/*
*
*   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
*
*   In addition, as a special exception, the author gives permission to
*   link the code of this program with the Half-Life Game Engine ("HL
*   Engine") and Modified Game Libraries ("MODs") developed by Valve,
*   L.L.C ("Valve").  You must obey the GNU General Public License in all
*   respects for all of the code used other than the HL Engine and MODs
*   from Valve.  If you modify this file, you may extend this exception
*   to your version of the file, but you are not obligated to do so.  If
*   you do not wish to do so, delete this exception statement from your
*   version.
*
*/

#ifndef CONST_H
#define CONST_H
#ifdef _WIN32
#pragma once
#endif

// Max # of clients allowed in a server.
#define MAX_CLIENTS                 32

// How many bits to use to encode an edict.
#define MAX_EDICT_BITS              11 // # of bits needed to represent max edicts

// Max # of edicts in a level (2048)
#define MAX_EDICTS                  BIT(MAX_EDICT_BITS)

// How many data slots to use when in multiplayer (must be power of 2)
#define MULTIPLAYER_BACKUP          64

// Same for single player
#define SINGLEPLAYER_BACKUP         8
//
// Constants shared by the engine and dlls
// This header file included by engine files and DLL files.
// Most came from server.h

// edict->flags
#define FL_FLY                      BIT(0)  // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM                     BIT(1)  // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR                 BIT(2)
#define FL_CLIENT                   BIT(3)
#define FL_INWATER                  BIT(4)
#define FL_MONSTER                  BIT(5)
#define FL_GODMODE                  BIT(6)
#define FL_NOTARGET                 BIT(7)
#define FL_SKIPLOCALHOST            BIT(8)  // Don't send entity to local host, it's predicting this entity itself
#define FL_ONGROUND                 BIT(9)  // At rest / on the ground
#define FL_PARTIALGROUND            BIT(10) // not all corners are valid
#define FL_WATERJUMP                BIT(11) // player jumping out of water
#define FL_FROZEN                   BIT(12) // Player is frozen for 3rd person camera
#define FL_FAKECLIENT               BIT(13) // JAC: fake client, simulated server side; don't send network messages to them
#define FL_DUCKING                  BIT(14) // Player flag -- Player is fully crouched
#define FL_FLOAT                    BIT(15) // Apply floating force to this entity when in water
#define FL_GRAPHED                  BIT(16) // worldgraph has this ent listed as something that blocks a connection

// UNDONE: Do we need these?
#define FL_IMMUNE_WATER             BIT(17)
#define FL_IMMUNE_SLIME             BIT(18)
#define FL_IMMUNE_LAVA              BIT(19)

#define FL_PROXY                    BIT(20) // This is a spectator proxy
#define FL_ALWAYSTHINK              BIT(21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
#define FL_BASEVELOCITY             BIT(22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_MONSTERCLIP              BIT(23) // Only collide in with monsters who have FL_MONSTERCLIP set
#define FL_ONTRAIN                  BIT(24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_WORLDBRUSH               BIT(25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_SPECTATOR                BIT(26) // This client is a spectator, don't run touch functions, etc.
#define FL_CUSTOMENTITY             BIT(29) // This is a custom entity
#define FL_KILLME                   BIT(30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
#define FL_DORMANT                  BIT(31) // Entity is dormant, no updates to client

// SV_EmitSound2 flags
#define SND_EMIT2_NOPAS             BIT(0)  // never to do check PAS
#define SND_EMIT2_INVOKER           BIT(1)  // do not send to the client invoker

// Engine edict->spawnflags
#define SF_NOTINDEATHMATCH          BIT(11)  // Do not spawn when deathmatch and loading entities from a file

// Goes into globalvars_t.trace_flags
#define FTRACE_SIMPLEBOX            BIT(0)  // Traceline with a simple box

// Custom flags that we can retrive in pfnShouldCollide
// Starting from BIT(16) to reserve space for more flags for Engine
#define FTRACE_BULLET				BIT(16)
#define FTRACE_FLASH				BIT(17)
#define FTRACE_KNIFE				BIT(18)

// walkmove modes
#define WALKMOVE_NORMAL             0 // normal walkmove
#define WALKMOVE_WORLDONLY          1 // doesn't hit ANY entities, no matter what the solid type
#define WALKMOVE_CHECKONLY          2 // move, but don't touch triggers

// edict->movetype values
#define MOVETYPE_NONE               0  // never moves
//#define MOVETYPE_ANGLENOCLIP        1
//#define MOVETYPE_ANGLECLIP          2
#define MOVETYPE_WALK               3  // Player only - moving on the ground
#define MOVETYPE_STEP               4  // gravity, special edge handling -- monsters use this
#define MOVETYPE_FLY                5  // No gravity, but still collides with stuff
#define MOVETYPE_TOSS               6  // gravity/collisions
#define MOVETYPE_PUSH               7  // no clip to world, push and crush
#define MOVETYPE_NOCLIP             8  // No gravity, no collisions, still do velocity/avelocity
#define MOVETYPE_FLYMISSILE         9  // extra size to monsters
#define MOVETYPE_BOUNCE             10 // Just like Toss, but reflect velocity when contacting surfaces
#define MOVETYPE_BOUNCEMISSILE      11 // bounce w/o gravity
#define MOVETYPE_FOLLOW             12 // track movement of aiment
#define MOVETYPE_PUSHSTEP           13 // BSP model that needs physics/world collisions (uses nearest hull for world collision)

// edict->solid values
// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves
// SOLID only effects OTHER entities colliding with this one when they move - UGH!
#define SOLID_NOT                   0 // no interaction with other objects
#define SOLID_TRIGGER               1 // touch on edge, but not blocking
#define SOLID_BBOX                  2 // touch on edge, block
#define SOLID_SLIDEBOX              3 // touch on edge, but not an onground
#define SOLID_BSP                   4 // bsp clip, touch on edge, block

// edict->deadflag values
#define DEAD_NO                     0 // alive
#define DEAD_DYING                  1 // playing death animation or still falling off of a ledge waiting to hit ground
#define DEAD_DEAD                   2 // dead. lying still.
#define DEAD_RESPAWNABLE            3 // do respawn the entity
#define DEAD_DISCARDBODY            4

#define DAMAGE_NO                   0
#define DAMAGE_YES                  1
#define DAMAGE_AIM                  2

// edict->effects values
#define EF_BRIGHTFIELD              BIT(0)  // swirling cloud of particles
#define EF_MUZZLEFLASH              BIT(1)  // single frame ELIGHT on entity attachment 0
#define EF_BRIGHTLIGHT              BIT(2)  // DLIGHT centered at entity origin
#define EF_DIMLIGHT                 BIT(3)  // player flashlight
#define EF_INVLIGHT                 BIT(4)  // get lighting from ceiling
#define EF_NOINTERP                 BIT(5)  // don't interpolate the next frame
#define EF_LIGHT                    BIT(6)  // rocket flare glow sprite
#define EF_NODRAW                   BIT(7)  // don't draw entity
#define EF_NIGHTVISION              BIT(8)  // player nightvision
#define EF_SNIPERLASER              BIT(9)  // sniper laser effect
#define EF_FIBERCAMERA              BIT(10) // fiber camera
#define EF_FORCEVISIBILITY          BIT(11) // force visibility
#define EF_OWNER_VISIBILITY         BIT(12) // visibility for owner
#define EF_OWNER_NO_VISIBILITY      BIT(13) // no visibility for owner
#define EF_NOSLERP					BIT(14) // no slerp flag for this entity (addtofullpack)
#define EF_FOLLOWKEEPRENDER			BIT(15) // the entity following will not copy the render (like it follows nothing)

// Custom flags that aren't handled by the client
#define EF_CUSTOM_BITS (EF_FORCEVISIBILITY | EF_OWNER_VISIBILITY | EF_OWNER_NO_VISIBILITY | EF_NOSLERP | EF_FOLLOWKEEPRENDER)

// state->eflags values
#define EFLAG_SLERP                 1   // do studio interpolation of this entity

//
// temp entity events
//
#define TE_BEAMPOINTS               0   // beam effect between two points
// coord coord coord (start position)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_BEAMENTPOINT             1   // beam effect between point and entity
// short (start entity)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_GUNSHOT                  2   // particle effect plus ricochet sound
// coord coord coord (position)

#define TE_EXPLOSION                3   // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)
// byte (flags)
//
// The Explosion effect has some flags to control performance/aesthetic features:
#define TE_EXPLFLAG_NONE            0   // all flags clear makes default Half-Life explosion
#define TE_EXPLFLAG_NOADDITIVE      1   // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
#define TE_EXPLFLAG_NODLIGHTS       2   // do not render dynamic lights
#define TE_EXPLFLAG_NOSOUND         4   // do not play client explosion sound
#define TE_EXPLFLAG_NOPARTICLES     8   // do not draw particles

#define TE_TAREXPLOSION             4   // Quake1 "tarbaby" explosion with sound
// coord coord coord (position)

#define TE_SMOKE                    5   // alphablend sprite, move vertically 30 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)

#define TE_TRACER                   6   // tracer effect from point to point
// coord, coord, coord (start)
// coord, coord, coord (end)

#define TE_LIGHTNING                7   // TE_BEAMPOINTS with simplified parameters
// coord, coord, coord (start)
// coord, coord, coord (end)
// byte (life in 0.1's)
// byte (width in 0.1's)
// byte (amplitude in 0.01's)
// short (sprite model index)

#define TE_BEAMENTS                 8
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_SPARKS                   9   // 8 random tracers with gravity, ricochet sprite
// coord coord coord (position)

#define TE_LAVASPLASH               10  // Quake1 lava splash
// coord coord coord (position)

#define TE_TELEPORT                 11  // Quake1 teleport splash
// coord coord coord (position)

#define TE_EXPLOSION2               12  // Quake1 colormaped (base palette) particle explosion with sound
// coord coord coord (position)
// byte (starting color)
// byte (num colors)

#define TE_BSPDECAL                 13  // Decal from the .BSP file
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// short (texture index of precached decal texture name)
// short (entity index)
// [optional - only included if previous short is non-zero (not the world)] short (index of model of above entity)

#define TE_IMPLOSION                14  // tracers moving toward a point
// coord, coord, coord (position)
// byte (radius)
// byte (count)
// byte (life in 0.1's)

#define TE_SPRITETRAIL              15  // line of moving glow sprites with gravity, fadeout, and collisions
// coord, coord, coord (start)
// coord, coord, coord (end)
// short (sprite index)
// byte (count)
// byte (life in 0.1's)
// byte (scale in 0.1's)
// byte (velocity along vector in 10's)
// byte (randomness of velocity in 10's)

#define TE_BEAM                     16  // obsolete

#define TE_SPRITE                   17  // additive sprite, plays 1 cycle
// coord, coord, coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (brightness)

#define TE_BEAMSPRITE               18  // A beam with a sprite at the end
// coord, coord, coord (start position)
// coord, coord, coord (end position)
// short (beam sprite index)
// short (end sprite index)

#define TE_BEAMTORUS                19  // screen aligned beam ring, expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_BEAMDISK                 20  // disk that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_BEAMCYLINDER             21 // cylinder that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_BEAMFOLLOW               22  // create a line of decaying beam segments until entity stops moving
// short (entity:attachment to follow)
// short (sprite index)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte,byte,byte (color)
// byte (brightness)

#define TE_GLOWSPRITE               23
// coord, coord, coord (pos) short (model index) byte (scale / 10)

#define TE_BEAMRING                 24  // connect a beam ring to two entities
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_STREAK_SPLASH            25  // oriented shower of tracers
// coord coord coord (start position)
// coord coord coord (direction vector)
// byte (color)
// short (count)
// short (base speed)
// short (ramdon velocity)

#define TE_BEAMHOSE                 26  // obsolete

#define TE_DLIGHT                   27  // dynamic light, effect world, minor entity effect
// coord, coord, coord (pos)
// byte (radius in 10's)
// byte byte byte (color)
// byte (brightness)
// byte (life in 10's)
// byte (decay rate in 10's)

#define TE_ELIGHT                   28  // point entity light, no world effect
// short (entity:attachment to follow)
// coord coord coord (initial position)
// coord (radius)
// byte byte byte (color)
// byte (life in 0.1's)
// coord (decay rate)

#define TE_TEXTMESSAGE              29
// short 1.2.13 x (-1 = center)
// short 1.2.13 y (-1 = center)
// byte Effect 0 = fade in/fade out
//    1 is flickery credits
//    2 is write out (training room)

// 4 bytes r,g,b,a color1 (text color)
// 4 bytes r,g,b,a color2 (effect color)
// ushort 8.8 fadein time
// ushort 8.8  fadeout time
// ushort 8.8 hold time
// optional ushort 8.8 fxtime (time the highlight lags behing the leading text in effect 2)
// string text message (512 chars max sz string)
#define TE_LINE                     30
// coord, coord, coord (startpos)
// coord, coord, coord (endpos)
// short life in 0.1 s
// 3 bytes r, g, b

#define TE_BOX                      31
// coord, coord, coord (boxmins)
// coord, coord, coord (boxmaxs)
// short life in 0.1 s
// 3 bytes r, g, b

#define TE_KILLBEAM                 99  // kill all beams attached to entity
// short (entity)

#define TE_LARGEFUNNEL              100
// coord coord coord (funnel position)
// short (sprite index)
// short (flags)

#define TE_BLOODSTREAM              101 // particle spray
// coord coord coord (start position)
// coord coord coord (spray vector)
// byte (color)
// byte (speed)

#define TE_SHOWLINE                 102 // line of particles every 5 units, dies in 30 seconds
// coord coord coord (start position)
// coord coord coord (end position)

#define TE_BLOOD                    103 // particle spray
// coord coord coord (start position)
// coord coord coord (spray vector)
// byte (color)
// byte (speed)

#define TE_DECAL                    104 // Decal applied to a brush entity (not the world)
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name)
// short (entity index)

#define TE_FIZZ                     105 // create alpha sprites inside of entity, float upwards
// short (entity)
// short (sprite index)
// byte (density)

#define TE_MODEL                    106 // create a moving model that bounces and makes a sound when it hits
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// angle (initial yaw)
// short (model index)
// byte (bounce sound type)
// byte (life in 0.1's)

#define TE_EXPLODEMODEL             107 // spherical shower of models, picks from set
// coord, coord, coord (origin)
// coord (velocity)
// short (model index)
// short (count)
// byte (life in 0.1's)

#define TE_BREAKMODEL               108 // box of models or sprites
// coord, coord, coord (position)
// coord, coord, coord (size)
// coord, coord, coord (velocity)
// byte (random velocity in 10's)
// short (sprite or model index)
// byte (count)
// byte (life in 0.1 secs)
// byte (flags)

#define TE_GUNSHOTDECAL             109 // decal and ricochet sound
// coord, coord, coord (position)
// short (entity index???)
// byte (decal???)

#define TE_SPRITE_SPRAY             110 // spay of alpha sprites
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// short (sprite index)
// byte (count)
// byte (speed)
// byte (noise)

#define TE_ARMOR_RICOCHET           111 // quick spark sprite, client ricochet sound.
// coord, coord, coord (position)
// byte (scale in 0.1's)

#define TE_PLAYERDECAL              112 // ???
// byte (playerindex)
// coord, coord, coord (position)
// short (entity???)
// byte (decal number???)
// [optional] short (model index???)

#define TE_BUBBLES                  113 // create alpha sprites inside of box, float upwards
// coord, coord, coord (min start position)
// coord, coord, coord (max start position)
// coord (float height)
// short (model index)
// byte (count)
// coord (speed)

#define TE_BUBBLETRAIL              114 // create alpha sprites along a line, float upwards
// coord, coord, coord (min start position)
// coord, coord, coord (max start position)
// coord (float height)
// short (model index)
// byte (count)
// coord (speed)

#define TE_BLOODSPRITE              115 // spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)
// coord, coord, coord (position)
// short (sprite1 index)
// short (sprite2 index)
// byte (color)
// byte (scale)

#define TE_WORLDDECAL               116 // Decal applied to the world brush
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name)

#define TE_WORLDDECALHIGH           117 // Decal (with texture index > 256) applied to world brush
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name - 256)

#define TE_DECALHIGH                118 // Same as TE_DECAL, but the texture index was greater than 256
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name - 256)
// short (entity index)

#define TE_PROJECTILE               119 // Makes a projectile (like a nail) (this is a high-priority tent)
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// short (modelindex)
// byte (life)
// byte (owner)  projectile won't collide with owner (if owner == 0, projectile will hit any client).

#define TE_SPRAY                    120 // Throws a shower of sprites or models
// coord, coord, coord (position)
// coord, coord, coord (direction)
// short (modelindex)
// byte (count)
// byte (speed)
// byte (noise)
// byte (rendermode)

#define TE_PLAYERSPRITES            121 // sprites emit from a player's bounding box (ONLY use for players!)
// byte (playernum)
// short (sprite modelindex)
// byte (count)
// byte (variance) (0 = no variance in size) (10 = 10% variance in size)

#define TE_PARTICLEBURST            122 // very similar to lavasplash.
// coord (origin)
// short (radius)
// byte (particle color)
// byte (duration * 10) (will be randomized a bit)

#define TE_FIREFIELD                123 // makes a field of fire.
// coord (origin)
// short (radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
// short (modelindex)
// byte (count)
// byte (flags)
// byte (duration (in seconds) * 10) (will be randomized a bit)
//
// to keep network traffic low, this message has associated flags that fit into a byte:
#define TEFIRE_FLAG_ALLFLOAT        1   // all sprites will drift upwards as they animate
#define TEFIRE_FLAG_SOMEFLOAT       2   // some of the sprites will drift upwards. (50% chance)
#define TEFIRE_FLAG_LOOP            4   // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
#define TEFIRE_FLAG_ALPHA           8   // if set, sprite is rendered alpha blended at 50% else, opaque
#define TEFIRE_FLAG_PLANAR          16  // if set, all fire sprites have same initial Z instead of randomly filling a cube.
#define TEFIRE_FLAG_ADDITIVE        32  // if set, sprite is rendered non-opaque with additive

#define TE_PLAYERATTACHMENT         124 // attaches a TENT to a player (this is a high-priority tent)
// byte (entity index of player)
// coord (vertical offset) (attachment origin.z = player origin.z + vertical offset)
// short (model index)
// short (life * 10)

#define TE_KILLPLAYERATTACHMENTS    125 // will expire all TENTS attached to a player.
// byte (entity index of player)

#define TE_MULTIGUNSHOT             126 // much more compact shotgun message
// This message is used to make a client approximate a 'spray' of gunfire.
// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is
// a good candidate for MULTIGUNSHOT use. (shotguns)
//
// NOTE: This effect makes the client do traces for each bullet, these client traces ignore
// entities that have studio models.Traces are 4096 long.
//
// coord (origin)
// coord (origin)
// coord (origin)
// coord (direction)
// coord (direction)
// coord (direction)
// coord (x noise * 100)
// coord (y noise * 100)
// byte (count)
// byte (bullethole decal texture index)

#define TE_USERTRACER               127 // larger message than the standard tracer, but allows some customization.
// coord (origin)
// coord (origin)
// coord (origin)
// coord (velocity)
// coord (velocity)
// coord (velocity)
// byte (life * 10)
// byte (color) this is an index into an array of color vectors in the engine. (0 -)
// byte (length * 10)

#define MSG_BROADCAST               0   // unreliable to all
#define MSG_ONE                     1   // reliable to one (msg_entity)
#define MSG_ALL                     2   // reliable to all
#define MSG_INIT                    3   // write to the init string
#define MSG_PVS                     4   // Ents in PVS of org
#define MSG_PAS                     5   // Ents in PAS of org
#define MSG_PVS_R                   6   // Reliable to PVS
#define MSG_PAS_R                   7   // Reliable to PAS
#define MSG_ONE_UNRELIABLE          8   // Send to one client, but don't put in reliable stream, put in unreliable datagram ( could be dropped )
#define MSG_SPEC                    9   // Sends to all spectator proxies

// contents of a spot in the world
#define CONTENTS_EMPTY             -1
#define CONTENTS_SOLID             -2
#define CONTENTS_WATER             -3
#define CONTENTS_SLIME             -4
#define CONTENTS_LAVA              -5
#define CONTENTS_SKY               -6

#define CONTENTS_LADDER            -16

#define CONTENT_FLYFIELD           -17
#define CONTENT_GRAVITY_FLYFIELD   -18
#define CONTENT_FOG                -19

#define CONTENT_EMPTY              -1
#define CONTENT_SOLID              -2
#define CONTENT_WATER              -3
#define CONTENT_SLIME              -4
#define CONTENT_LAVA               -5
#define CONTENT_SKY                -6

// channels
#define CHAN_AUTO                   0
#define CHAN_WEAPON                 1
#define CHAN_VOICE                  2
#define CHAN_ITEM                   3
#define CHAN_BODY                   4
#define CHAN_STREAM                 5   // allocate stream channel from the static or dynamic area
#define CHAN_STATIC                 6   // allocate channel from the static area
#define CHAN_NETWORKVOICE_BASE      7   // voice data coming across the network
#define CHAN_NETWORKVOICE_END       500 // network voice data reserves slots (CHAN_NETWORKVOICE_BASE through CHAN_NETWORKVOICE_END).
#define CHAN_BOT                    501 // channel used for bot chatter.

// attenuation values
#define ATTN_NONE                   0
#define ATTN_NORM                   0.8f
#define ATTN_IDLE                   2.0f
#define ATTN_STATIC                 1.25f

// pitch values
#define PITCH_NORM                  100 // non-pitch shifted
#define PITCH_LOW                   95  // other values are possible - 0-255, where 255 is very high
#define PITCH_HIGH                  120

// volume values
#define VOL_NORM                    1.0f

// buttons
#ifndef IN_BUTTONS_H
#include "in_buttons.h"
#endif

// Break Model Defines
#define BREAK_TYPEMASK              0x4F
#define BREAK_GLASS                 0x01
#define BREAK_METAL                 0x02
#define BREAK_FLESH                 0x04
#define BREAK_WOOD                  0x08

#define BREAK_SMOKE                 0x10
#define BREAK_TRANS                 0x20
#define BREAK_CONCRETE              0x40
#define BREAK_2                     0x80

// Colliding temp entity sounds
#define BOUNCE_GLASS                BREAK_GLASS
#define BOUNCE_METAL                BREAK_METAL
#define BOUNCE_FLESH                BREAK_FLESH
#define BOUNCE_WOOD                 BREAK_WOOD
#define BOUNCE_SHRAP                0x10
#define BOUNCE_SHELL                0x20
#define BOUNCE_CONCRETE             BREAK_CONCRETE
#define BOUNCE_SHOTSHELL            0x80

// Temp entity bounce sound types
#define TE_BOUNCE_NULL              0
#define TE_BOUNCE_SHELL             1
#define TE_BOUNCE_SHOTSHELL         2

// Rendering constants
enum
{
	kRenderNormal,            // src
	kRenderTransColor,        // c*a+dest*(1-a)
	kRenderTransTexture,      // src*a+dest*(1-a)
	kRenderGlow,              // src*a+dest -- No Z buffer checks
	kRenderTransAlpha,        // src*srca+dest*(1-srca)
	kRenderTransAdd,          // src*a+dest
};

enum
{
	kRenderFxNone = 0,
	kRenderFxPulseSlow,
	kRenderFxPulseFast,
	kRenderFxPulseSlowWide,
	kRenderFxPulseFastWide,
	kRenderFxFadeSlow,
	kRenderFxFadeFast,
	kRenderFxSolidSlow,
	kRenderFxSolidFast,
	kRenderFxStrobeSlow,
	kRenderFxStrobeFast,
	kRenderFxStrobeFaster,
	kRenderFxFlickerSlow,
	kRenderFxFlickerFast,
	kRenderFxNoDissipation,
	kRenderFxDistort,         // Distort/scale/translate flicker
	kRenderFxHologram,        // kRenderFxDistort + distance fade
	kRenderFxDeadPlayer,      // kRenderAmt is the player index
	kRenderFxExplode,         // Scale up really big!
	kRenderFxGlowShell,       // Glowing Shell
	kRenderFxClampMinScale,   // Keep this sprite from getting very small (SPRITES only!)
	kRenderFxLightMultiplier, // CTM !!!CZERO added to tell the studiorender that the value in iuser2 is a lightmultiplier
};

typedef struct
{
	byte r, g, b;
} color24;

typedef struct
{
	unsigned r, g, b, a;
} colorVec;

#ifdef _WIN32
#pragma pack(push, 2)
#endif

typedef struct
{
	unsigned short r, g, b, a;
} PackedColorVec;

#ifdef _WIN32
#pragma pack(pop)
#endif

typedef struct link_s
{
	struct link_s *prev, *next;
} link_t;

typedef struct edict_s edict_t;

typedef struct
{
	vec3_t normal;
	float dist;
} plane_t;

typedef struct
{
	qboolean allsolid;        // if true, plane is not valid
	qboolean startsolid;      // if true, the initial point was in a solid area
	qboolean inopen, inwater;
	float fraction;           // time completed, 1.0 = didn't hit anything
	vec3_t endpos;            // final position
	plane_t plane;            // surface normal at impact
	edict_t *ent;             // entity the surface is on
	int hitgroup;             // 0 == generic, non zero is specific body part
} trace_t;

#endif // CONST_H