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Defrag CHS

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 //////////

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