Full set of Quake 3 Defrag CHS – Cross Hair Status
////////// Q3 START SET #1 ////////// 000 CH_INFO_EMPTY, // 0 // start: 1 - player info 001 CH_INFO_SPEED, // speed / defrag speed (uses speed unit setting) 002 CH_INFO_HEALTH, // player health 003 CH_INFO_ARMOR, // player armor 004 CH_INFO_AMMO, // player ammo for currently selected weapon 005 CH_INFO_HEALTH_ARMOR, // player health/armor 006 CH_INFO_HEALTH_ARMOR_AMMO, // player health/armor/ammo 007 CH_INFO_007, // empty 008 CH_INFO_008, // empty 009 CH_INFO_009, // empty // start: 10 - plane distances (that player is looking at) 010 CH_INFO_DISTANCE_XY, // horizontal distance to plane 011 CH_INFO_DISTANCE_Z, // vertical distance to plane 012 CH_INFO_DISTANCE_XYZ, // true distance to plane 013 CH_INFO_DISTANCE_VIEWXYZ, // true distance to plane from view point 014 CH_INFO_DISTANCE_XY_Z_XYZ, // horizontal/verical/true distance to plane 015 CH_INFO_DISTANCE_XY_Z_VIEWXYZ, // horizontal/verical/true(view) distance to plane 016 CH_INFO_LOOK_XYZ, // world x y z location of plane 017 CH_INFO_017, // empty 018 CH_INFO_018, // empty 019 CH_INFO_019, // empty // start: 20 - player speed (uses ups) 020 CH_INFO_SPEED_X, // speed along world x axis 021 CH_INFO_SPEED_Y, // speed along world y axis 022 CH_INFO_SPEED_Z, // speed along world z axis 023 CH_INFO_SPEED_XY, // horizontal speed 024 CH_INFO_SPEED_XYZ, // true speed 025 CH_INFO_SPEED_FORWARD, // speed relative to forward 026 CH_INFO_SPEED_SIDEWAYS, // speed relative to side 027 CH_INFO_SPEED_FORWARD_SIDEWAYS, // speed relative to forward/side 028 CH_INFO_SPEED_XY_FORWARD_SIDEWAYS, // horizontal speed/speed relative to forward/side 029 CH_INFO_029, // empty // start: 30 - player position, player angles, view position - singles 030 CH_INFO_PITCH, // player pitch 031 CH_INFO_YAW, // player yaw 032 CH_INFO_ROLL, // player roll 033 CH_INFO_POSITION_X, // player X position 034 CH_INFO_POSITION_Y, // player Y position 035 CH_INFO_POSITION_Z, // player Z position 036 CH_INFO_VIEWPOSITION_X, // view X position 037 CH_INFO_VIEWPOSITION_Y, // view Y position 038 CH_INFO_VIEWPOSITION_Z, // view Z position 039 CH_INFO_039, // empty // start: 40 - position and angle combos 040 CH_INFO_PITCH_YAW, // player pitch/yaw 041 CH_INFO_PLAYER_XYZ, // player position in the world 042 CH_INFO_PLAYER_XYZ_PITCH_YAW, // player position in the world and pitch/yaw 043 CH_INFO_VIEWPOSITION_XYZ_PITCH_YAW, // view position in the world and pitch/yaw 044 CH_INFO_POSITION_XYZ, // position x y z 045 CH_INFO_VIEWPOSITION_XYZ, // view position x y z 046 CH_INFO_ANGLES_XYZ, // angles x y z 047 CH_INFO_VELOCITY_XYZ, // velocity x y z 048 CH_INFO_048, // empty 049 CH_INFO_049, // empty // start: 50 - overbounce - combos 050 CH_INFO_OVERBOUNCE_MOVE, // OB Combo Movement (JGB) 051 CH_INFO_OVERBOUNCE_STICKY_MOVE, // SOB Combo Sticky Movement (SJSG) 052 CH_INFO_OVERBOUNCE_WEAPONS, // WOB Combo Weapon (pPrR) 053 CH_INFO_OVERBOUNCE_STICKY_WEAPONS, // SWOB Combo Sticky Weapon (SpSPSrSR) 054 CH_INFO_OVERBOUNCE_QUADED_WEAPONS, // QWOB Combo Quaded Weapon (QpQPQrQR) 055 CH_INFO_OVERBOUNCE_ALL_NOQUAD, // xOB Combo (JGB pPrR SJSG SpSPSrSR) 056 CH_INFO_OVERBOUNCE_ALL, // xOB Combo (JGB pPrR SJSG SpSPSrSR QpQPQrQR) 057 CH_INFO_OVERBOUNCE_O3J_CUSTOM1, // xOB Combo (Custom 1) (JGB PrR) 058 CH_INFO_OVERBOUNCE_O3J_CUSTOM2, // xOB Combo (Custom 2) (JGB PrR SJSG SPSrSR) 059 CH_INFO_OVERBOUNCE_O3J_CUSTOM3, // xOB Combo (Custom 3) (JGB SJSG) // start: 60 - overbounce - singles 060 CH_INFO_OVERBOUNCE_GO_BELOW, // OB Movement (GB) Go, Below 061 CH_INFO_OVERBOUNCE_BELOW, // OB Movement (B) Below 062 CH_INFO_OVERBOUNCE_GO, // OB Movement (G) Go 063 CH_INFO_OVERBOUNCE_JUMP, // OB Movement (J) Jump 064 CH_INFO_OVERBOUNCE_STICKY_GO, // SOB Sticky Movement (SG) Sticky Go 065 CH_INFO_OVERBOUNCE_STICKY_JUMP, // SOB Sticky Movement (SJ) Sticky Jump 066 CH_INFO_OVERBOUNCE_PLASMA, // WOB Weapon (p) plasma 067 CH_INFO_OVERBOUNCE_PLASMAJUMP, // WOB Weapon (P) Plasmajump 068 CH_INFO_OVERBOUNCE_ROCKET, // WOB Weapon (r) rocket 069 CH_INFO_OVERBOUNCE_ROCKETJUMP, // WOB Weapon (R) Rocketjump // start: 70 - overbounce - singles 070 CH_INFO_OVERBOUNCE_STICKY_PLASMA, // SWOB Sticky Weapon (Sp) Sticky plasma 071 CH_INFO_OVERBOUNCE_STICKY_PLASMAJUMP, // SWOB Sticky Weapon (SP) Sticky Plasmajump 072 CH_INFO_OVERBOUNCE_STICKY_ROCKET, // SWOB Sticky Weapon (Sr) Sticky rocket 073 CH_INFO_OVERBOUNCE_STICKY_ROCKETJUMP, // SWOB Sticky Weapon (SR) Sticky Rocketjump 074 CH_INFO_OVERBOUNCE_QUADED_PLASMA, // QWOB Quaded Weapon (Qp) Quaded plasma 075 CH_INFO_OVERBOUNCE_QUADED_PLASMAJUMP, // QWOB Quaded Weapon (QP) Quaded PlasmaJump 076 CH_INFO_OVERBOUNCE_QUADED_ROCKET, // QWOB Quaded Weapon (Qr) Quaded rocket 077 CH_INFO_OVERBOUNCE_QUADED_ROCKETJUMP, // QWOB Quaded Weapon (QR) Quaded RocketJump 078 CH_INFO_078, // empty 079 CH_INFO_OVERBOUNCE_VOFFSETS, // user vertical offset amounts (start and stop) // start: 80 - ghost settings 080 CH_INFO_ALL_GHOSTS_SETTINGS, // all ghosts - settings 081 CH_INFO_GHOST1_MODE, // ghost #1 mode 082 CH_INFO_GHOST1_SETTINGS_RECORD, // ghost #1 record settings 083 CH_INFO_GHOST1_SETTINGS_PLAY, // ghost #1 play settings 084 CH_INFO_GHOST2_MODE, // ghost #2 mode 085 CH_INFO_GHOST2_SETTINGS_RECORD, // ghost #2 record settings 086 CH_INFO_GHOST2_SETTINGS_PLAY, // ghost #2 play settings 087 CH_INFO_087, // empty 088 CH_INFO_088, // empty 089 CH_INFO_089, // empty // start: 90 - closest ghost info 090 CH_INFO_GHOST_XY_SPEED, // speed of nearest ghost 091 CH_INFO_GHOST_DISTANCE_XY, // horizontal distance to nearest ghost 092 CH_INFO_GHOST_DISTANCE_Z, // vertical distance to nearest ghost 093 CH_INFO_GHOST_DISTANCE_XYZ, // absolute distance to nearest ghost 094 CH_INFO_GHOST_DISTANCE_XY_Z_XYZ, // horizontal/vertical/absolute distance to nearest ghost 095 CH_INFO_GHOST_POSITION_XYZ, // world position of nearest ghost 096 CH_INFO_GHOST_NUM_NEAREST, // nearest ghost to player 097 CH_INFO_097, // empty 098 CH_INFO_GHOST_MEMORY_SIZE_DATA, // ghost total memory size used 099 CH_INFO_GHOST_VERSION, // ghost version information // start: 100 - real life stuff 100 CH_INFO_REAL_TIME_12, // time (12 hour clock) 101 CH_INFO_REAL_TIME_24, // time (24 hour clock) 102 CH_INFO_REAL_DATE_US, // date (US date format) 103 CH_INFO_REAL_DATE_US_TIME_12, // date / time (US date format / 12 hour clock) 104 CH_INFO_REAL_DATE_US_TIME_24, // date / time (US date format / 24 hour clock) 105 CH_INFO_REAL_DATE_EUROPE, // date (European date format) 106 CH_INFO_REAL_DATE_EUROPE_TIME_12, // date / time (European date format / 12 hour clock) 107 CH_INFO_REAL_DATE_EUROPE_TIME_24, // date / time (European date format / 24 hour clock) 108 CH_INFO_REAL_DATE_YYYYMMDD, // date (YearMonthDay format) 109 CH_INFO_REAL_TIME_HHMMSS, // time (HoursMinutesSeconds format) // start: 110 - settings 110 CH_INFO_FPS, // frames per second 111 CH_INFO_PING, // ping 112 CH_INFO_SETTINGS1, // server settings: com_maxfps/sv_fps/g_synchronousclients/pmove_msec(if pmove_fixed is on)/timescale 113 CH_INFO_SETTINGS2, // server settings: com_maxfps/sv_fps/g_synchronousclients/pmove_msec(if pmove_fixed is on)/timescale 114 CH_INFO_MAPNAME_SERVERNAME, // mapname servername 115 CH_INFO_MAPNAME, // mapname 116 CH_INFO_SERVERNAME, // servername 117 CH_INFO_PLAYERNAME, // empty 118 CH_INFO_PLAYERNAME_NOCOLOR, // empty 119 CH_INFO_119, // empty // start: 120 - AccelMeter 120 CH_INFO_ACCELMETER_STARTSPEED, // speed before jump 121 CH_INFO_ACCELMETER_SPEED, // speed on landing 122 CH_INFO_ACCELMETER_MAXSPEED, // maximum possible speed on landing 123 CH_INFO_ACCELMETER_TRUEMAXSPEED, // true maximum possible speed - unadjusted 124 CH_INFO_ACCELMETER_ACCEL_PERCENT, // percentage of acceleration added on landing 125 CH_INFO_ACCELMETER_SPEED_PERCENT, // percentage of speed added on landing 126 CH_INFO_ACCELMETER_ACCEL_PERCENT_HORIZONTAL, // percentage of acceleration added in the horizontal plane 127 CH_INFO_ACCELMETER_SPEED_PERCENT_HORIZONTAL, // percentage of speed added in the horizontal plane 128 CH_INFO_ACCELMETER_SPEED_HORIZONTAL, // speed in the horizontal plane 129 CH_INFO_ACCELMETER_MAXSPEED_HORIZONTAL, // maximum possible speed in the horizontal plane // start: 130 - Accelmeter combos 130 CH_INFO_ACCELMETER_ANGLES, // angle differences between wish direction and optimal direction 131 CH_INFO_ACCELMETER_PERCENTAGES_ACCEL_SPEED, // percentages of acceleration/speed added 132 CH_INFO_ACCELMETER_SPEEDS, // speeds (start, speed, maxspeed) 133 CH_INFO_ACCELMETER_PERCENTAGES_HORIZONTAL_ACCEL_SPEED, // percentages of acceleration/speed added, in the horizontal plane 134 CH_INFO_ACCELMETER_SPEEDS_HORIZONTAL, // speeds (start, speed, maxspeed), in the horizontal plane 135 CH_INFO_ACCELMETER_PERCENTAGES_ALL_ACCEL, // percentages of acceleration added - all 136 CH_INFO_ACCELMETER_PERCENTAGES_ALL_ACCEL_SPEED, // percentages of acceleration/speed added - all 137 CH_INFO_ACCELMETER_SPEEDS_ALL, // speeds (start, speed, maxspeed) - all 138 CH_INFO_ACCELMETER_ANGLE_COUNTERCLOCKWISE, // angle difference between wish direction and optimal direction, counterclockwise turning 139 CH_INFO_ACCELMETER_ANGLE_CLOCKWISE, // angle difference between wish direction and optimal direction, clockwise turning // start: 140 - JumpMeter 140 CH_INFO_JUMPMETER_HISTORY_SPEEDXY, // JumpMeter - history - speed (horizontal) 141 CH_INFO_JUMPMETER_HISTORY_ACCELPERCENT, // JumpMeter - history - acceleration percentage 142 CH_INFO_JUMPMETER_HISTORY_DISTANCE, // JumpMeter - history - distance (horizontal) 143 CH_INFO_JUMPMETER_HISTORY_HEIGHT, // JumpMeter - history - height 144 CH_INFO_144, // empty 145 CH_INFO_JUMPMETER_MAX_SPEEDXY, // JumpMeter - max - speed (horizontal) 146 CH_INFO_JUMPMETER_MAX_ACCELPERCENT, // JumpMeter - max - acceleration percentage 147 CH_INFO_JUMPMETER_MAX_DISTANCE, // JumpMeter - max - distance (horizontal) 148 CH_INFO_JUMPMETER_MAX_HEIGHT, // JumpMeter - max - height 149 CH_INFO_149, // empty // start: 150 - User input indicators 150 CH_INFO_CONTROL_INPUT_ARROWS1, // player control input (keypresses) - arrows - style 1 151 CH_INFO_CONTROL_INPUT_ARROWS2, // player control input (keypresses) - arrows - style 2 152 CH_INFO_CONTROL_INPUT_FLBR_JCA, // player control input (keypresses) - FLBR - JCA 153 CH_INFO_CONTROL_INPUT_USER_JCA, // player control input (keypresses) - USER - JCA 154 CH_INFO_154, // empty 155 CH_INFO_155, // empty 156 CH_INFO_156, // empty 157 CH_INFO_157, // empty 158 CH_INFO_158, // empty 159 CH_INFO_159, // empty // start: 160 - SavedPosition distances 160 CH_INFO_SAVEDPOS_DISTANCE_XY, // horizontal distance to last saved position 161 CH_INFO_SAVEDPOS_DISTANCE_Z, // vertical distance to last saved position 162 CH_INFO_SAVEDPOS_DISTANCE_XYZ, // true distance to last saved position 163 CH_INFO_SAVEDPOS_DISTANCE_XY_Z_XYZ, // horizontal/vertical/true distance to last saved position 164 CH_INFO_164, // empty 165 CH_INFO_165, // empty 166 CH_INFO_166, // empty 167 CH_INFO_167, // empty 168 CH_INFO_168, // empty 169 CH_INFO_169, // empty // start: 170 - timers 170 CH_INFO_SERVERTIME, // server time 171 CH_INFO_CGTIME, // client game time (cg.time) 172 CH_INFO_LEVELSTARTTIME, // level start time (cgs.levelStartTime) 173 CH_INFO_CGMINUSLEVELTIME1, // client game time (cg.time) - level start time (cgs.levelStartTime) (min:sec:msec) 174 CH_INFO_CGMINUSLEVELTIME2, // client game time (cg.time) - level start time (cgs.levelStartTime) (min.sec) 175 CH_INFO_175, // empty 176 CH_INFO_176, // empty 177 CH_INFO_177, // empty 178 CH_INFO_178, // empty 179 CH_INFO_179, // empty // start: 180 - View Vectors - FORWARD 180 CH_INFO_VIEWVECTOR_FORWARD_X, // view vector forward x 181 CH_INFO_VIEWVECTOR_FORWARD_Y, // view vector forward y 182 CH_INFO_VIEWVECTOR_FORWARD_Z, // view vector forward z 183 CH_INFO_VIEWVECTOR_FORWARD_XYZ, // view vector forward x y z 184 CH_INFO_VIEWVECTOR_FORWARD_NOZ_X, // view vector forward (with z removed) x 185 CH_INFO_VIEWVECTOR_FORWARD_NOZ_Y, // view vector forward (with z removed) y 186 CH_INFO_186, // empty 187 CH_INFO_187, // empty 188 CH_INFO_188, // empty 189 CH_INFO_189, // empty // start: 190 - Misc Info 190 CH_INFO_DEMO_NAME, // demo - name (if a demo is playing) 191 CH_INFO_DEMO_FULLNAME, // demo - fullname (if a demo is playing) 192 CH_INFO_TRACKING_PLAYERNAME, // player name tracked by df_mp_TrackPlayerNum 193 CH_INFO_TRACKING_PLAYERNAME_NOCOLOR, // player name tracked by df_mp_TrackPlayerNum (no colors) 194 CH_INFO_194, // empty 195 CH_INFO_195, // empty 196 CH_INFO_196, // empty 197 CH_INFO_197, // empty 198 CH_INFO_198, // empty 199 CH_INFO_199, // empty ////////// Q3 END SET #1 ///////// ////////// DEFRAG START ////////// // start: 200 - defrag timers 200 CH_INFO_TIME, // defrag - elapsed time 201 CH_INFO_BESTTIME, // defrag - best time for map 202 CH_INFO_TIMEDIFFERENCE, // defrag - best time - elapsed time 203 CH_INFO_203, // empty 204 CH_INFO_204, // empty 205 CH_INFO_205, // empty 206 CH_INFO_206, // empty 207 CH_INFO_207, // empty 208 CH_INFO_208, // empty 209 CH_INFO_209, // empty // start: 210 - defrag stats 210 CH_INFO_DF_HEIGHT, // defrag stats - jump height 211 CH_INFO_DF_DISTANCE, // defrag stats - jump distance 212 CH_INFO_DF_HIGHEST, // defrag stats - highest jump 213 CH_INFO_DF_LONGEST, // defrag stats - longest jump 214 CH_INFO_DF_OVERALLDISTANCE, // defrag stats - distance meter 215 CH_INFO_DF_SPENT, // defrag stats - health / armor spent 216 CH_INFO_DF_SHOTS, // defrag stats - shots fired 217 CH_INFO_DF_HSPEED, // defrag stats - highest speed 218 CH_INFO_218, // empty 219 CH_INFO_DF_COUNTRY, // defrag stats - country // start: 220 - defrag game settings 220 CH_INFO_DF_DEFRAG, // defrag - on/off 221 CH_INFO_DF_VERSION, // defrag - version 222 CH_INFO_DF_GAMETYPE, // defrag - gametype 223 CH_INFO_DF_GAMETYPE_REAL, // defrag - gametype real 224 CH_INFO_DF_GAMEMODE, // defrag - gamemode 225 CH_INFO_DF_MULTIPLAYER, // defrag - multiplayer on/off 226 CH_INFO_DF_PHYSICS, // defrag - physics: vq3 or cpm 227 CH_INFO_DF_OVERBOUNCES, // defrag - overbounces on/off 228 CH_INFO_DF_MAPNAME, // defrag - mapname 229 CH_INFO_DF_ROUTE, // defrag - route // start: 230 - defrag server settings 230 CH_INFO_DF_COMPETITION, // defrag - competition string 231 CH_INFO_DF_SERVER_NAME, // defrag - server name 232 CH_INFO_DF_SERVER_GAMENAME, // defrag - server gamename 233 CH_INFO_DF_SERVER_GAMEPATH, // defrag - server gamepath 234 CH_INFO_DF_CHEATS, // defrag - cheats on/off 235 CH_INFO_DF_SERVER_PURE, // defrag - pure server on/off 236 CH_INFO_DF_SERVER_FPS, // defrag - server frames per second (sv_fps) 237 CH_INFO_DF_SERVER_PMOVEPERIOD, // defrag - pmove frequency (pmove_msec) 238 CH_INFO_DF_SERVER_CLIENTSYNC, // defrag - clients synchronized (g_synchronousClients) on/off 239 CH_INFO_DF_CLIENT_FPS, // defrag - client max fps (com_maxfps) ////////// DEFRAG END ////////// ////////// Q3 START SET #2 ////////// // start: 300 - overbounce high/low offsets 300 CH_INFO_OVERBOUNCE_OFFSETS_BELOW = 300, // OB Movement (B) Below 301 CH_INFO_OVERBOUNCE_OFFSETS_GO, // OB Movement (G) Go 302 CH_INFO_OVERBOUNCE_OFFSETS_JUMP, // OB Movement (J) Jump 303 CH_INFO_OVERBOUNCE_OFFSETS_STICKY_GO, // SOB Sticky Movement (SG) Sticky Go 304 CH_INFO_OVERBOUNCE_OFFSETS_STICKY_JUMP, // SOB Sticky Movement (SJ) Sticky Jump 305 CH_INFO_OVERBOUNCE_OFFSETS_PLASMA, // WOB Weapon (p) plasma 306 CH_INFO_OVERBOUNCE_OFFSETS_PLASMAJUMP, // WOB Weapon (P) Plasmajump 307 CH_INFO_OVERBOUNCE_OFFSETS_ROCKET, // WOB Weapon (r) rocket 308 CH_INFO_OVERBOUNCE_OFFSETS_ROCKETJUMP, // WOB Weapon (R) Rocketjump 309 CH_INFO_309, // empty // start: 310 - overbounce high/low offsets 310 CH_INFO_OVERBOUNCE_OFFSETS_STICKY_PLASMA, // SWOB Sticky Weapon (Sp) Sticky plasma 311 CH_INFO_OVERBOUNCE_OFFSETS_STICKY_PLASMAJUMP, // SWOB Sticky Weapon (SP) Sticky Plasmajump 312 CH_INFO_OVERBOUNCE_OFFSETS_STICKY_ROCKET, // SWOB Sticky Weapon (Sr) Sticky rocket 313 CH_INFO_OVERBOUNCE_OFFSETS_STICKY_ROCKETJUMP, // SWOB Sticky Weapon (SR) Sticky Rocketjump 314 CH_INFO_OVERBOUNCE_OFFSETS_QUADED_PLASMA, // QWOB Quaded Weapon (Qp) Quaded plasma 315 CH_INFO_OVERBOUNCE_OFFSETS_QUADED_PLASMAJUMP, // QWOB Quaded Weapon (QP) Quaded PlasmaJump 316 CH_INFO_OVERBOUNCE_OFFSETS_QUADED_ROCKET, // QWOB Quaded Weapon (Qr) Quaded rocket 317 CH_INFO_OVERBOUNCE_OFFSETS_QUADED_ROCKETJUMP, // QWOB Quaded Weapon (QR) Quaded RocketJump 318 CH_INFO_318, // empty 319 CH_INFO_319, // empty // start: 320 - demo camera CH_INFO_DEMOCAM_POSITION, // demo camera position x y z CH_INFO_DEMOCAM_ANGLES, // demo camera angles p y r CH_INFO_DEMOCAM_POSITION_ANGLES1, // demo camera x y z p y r CH_INFO_DEMOCAM_POSITION_ANGLES2, // demo camera x,y,z,p,y,r CH_INFO_DEMOCAM_POSITION_ANGLES3, // demo camera position (x y z) pitch/yaw/roll CH_INFO_325, // empty CH_INFO_326, // empty CH_INFO_327, // empty CH_INFO_328, // empty CH_INFO_329, // empty ////////// Q3 END SET #2 //////////