; public final static int svc_layout = 4; public final static int svc_inventory = 5; // the rest are private to the client and server public final static int svc_nop = 6; public final static int svc_disconnect = 7; public final static int svc_reconnect = 8; public final static int svc_sound = 9; // public final static int svc_print = 10; // [byte] id [string] null terminated string public final static int svc_stufftext = 11; // [string] stuffed into client's console buffer, should be \n terminated public final static int svc_serverdata = 12; // [long] protocol ... public final static int svc_configstring = 13; // [short] [string] public final static int svc_spawnbaseline = 14; public final static int svc_centerprint = 15; // [string] to put in center of the screen public final static int svc_download = 16; // [short] size [size bytes] public final static int svc_playerinfo = 17; // variable public final static int svc_packetentities = 18; // [...] public final static int svc_deltapacketentities = 19; // [...] public final static int svc_frame = 20; public static final int NUMVERTEXNORMALS = 162; public static final int PROTOCOL_VERSION = 34; public final static int PORT_MASTER = 27900; public final static int PORT_CLIENT = 27901; public final static int PORT_SERVER = 27910; public final static int PORT_ANY = -1; public final static int PS_M_TYPE = (1 << 0); public final static int PS_M_ORIGIN = (1 << 1); public final static int PS_M_VELOCITY = (1 << 2); public final static int PS_M_TIME = (1 << 3); public final static int PS_M_FLAGS = (1 << 4); public final static int PS_M_GRAVITY = (1 << 5); public final static int PS_M_DELTA_ANGLES = (1 << 6); public final static int UPDATE_BACKUP = 16; // copies of entity_state_t to keep buffered // must be power of two public final static int UPDATE_MASK = (UPDATE_BACKUP - 1); public final static int PS_VIEWOFFSET = (1 << 7); public final static int PS_VIEWANGLES = (1 << 8); public final static int PS_KICKANGLES = (1 << 9); public final static int PS_BLEND = (1 << 10); public final static int PS_FOV = (1 << 11); public final static int PS_WEAPONINDEX = (1 << 12); public final static int PS_WEAPONFRAME = (1 << 13); public final static int PS_RDFLAGS = (1 << 14); public static final int CM_ANGLE1 = (1 << 0); public static final int CM_ANGLE2 = (1 << 1); public static final int CM_ANGLE3 = (1 << 2); public static final int CM_FORWARD = (1 << 3); public static final int CM_SIDE = (1 << 4); public static final int CM_UP = (1 << 5); public static final int CM_BUTTONS = (1 << 6); public static final int CM_IMPULSE = (1 << 7); // try to pack the common update flags into the first byte public final static int U_ORIGIN1 = (1 << 0); public final static int U_ORIGIN2 = (1 << 1); public final static int U_ANGLE2 = (1 << 2); public final static int U_ANGLE3 = (1 << 3); public final static int U_FRAME8 = (1 << 4); // frame is a byte public final static int U_EVENT = (1 << 5); public final static int U_REMOVE = (1 << 6); // REMOVE this entity, don't add it public final static int U_MOREBITS1 = (1 << 7); // read one additional byte // second byte public final static int U_NUMBER16 = (1 << 8); // NUMBER8 is implicit if not set public final static int U_ORIGIN3 = (1 << 9); public final static int U_ANGLE1 = (1 << 10); public final static int U_MODEL = (1 << 11); public final static int U_RENDERFX8 = (1 << 12); // fullbright, etc public final static int U_EFFECTS8 = (1 << 14); // autorotate, trails, etc public final static int U_MOREBITS2 = (1 << 15); // read one additional byte // third byte public final static int U_SKIN8 = (1 << 16); public final static int U_FRAME16 = (1 << 17); // frame is a short public final static int U_RENDERFX16 = (1 << 18); // 8 + 16 = 32 public final static int U_EFFECTS16 = (1 << 19); // 8 + 16 = 32 public final static int U_MODEL2 = (1 << 20); // weapons, flags, etc public final static int U_MODEL3 = (1 << 21); public final static int U_MODEL4 = (1 << 22); public final static int U_MOREBITS3 = (1 << 23); // read one additional byte // fourth byte public final static int U_OLDORIGIN = (1 << 24); // FIXME: get rid of this public final static int U_SKIN16 = (1 << 25); public final static int U_SOUND = (1 << 26); public final static int U_SOLID = (1 << 27); public static final int SHELL_WHITE_COLOR = 0xD7; public static final int MAX_TRIANGLES = 4096; public static final int MAX_VERTS = 2048; public static final int MAX_FRAMES = 512; public static final int MAX_MD2SKINS = 32; public static final int MAX_SKINNAME = 64; public static final int MAXLIGHTMAPS = 4; public static final int MIPLEVELS = 4; public static final int clc_bad = 0; public static final int clc_nop = 1; public static final int clc_move = 2; // [[usercmd_t] public static final int clc_userinfo = 3; // [[userinfo string] public static final int clc_stringcmd = 4; // [string] message public static final int NS_CLIENT = 0; public static final int NS_SERVER = 1; public static final int NA_LOOPBACK = 0; public static final int NA_BROADCAST = 1; public static final int NA_IP = 2; public static final int NA_IPX = 3; public static final int NA_BROADCAST_IPX = 4; public final static int SND_VOLUME = (1 << 0); // a byte public final static int SND_ATTENUATION = (1 << 1); // a byte public final static int SND_POS = (1 << 2); // three coordinates public final static int SND_ENT = (1 << 3); // a short 0-2: channel, 3-12: entity public final static int SND_OFFSET = (1 << 4); // a byte, msec offset from frame start public final static float DEFAULT_SOUND_PACKET_VOLUME = 1.0f; public final static float DEFAULT_SOUND_PACKET_ATTENUATION = 1.0f; // -------- // client.h public static final int MAX_PARSE_ENTITIES = 1024; public static final int MAX_CLIENTWEAPONMODELS = 20; public static int CMD_BACKUP = 64; // allow a lot of command backups for very fast systems public static final int ca_uninitialized = 0; public static final int ca_disconnected = 1; public static final int ca_connecting = 2; public static final int ca_connected = 3; public static final int ca_active = 4; public static final int MAX_ALIAS_NAME = 32; public static final int MAX_NUM_ARGVS = 50; public static final int MAX_MSGLEN = 1400; // --------- // console.h public static final int NUM_CON_TIMES = 4; public static final int CON_TEXTSIZE = 32768; public final static int BSPVERSION = 38; // -------- // qfiles.h // upper design bounds // leaffaces, leafbrushes, planes, and verts are still bounded by // 16 bit short limits public final static int MAX_MAP_MODELS = 1024; public final static int MAX_MAP_BRUSHES = 8192; public final static int MAX_MAP_ENTITIES = 2048; public final static int MAX_MAP_ENTSTRING = 0x40000; public final static int MAX_MAP_TEXINFO = 8192; public final static int MAX_MAP_AREAS = 256; public final static int MAX_MAP_AREAPORTALS = 1024; public final static int MAX_MAP_PLANES = 65536; public final static int MAX_MAP_NODES = 65536; public final static int MAX_MAP_BRUSHSIDES = 65536; public final static int MAX_MAP_LEAFS = 65536; public final static int MAX_MAP_VERTS = 65536; public final static int MAX_MAP_FACES = 65536; public final static int MAX_MAP_LEAFFACES = 65536; public final static int MAX_MAP_LEAFBRUSHES = 65536; public final static int MAX_MAP_PORTALS = 65536; public final static int MAX_MAP_EDGES = 128000; public final static int MAX_MAP_SURFEDGES = 256000; public final static int MAX_MAP_LIGHTING = 0x200000; public final static int MAX_MAP_VISIBILITY = 0x100000; // key / value pair sizes public final static int MAX_KEY = 32; public final static int MAX_VALUE = 1024; // 0-2 are axial planes public final static int PLANE_X = 0; public final static int PLANE_Y = 1; public final static int PLANE_Z = 2; // 3-5 are non-axial planes snapped to the nearest public final static int PLANE_ANYX = 3; public final static int PLANE_ANYY = 4; public final static int PLANE_ANYZ = 5; public final static int LUMP_ENTITIES = 0; public final static int LUMP_PLANES = 1; public final static int LUMP_VERTEXES = 2; public final static int LUMP_VISIBILITY = 3; public final static int LUMP_NODES = 4; public final static int LUMP_TEXINFO = 5; public final static int LUMP_FACES = 6; public final static int LUMP_LIGHTING = 7; public final static int LUMP_LEAFS = 8; public final static int LUMP_LEAFFACES = 9; public final static int LUMP_LEAFBRUSHES = 10; public final static int LUMP_EDGES = 11; public final static int LUMP_SURFEDGES = 12; public final static int LUMP_MODELS = 13; public final static int LUMP_BRUSHES = 14; public final static int LUMP_BRUSHSIDES = 15; public final static int LUMP_POP = 16; public final static int LUMP_AREAS = 17; public final static int LUMP_AREAPORTALS = 18; public final static int HEADER_LUMPS = 19; public final static int DTRIVERTX_V0 = 0; public final static int DTRIVERTX_V1 = 1; public final static int DTRIVERTX_V2 = 2; public final static int DTRIVERTX_LNI = 3; public final static int DTRIVERTX_SIZE = 4; public final static int ALIAS_VERSION = 8; public static final String GAMEVERSION = "baseq2"; public static final int API_VERSION = 3; // ref_library (refexport_t) public final static int DVIS_PVS = 0; public final static int DVIS_PHS = 1; // ---------------- // client/keydest_t public static final int key_game = 0; public static final int key_console = 1; public static final int key_message = 2; public static final int key_menu = 3; // --------------- // server/server.h public static final int cs_free = 0; // can be reused for a new connection public static final int cs_zombie = 1; // client has been disconnected, but don't reuse // connection for a couple seconds public static final int cs_connected = 2; // has been assigned to a client_t, but not in game yet public static final int cs_spawned = 3; public static final int MAX_CHALLENGES = 1024; public static final int ss_dead = 0; // no map loaded public static final int ss_loading = 1; // spawning level edicts public static final int ss_game = 2; // actively running public static final int ss_cinematic = 3; public static final int ss_demo = 4; public static final int ss_pic = 5; public final static int SV_OUTPUTBUF_LENGTH = (MAX_MSGLEN - 16); public final static int RD_NONE = 0; public final static int RD_CLIENT = 1; public final static int RD_PACKET = 2; public final static int RATE_MESSAGES = 10; public final static int LATENCY_COUNTS = 16; public static final int MAXCMDLINE = 256; public static final int MAX_MASTERS = 8; //server/sv_world.h public static final int AREA_DEPTH = 4; public static final int AREA_NODES = 32; public static final int EXEC_NOW = 0; public static final int EXEC_INSERT = 1; public static final int EXEC_APPEND = 2; //client/qmenu.h public final static int MAXMENUITEMS = 64; public final static int MTYPE_SLIDER = 0; public final static int MTYPE_LIST = 1; public final static int MTYPE_ACTION = 2; public final static int MTYPE_SPINCONTROL = 3; public final static int MTYPE_SEPARATOR = 4; public final static int MTYPE_FIELD = 5; public final static int K_TAB = 9; public final static int K_ENTER = 13; public final static int K_ESCAPE = 27; public final static int K_SPACE = 32; // normal keys should be passed as lowercased ascii public final static int K_BACKSPACE = 127; public final static int K_UPARROW = 128; public final static int K_DOWNARROW = 129; public final static int K_LEFTARROW = 130; public final static int K_RIGHTARROW = 131; public final static int QMF_LEFT_JUSTIFY = 0x00000001; public final static int QMF_GRAYED = 0x00000002; public final static int QMF_NUMBERSONLY = 0x00000004; public final static int RCOLUMN_OFFSET = 16; public final static int LCOLUMN_OFFSET = -16; public final static int MAX_DISPLAYNAME = 16; public final static int MAX_PLAYERMODELS = 1024; public final static int MAX_LOCAL_SERVERS = 8; public final static String NO_SERVER_STRING = ""; public final static int NUM_ADDRESSBOOK_ENTRIES = 9; public final static int STEPSIZE = 18; public static final float MOVE_STOP_EPSILON = 0.1f; public final static float MIN_STEP_NORMAL = 0.7f; // can't step up onto very steep slopes // used by filefinders in Sys public final static int FILEISREADABLE = 1; public final static int FILEISWRITABLE = 2; public final static int FILEISFILE = 4; public final static int FILEISDIRECTORY = 8; // datentyp konstanten // groesse in bytes public final static boolean LITTLE_ENDIAN = (ByteOrder.nativeOrder() == ByteOrder.LITTLE_ENDIAN); public final static int SIZE_OF_SHORT = 2; public final static int SIZE_OF_INT = 4; public final static int SIZE_OF_LONG = 8; public final static int SIZE_OF_FLOAT = 4; public final static int SIZE_OF_DOUBLE = 8; }