This file tries to give some additional details about the definitions in defs.qc.
Information copied from the DEM specifications
// point entity is a small point like entity. 0 TE_SPIKE unknown 1 TE_SUPERSPIKE superspike hits (spike traps) 2 TE_GUNSHOT hit on the wall (Axe, Shotgun) 3 TE_EXPLOSION grenade/missile explosion 4 TE_TAREXPLOSION explosion of a tarbaby 7 TE_WIZSPIKE wizard's hit 8 TE_KNIGHTSPIKE hell knight's shot hit 10 TE_LAVASPLASH Chthon awakes and falls dead 11 TE_TELEPORT teleport end // large entity is a 2 dimensional entity. 5 TE_LIGHTNING1 flash of the Shambler 6 TE_LIGHTNING2 flash of the Thunderbolt 9 TE_LIGHTNING3 flash in e1m7 to kill Chthon
CHAN_AUTO = 0; // Create a new sound CHAN_WEAPON = 1; // Replace entitie's weapon noise CHAN_VOICE = 2; // Replace entitie's voice CHAN_ITEM = 3; // Replace entitie's item noise CHAN_BODY = 4; // Replace entitie's body noiseThose values are meant to be used with the function sound.
ATTN_NONE = 0; // full volume everywhere in the leve ATTN_NORM = 1; // normal ATTN_IDLE = 2; // ? ATTN_STATIC = 3; // ?Those values are meant to be used with the functions sound and ambientsound.
CONTENT_EMPTY = -1; // Empty area CONTENT_SOLID = -2; // Totally solid area (rock) CONTENT_WATER = -3; // Pool of water CONTENT_SLIME = -4; // Pool of slime CONTENT_LAVA = -5; // Lava CONTENT_SKY = -6; // Sky
EF_BRIGHTFIELD = 1; // Glowing field of dots EF_MUZZLEFLASH = 2; EF_BRIGHTLIGHT = 4; EF_DIMLIGHT = 8;
IT_AXE = 4096; IT_SHOTGUN = 1; IT_SUPER_SHOTGUN = 2; IT_NAILGUN = 4; IT_SUPER_NAILGUN = 8; IT_GRENADE_LAUNCHER = 16; IT_ROCKET_LAUNCHER = 32; IT_LIGHTNING = 64; IT_EXTRA_WEAPON = 128; IT_SHELLS = 256; IT_NAILS = 512; IT_ROCKETS = 1024; IT_CELLS = 2048; IT_ARMOR1 = 8192; IT_ARMOR2 = 16384; IT_ARMOR3 = 32768; IT_SUPERHEALTH = 65536; IT_KEY1 = 131072; IT_KEY2 = 262144; IT_INVISIBILITY = 524288; IT_INVULNERABILITY = 1048576; IT_SUIT = 2097152; IT_QUAD = 4194304;
SOLID_NOT = 0; // no interaction with other objects // inactive triggers SOLID_TRIGGER = 1; // touch on edge, but not blocking // active triggers, pickable items // (.MDL models, like armors) SOLID_BBOX = 2; // touch on edge, block // pickable items (.BSP models, like ammo box) // grenade, missiles SOLID_SLIDEBOX = 3; // touch on edge, but not an onground // most monsters SOLID_BSP = 4; // bsp clip, touch on edge, block // buttons, platforms, doors, missiles
MOVETYPE_NONE = 0; // never moves //float MOVETYPE_ANGLENOCLIP = 1; //float MOVETYPE_ANGLECLIP = 2; MOVETYPE_WALK = 3; // Walking players only MOVETYPE_STEP = 4; // Walking monster MOVETYPE_FLY = 5; // Hovering Flight // meant for flying monsters (and players) MOVETYPE_TOSS = 6; // Balistic flight // meant for gibs and the like MOVETYPE_PUSH = 7; // Not blocked by the world, push and crush // meant for doors, spikes and crusing platforms MOVETYPE_NOCLIP = 8; // Not blocked by the world MOVETYPE_FLYMISSILE = 9; // like fly, but size enlarged against monsters // meant for rockets MOVETYPE_BOUNCE = 10; // bounce off walls MOVETYPE_BOUNCEMISSILE = 11 // bounce off walls, but size enlarged against monsters // meant for grenades
DAMAGE_NO = 0; // Can't be damaged DAMAGE_YES = 1; // Grenades don't explode when touching entity DAMAGE_AIM = 2; // Grenades explode when touching entityMost damageable entities have DAMAGE_AIM, so that when they chew on a grenade, it explodes. If you make an entity DAMAGE_YES, the grenades will bounce off it.
DEAD_NO = 0; // still living DEAD_DYING = 1; // dying (helpless) DEAD_DEAD = 2; // really dead DEAD_RESPAWNABLE = 3; // dead, but can respawn
The spawn flags are bit fields, whose interpretation depend on the concerned entity. There is quite a bit of a hack, that could cause unexpected bugs in the Quake C code.
DOOR_START_OPEN = 1; // allow entity to be lighted in closed position SPAWN_CRUCIFIED= 1; // for zombie PLAT_LOW_TRIGGER = 1; // for func_plat SPAWNFLAG_NOTOUCH= 1; SPAWNFLAG_NOMESSAGE= 1; PLAYER_ONLY = 1; SPAWNFLAG_SUPERSPIKE = 1; // for spike shooter SECRET_OPEN_ONCE = 1; // secret door, stays open PUSH_ONCE = 1; WEAPON_SHOTGUN = 1; // weapon, shotgun H_ROTTEN = 1; // health, rotten (5-10 points) WEAPON_BIG2 = 1; // items START_OFF = 1; // light, is off at start. SILENT = 2; SPAWNFLAG_LASER = 2; // for spike shooter SECRET_1ST_LEFT = 2; // secret door, 1st move is left of arrow WEAPON_ROCKET = 2; // weapon, rocket H_MEGA = 2; // health, mega (100 points) DOOR_DONT_LINK = 4; SECRET_1ST_DOWN = 4; // secret door, 1st move is down from arrow WEAPON_SPIKES = 4; // weapon, nailgun DOOR_GOLD_KEY = 8; SECRET_NO_SHOOT = 8; // secret door, only opened by trigger WEAPON_BIG = 8; // weapon, super model DOOR_SILVER_KEY = 16; SECRET_YES_SHOOT = 16; // secret door, shootable even if targeted DOOR_TOGGLE = 32;