📄 defines.java
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(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;
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